| Kaiyi 的个人资料Exalted Egotism日志列表 | 帮助 |
|
|
9月22日 Microsoft offers downgrade from Vista to XPIt's no shock that Windows Vista isn't, shall we say, universally loved, and it's also unsurprising that a plethora of businesses have voiced their preference to keep on runnin' their operations on Windows XP. Presumably in response, Microsoft is "quietly allowing PC makers to offer a downgrade option to buyers that get machines with the new operating system but want to switch to Windows XP," but the program only applies to Vista Business and Ultimate editions. The likes of Fujitsu, HP, Lenovo and Dell all have processes in place to ensure that customers have the ability to downgrade if they so choose, and while some firms are still selling their PCs with XP pre-installed, debates are already swirling around how long that tactic can remain in place. 4月22日 Vista Capable Graphic CardsATI GPU's
Desktop: ATI Radeon® HD 2900 Series (Support Directx 10)
ATI Radeon® HD 2600 Series (Support DirectX 10)
ATI Radeon® HD 2400 Series (Support DirectX 10)
ATI Radeon® X1950 Series
ATI Radeon® X1900 Series ATI Radeon® X1800 Series ATI Radeon® X1600 Series ATI Radeon® X1300 Series ATI Radeon® X850 Series ATI Radeon® X800 Series ATI Radeon® X700 Series ATI Radeon® X600 Series ATI Radeon® X550 Series ATI Radeon® X300 Series ATI Radeon® 9800 Series ATI Radeon® 9700 Series ATI Radeon® 9600 Series ATI Radeon® 9550 Series ATI Radeon® 9500 Series Multimedia: ATI All-in-Wonder® X1900 Series ATI All-in-Wonder® X1800 Series ATI All-in-Wonder® 2006 Edition ATI All-in-Wonder® X800 Series ATI All-in-Wonder® X600 Series ATI Theater 550 PRO ATI TV Wonder Elite ATI All-in-Wonder® 9800 Series ATI All-in-Wonder® 9600 Series Mobile: ATI Mobility Radeon® HD 2600 XT Series (Support DirectX 10)
ATI Mobility Radeon® HD 2600 Series (Support DirectX 10)
ATI Mobility Radeon® HD 2400 XT Series (Support DirectX 10) ATI Mobility Radeon® HD 2400 Series (Support DirectX 10) ATI Mobility Radeon® HD 2300 Series ATI Radeon® Xpress 200M ATI Mobility Radeon® X1800 Series ATI Mobility Radeon® X1600 Series ATI Mobility Radeon® X1400 Series ATI Mobility Radeon® X1300 Series ATI Mobility Radeon® X800 Series ATI Mobility Radeon® X700 Series ATI Mobility Radeon® X600 Series ATI Mobility Radeon® X300 Series ATI Mobility Radeon® 9800 Series ATI Mobility Radeon® 9700 Series ATI Mobility Radeon® 9600 Series ATI Mobility Radeon® 9500 Series ATI Mobility FireGL V5200 ATI Mobility FireGL V5000 ATI Mobility FireGL V3200 ATI Mobility FireGL V3100 Workstation: ATI FireMV 2200 PCIE ATI FireMV 2400 PCIE ATI FireGL V7350 ATI FireGL V7300 ATI FireGL V7100 ATI FireGL V5100 ATI FireGL V5000 ATI FireGL V3200 ATI FireGL V3100E ATI FireMV 2200 PCIE ATI FireMV 2400 PCIE -------------------------------------------------------- NVIDIA GPU's Desktop: GeForce 8800 GPUs (Support DirectX 10)
GeForce 8600 GPUs (Support DirectX 10) GeForce 8500 GPUs (Support DirectX 10)
