bgassassin said:
Right I understand that. I mean the visual difference between something of that level versus what we see with PS360.
You'll never see a jump as drastic as ubiquitous normal mapping and self-shadowing like we got from PS2->PS3. You might want to checkout the differences between DX10 and DX9 in Lost Planet and Lost Planet 2 for a small example.
Basically, a DX10.1 GPU would allow:
- More options for shadow filtering;
- Render some techniques that would require multiple passes in DX9 in a single pass (point light shadows, as example);
- Supports MSAA in situations that were impossible in DX9 (like deferred rendering);
- The geometry shader offers more flexibility for particles, grass, foliage, fur, rain splashes, depth of field, non-photorealistic rendering, object motion blur and etc. directly on the GPU;
- The ability to bind more than 16 texture maps at once and select which one(s) to use per pixel.
- Support for much larger and complex shaders with much better support for branching code.
- Support for "saving" the output of vertex and geometry shaders into memory, which opens more options for procedural geometry generation/deformation.
In general it's much easier to code most shaders with DX10.1 features than it is with DX9 features. The added flexibility allows things to be done with much less hoop jumping and lateral thinking (and you can do much crazier stuff if you start jumping hoops and thinking laterally).