Final Words

For now, AMD does seem to have an advantage in Call of Juarez, while NVIDIA leads the way in Company of Heroes and Lost Planet. But as far as NVIDIA vs. AMD in DirectX 10 performance, we really don't want to call a winner right now. It's just way too early, and there are many different factors behind what we are seeing here. As the dust settles and everyone gets fully optimized DirectX 10 drivers out the door with a wider variety of games, then we'll be happy to take a second look.

The more important fact to realize is that DirectX 10 is finally here. While developers are used to programmable hardware after years with DirectX 9, there is still room for experimentation and learning with geometry shaders, more flexibility, lower state change and object overhead, and (especially) faster hardware. But DirectX 10 isn't an instant pass to huge performance and incredible effects.

Let's look at it like this: there are really three ways a game can come to support DirectX 10, and almost all games over the next few years will ship with a DX9 path as well. The easiest thing is to do a straight port of features from DirectX 9 (which should generally be slightly faster than the DirectX 9 counterpart if drivers are of equal quality). We could also see games offer a DirectX 10 version with enhanced features that could still be implemented in DX9 in order to offer an incentive for users to move to a DX10 capable platform. The most aggressive option is to implement a game focused around effects that can only be effectively achieved through DirectX 10.

Games which could absolutely only be done in DX10 won't hit for quite a while for a number of reasons. The majority of users will still be on DX9 platforms. It is logical to spend the most effort developing for the user base that will actually be paying for the games. Developers are certainly interested in taking advantage of DX10, but all games for the next couple of years will definitely have a DX9 path. It doesn't make sense to rewrite everything from the ground up if you don't have to.

We are also hearing that some of the exclusive DX10 features that could enable unique and amazing effects DX9 isn't capable of just don't perform well enough on current hardware. Geometry shader heavy code, especially involving geometry amplification, does not perform equally well on all available platforms (and we're looking at doing some synthetic tests to help demonstrate this). The performance of some DX10 features is lacking to the point where developers are limited in how intensely they can use these new features.

Developers (usually) won't write code that will work fine on one platform and not at all on another. The decisions on how to implement a game are in the hands of the developers, and that's where gamers rightly look when performance is bad or hardware and feature support is not complete. Building a consistent experience for all gamers is important. It won't be until most users have hardware that can handle all the bells and whistles well that we'll see games start to really push the limits of DX10 and reach beyond what DX9 can do.

In conversations with developers we've had thus far, we get the impression that straight ports of DX9 to DX10 won't be the norm either. After all, why would a developer want to spend extra time and effort developing, testing and debugging multiple code paths that do exactly the same thing? This fact, combined with the lack of performance in key DX10 features on current hardware, means it's very likely that the majority of DX10 titles coming out in the near term will only be slightly enhanced versions of what could have been done through DX9.

Both NVIDIA and AMD were very upset over how little we thought of their DX10 class mainstream hardware. They both argued that graphics cards are no longer just about 3D, and additional video decode hardware and DX10 support add a lot of value above the previous generation. We certainly don't see it this way. Yes, we can't expect last years high-end performance to trickle down to the low-end segment, but we should at least demand that this generation's $150 part will always outperform last generation's.

This is especially important in a generation that defines the baseline of support for a new API. The 2400 and 8400 cards will always be the lowest common denominator in DX10 hardware (until Intel builds a DX10 part, but most developers will likely ignore that unless Intel can manage to pull a rabbit out of their hat). We can reasonably expect that people who want to play games will opt for at least an 8600 or a 2600 series card. Going forward, developers will have to take that into account, and we won't be able to see key features of games require more horsepower than these cards provide for the next couple of years.

AMD and NVIDIA had the chance to define the minimum performance of a DX10 class part higher than what we can expect from cards that barely get by with DX9 code. By choosing to design their hardware without a significant, consistent performance advantage over the X1600 and 7600 class of parts, developers have even less incentive (not to mention ability) to push next generation features only possible with DX10 into their games. These cards are just not powerful enough to enable widespread use of any features that reach beyond the capability of DirectX 9.

Even our high-end hardware struggled to keep up in some cases, and the highest resolution we tested was 2.3 megapixels. Pushing the resolution up to 4 MP (with 30" display resolutions of 2560x1600) brings all of our cards to their knees. In short, we really need to see faster hardware before developers can start doing more impressive things with DirectX 10.