GeForce 7900 GPUs GeForce 7800 GPUs GeForce 7600 GPUs GeForce 7300 GPUs GeForce 6800 GPUs GeForce 6600 GPUs GeForce 6500 GPUs GeForce 6200 GPUs GeForce 6100/6150 GPUs GeForce FX 5900 GPUs GeForce FX 5700 GPUs GeForce FX 5600 GPUs GeForce FX 5500 GPUs GeForce FX 5200 GPUs GeForce PCX GPUs Quadro NVS 440 GPUs (Support DirectX 10) Quadro NVS 285 GPUs (Support DirectX 10) Quadro NVS 280 GPUs Mobile: GeForce Go 7900 GPUs GeForce Go 7800 GPUs GeForce Go 7600 GPUs GeForce Go 7400 GPUs GeForce Go 7300 GPUs GeForce Go 7200 GPUs GeForce Go 6800 GPUs GeForce Go 6600 GPUs GeForce Go 6400 GPUs GeForce Go 6200 GPUs GeForce Go 6100/6150 GPUs GeForce FX Go5700 GPUs GeForce FX Go5650 GPUs GeForce FX Go5600 GPUs GeForce FX Go5200 GPUs GeForce FX Go5100 GPUs Quadro NVS 300M GPUs (Support DirectX 10) Quadro NVS 120M GPUs (Support DirectX 10) Quadro NVS 110M GPUs Workstation: Quadro FX 5500 GPUs Quadro FX 4500 GPUs Quadro FX 4400 GPUs Quadro FX 4500 SDI GPUs Quadro FX 4000 SDI GPUs Quadro FX 4000 GPUs Quadro FX 3500 GPUs Quadro FX 3450 GPUs Quadro FX 3400 GPUs Quadro FX 3000G GPUs Quadro FX 3000 GPUs Quadro FX 2000 GPUs Quadro FX 1500 GPUs Quadro FX 1400 GPUs Quadro FX 1300 GPUs Quadro FX 1100 GPUs Quadro FX 1000 GPUs Quadro FX 600/700 GPUs Quadro FX 540 GPUs Quadro FX 500/540/550/560 GPUs Quadro FX 330/350 GPUs Quadro FX 2500M GPUs Quadro FX 1500M GPUs Quadro FX 350M GPUs -------------------------------------------------------- Intel IGP's Desktop: Intel Graphics Media Accelerator 950 Intel 945G Express Chipset -------------------------------------------------------- S3 Graphics IGP's Desktop: S3 Graphics Chrome S27 S3 Graphics Chrome S25 S3 Graphics GammaChrome -------------------------------------------------------- VIA IGP's Desktop: VIA K8M890 Mobile: VIA K8N890
4月12日 Chinese Hackers Crack Vista through OEM simulation!!!A product manager from MS have just confirmed there has been cases where hackers were able to break the Vista's user security activation by making the machine an OEM. The vulnerability of Vista began to show when Vista Loader 2.0 was introduced last week, as an enhanced version of Vista Loader 1.0 which was devised by chinese hackers. (from cnet.)
below from Windows Geniuine Advantage blog. by alexkoc
The conclusion we can easily drawn is that among the two methods of OEM simulation( I don't like the word "hack" ), software based approach is the much safer method. Until now, Microsoft have not yet devised mean to identify or control OEM stimulated PC running Windows Vista. You can Search on www.baidu.com about Vista Loader 2.0 for more information. 3月20日 4 monitors for Vista... so sake
3月14日 Installation Resources for Windows Vista 32-bit and 64-bit Systems
2月14日 Turn You Windows XP to Vista for free
This pack will change some of your xp's system files. As a result, the interface will be completely 'Vista'. You will also able to have those 'Widgets'... Consider this a gift for the Valentine's Day to your computer. backtrack: http://www.windowsxlive.net/?p=361
1月31日 Windows Vista Is Out TodayAlong with Windows Vista, Office 2007 is also available now!!! I wish I could get my hand on one of the copies but no... Soon we'll see the performance of the new HD support, directx 10 and so much more. So far, only NVDIA has lauched a new graphic support for DirectX 10, I can't wait to see some of the new games come out with all the crazy graphics.
