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Question by 1danielcoelho · Jul 23, 2016 at 12:45 PM · shadertextureplayer

Why no Direct3D10 anywhere?

I've been trying to check compatibility with Compute and Geometry shaders, and I just can't find any setting or configuration to use just Direct3D10 on Unity.

On Edit->Project Settings->Player I can disable Auto Graphics API for windows, but it only lists Direct3D9 and Direct3D11 as available options.

Unity answers itself doesn't even have a single hit for "Direct3D10" at all.

What gives? Is there no extra option between old Direct3D9 and jumping straight to Direct3D11?

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avatar image $$anonymous$$ · Jul 23, 2016 at 04:55 PM 0
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Why do you want to use Directx 10?

I believe that alot more people use either DX9 or 11 these days (soon DX12) so there's no need for DX10 to be available.

avatar image 1danielcoelho $$anonymous$$ · Jul 23, 2016 at 05:28 PM 0
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D3D10 is supported by more hardware than D3D11, but still allows geometry shaders, which is something D3D9 doesn't do

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Answer by tanoshimi · Jul 23, 2016 at 11:32 PM

IIRC, the implementation of D3D10 was poor: it required Windows Vista (which itself was pretty shambolic) and also wouldn't degrade gracefully for earlier hardware.

That's why many software, Unity included, jumped straight from D3D9 to D3D11, which fixed many of its issues. Note that you can still write for DX11 on a DX10 card : http://docs.unity3d.com/Manual/UsingDX11GL3Features.html

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