DirectX 9 vs. DirectX 10


View All Comments

  • slickr - Monday, July 9, 2007 - link

    Great review, thats what we all need to get Nvidia and ATI stop bitchin around and stealing our money with slow hardware that can't even outperform last generations hardware. If you ask me the 8800Ultra should be the middle 150$ class here and top end should be some graphic card with 320 stream processors 1GB GDDR4 clocked at 2.4GHZ and 1000MHz core clock, same from amd they need the X2900XT to be middle 150$ class and top of the line should be some graphic card with 640stream processors 1GB GDDR4 2.4GHz and 1000MHz core clock!

    More of this kind of reviews please so we can put to ATI and Nvidia we won't buy their hardware if its not good!!!!!!!!

  • ielmox - Tuesday, July 24, 2007 - link

    I really enjoyed this review. I have been agonizing over selecting an affordable graphics card that will give me the kind of value I enjoyed for years from my trusty and cheap GF5900xt (which runs Prey, Oblivion, and EQ2 at decent quality and frame rates) and I am just not seeing it.

    I'm avoiding ATI until they bring their power use under control and generally get their act together. I'm avoiding nVidia because they're gouging the hell out of the market. And the previous generation nVidia hardware is still quite costly because nVidia know very well that they've not provided much of an upgrade with the 8xxx family, unless you are willing to pay the high prices for the 8800 series (what possessed them to use a 128bit bus on everything below the 8800?? Did they WANT their hardware to be crippled?).

    As a gamer who doesn't want to be a victim of the "latest and greatest" trends, I want affordable performance and quality and I don't really see that many viable options. I believe we have this half-baked DX10 and Vista introduction to thank for it - system requirements keep rocketing upwards unreasonably but the hardware economics do not seem to be keeping pace.

  • AnnonymousCoward - Saturday, July 7, 2007 - link

    Thanks Derek for the great review. I appreciate the "%DX10 performance of DX9" charts, too. Reply
  • Aberforth - Thursday, July 5, 2007 - link

    This article is ridiculous. Why would Nvidia and other dx10 developers want gamers to buy G80 card for high dx10 performance? DX10 is all about optimization, the performance factor depends on how well it is implemented and not by blindly using API's. Vista's driver model is different and dx10 is different. The present state of Nvidia drivers are horrible, we can't even think of dx10 performance at this stage.

    the dx10 version of lost planet runs horribly eventhough it is not graphically different from dx9 version. So this isn't dx10 or GPU's fault, it's all about the code and the drivers. Also the CEO of Crytek has confirmed that Nvidia 8800 (possibly 8800GTS) and E6600 CPU can max Crysis in Dx10 mode.

    Long back when dx9 came out I remember reading an article about how it sucked badly. So I'm definetly not gonna buy this one.
  • titan7 - Thursday, July 12, 2007 - link

    No, it's not about sucky code or sucky drivers. It's about shaders. Look at how much faster cards with more shader power are in d3d9. Now in d3d10 longer, richer, prettier shaders are used that take more power to process.

    It's not about optimization this time as the IHVs have already figured out how to write optimized drivers, it's about raw FLOPS for shader performance.
  • DerekWilson - Thursday, July 5, 2007 - link

    DX9 performance did (and does) "suck badly" on early DX9 hardware.

    DX10 is a good thing, and pushing the limits of hardware is a good thing.

    Yes drivers and game code can be rocky right now, but the 162 from NVIDIA are quite stable and NV is confident in their performance. Lost planet shows that NV's drivers are at least getting close to parity with DX9.

    This isn't an article about DX10 not being good, it's an article about early DX10 hardware not being capable of delivering all that DX10 has to offer.

    Which is as true now as it was about early DX9 hardware.
  • piroroadkill - Friday, July 6, 2007 - link

    Wait, performance on the Radeon 9700 Pro sucked? I seem to remember games several years later that were DirectX 9 still being playable... Reply
  • DerekWilson - Saturday, July 7, 2007 - link

    yeah, 9700 pro sucks ... when actually running real world DX9 code.

    Try running BF2 at any playable setting (100% view distance, high shadows and lighting). This is really where games started using DX9 (to my knowledge, BF2 was actually the first game to require DX9 support to run).

    But many other games still include the ability to run 1.x shaders rather 2.0 ... Like Oblivion can turn the detail way down to the point where there aren't any DX9 heavy features running. But if you try to enable them on a 9700 Pro it will not run well at all. I actually haven't tested Oblivion at the lowest quality so I don't know if it can be playable on a 9700 Pro, but if it is, it wouldn't even be the same game (visually).
  • DerekWilson - Saturday, July 7, 2007 - link

    BTW, BF2 was released less than 3 years after the 9700 Pro ... (aug 02 to june 05) ... Reply
  • Aberforth - Thursday, July 5, 2007 - link


    Just want to know why a DX10 game called Crysis was running at 2048x1536 res with 60+ FPS equipped with Geforce 8800 GTX.

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