I could only hope that Microsoft will be able to fix many of the existing problems, such as virus and security holes. The new vista will have the latest windows defender, though I doubt that will be any help.
For chinese customers, Vista has added several features exclusively. The most intriguing one is the TTS (from text to sound). This is a start of new era in info. tech. Long Live Vista!!!
1月26日 CNET's Review About Windows Vista, 4 days more.CNET editors' reviewReviewed by: Robert Vamosi Reviewed on 1/23/07 Release date: 1/30/07
There are six major editions of Windows Vista; we're reviewing four. We chose not to review Windows Vista Enterprise (available only to volume license customers) and Windows Vista Starter (available only outside the United States). Windows Vista Ultimate includes everything, and this is the edition getting the most promotion from Microsoft. It is not the edition most people will find packaged on their shiny new PCs or will end up with after an upgrade of existing hardware. See our feature comparison chart to know which edition is right for your specific needs, and check the following individual reviews for more details: Windows Vista Business Setup and installation Hardware requirements for Windows Vista should not be taken lightly. In a controversial move to garner positive reviews, Microsoft sent hundreds of bloggers (not including CNET) free copies of Windows Vista Ultimate; Microsoft did not send boxed copies, rather the software giant sent top-of-the-line Acer Ferrari laptops with the operating system preinstalled. So even Microsoft seems to admit that the best performance is only available on top-of-the-line machines manufactured within the last year or so. That said, many people will still want to upgrade their current Windows XP SP2. This will keep all your current data and applications, importing them directly into the new operating system. To see which edition(s) of Windows Vista your current computer can handle, visit the CNET Vista Readiness Advisor to find specific hardware recommendations so you don't buy the wrong edition. Most people will find either Windows Vista Home Basic or Windows Vista Home Premium to be their best choice. While Windows Vista does make a backup of your previous operating system before installing, it is always recommended that you backup your current Windows XP system yourself, just in case. Rather than upgrade, we recommend you perform a clean installation. With a clean installation, you keep all your current on the Windows XP drive and install only the data and applications you want to run on Windows Vista. A clean install can be accomplished by buying a new PC with Windows Vista already installed, partitioning an existing Windows XP machine to dual-boot into Windows Vista, or adding a new hard drive to an existing Windows XP machine. Our clean installations took anywhere from 20 minutes to an hour, depending on the hardware in the system. It's pretty much an automated process, with the installer first copying the WIM image onto the new hard drive or partition then expanding that image. Once again, we experienced an uncomfortably long plateau at "Expanding: 27 percent"; as with previous builds, we waited between two and five minutes before the expansion continued. About halfway through, the installer reboots and continues the installation in Windows Vista. During the installation, Windows Vista will load the drivers included within the installation image, but it will also download additional drivers from a much larger database at Microsoft. This assumes, however, that one has an always-on Internet connection; dial-up users may find that upon completion of the installation process some drivers are missing. Once fully installed, Windows Vista first asks for your country or region, then time and currency, and, finally, the desired keyboard layout. Next, you'll choose a username, a user icon, and a password. Then select your desktop wallpaper and security settings: Automatic, Install Important Updates Only, or Ask Me Later. After reviewing the computer's time and date settings, there's one more message: "Please wait while Windows checks your computer's performance." Here, Microsoft grades your computer on a five-point scale, with the overall rating based on your system's lowest score (in our case, that was for the video card). Windows Vista includes new musical tones written by veteran musican Robert Fripp. Compared to the familiar start-up tones of Windows XP, Windows Vista's are lighter, almost spritely. The sounds for User Account Control and Log Off are also perkier than those found in similar security warnings within Windows XP. New on the Windows Vista desktop is a Welcome Center which contains links to frequently asked questions such as, "How do you configure your printer?" and "How do you connect to your Internet service?" There is also room for some sales opportunities, either with manufacturer specials or online offers from Microsoft, such as the Windows Live OneCare service. Frankly, we think it is better for you to look beyond the Windows ecosystem for e-mail, Internet browsers, and security applications. After closing the Welcome Center, you'll notice to the far right there is a shaded sidebar populated with three example Gadgets ("widgets" to everyone else), tiny desktop applets that display content, such as RSS feeds. In one Gadget, a slide show of images from the sample photo library display; in the next, the current time; finally, there's a Gadget for subscribed RSS feeds. We downloaded and installed Firefox 2, made Firefox our default browser, and quickly set up a few RSS feed subscriptions. Guess what? The Windows Vista Gadget was unresponsive to our efforts, displaying only the default MSN feeds from Microsoft. You have to use Internet Explorer 7 or choose a Firefox-friendly Gadget instead. By clicking the + symbol atop the sidebar, you'll see a panel of available Gadgets, with a link out to the Web to find even more. The Gadgets are not fixed to the sidebar; they can be dragged across the desktop. And even the sidebar itself can be disabled to allow for a full desktop view. An icon located within the taskbar will restore the sidebar at any time. The familiar Start menu features some cosmetic changes for Windows Vista. Aside from the distinctive rounded icon, the Start menu now includes a built-in Search function. We would have preferred to have access to Search directly from the desktop rather than digging down a level or two. The All Programs list now displays as an expandable/collapsible directory tree, something Windows should have offered years ago. The new Start menu is divided in half, with access to documents, pictures, music, games, recent items, My Computer, network, Control Panel, default programs, and Help along the right-hand side. Also new within Start is an Instant Off button. This button caches all your open files and processes, allowing you to turn off your laptop or desktop quickly without all the "cleaning up files" messages you see in previous versions. We like the feature, but on our Acer Travelmate 8200, Instant Off and closing the lid to hibernate sometimes produced limbo states where the laptop simply wouldn't wake up again, forcing us to reboot. In Windows Vista, files become unmoored from the traditional directory tree structure--kind of. The more ambitious plan of including a whole new file system was scrapped early on; instead, Windows Vista relies on metatags, which are keywords linked to files to make them searchable. With metatags, you can create virtual file folders based on a variety of search terms. Say you're doing a report on mountains, any file that is keyword-enabled to include "mountains" will be grouped into a virtual folder without physically dragging that file to a new location. The downside is that older files (say you upgraded your system from Windows XP or imported data from an earlier version of Windows) will have to be retroactively metataged in order to be searched. Also different is the file path displayed within Windows Explorer. Gone are the backslashes, replaced with arrows that offer drop-down menus of alternative folders. We liked this efficient feature. Finally, there's a compatibility wizard buried deep within Windows Vista. Most Windows XP applications we loaded performed just fine. Operating under the hood, Windows Vista convinces native Windows XP applications that they're running on Windows XP. Should you need to run an older application, say from Windows 95, the compatibility wizard allows you to tweak the display resolution and emulate Windows 95 for that program. For example, we were able to run a Windows 95-optimized game demo on our Windows Vista test system. Features Common to all editions of Windows Vista are ad hoc backup and recovery, instant Search, Internet Explorer 7 browser, Windows Media Player 11, Windows Mail e-mail client, Windows Calendar, Windows Photo Gallery, performance tuning and self-diagnostics, Internet protocol IPv6 and IPv4 support, Windows ReadyDrive, a maximum of 4GB RAM support on 32-bit editions (up to 128GB RAM on some 64-bit editions), Windows Sync Center for mobile devices, Windows Mobility Center for presentations on the road, User Account Control security protection, Windows Security Center, Windows Defender antispyware, Windows Firewall, Windows Meeting Space for ad hoc wireless meetings, Remote Desktop for working from home, XPS document support for PDF-like files, improved peer-to-peer networking, improved VPN support, and improved power management. Included within certain editions (and thus also included within the Ultimate edition) are Windows Media Center, Windows Tablet PC, Windows Movie Maker, Windows DVD Maker, Parental Controls, Windows SideShow for remote gadgets, domain join for Windows Small Business Server, Group Policy support, Client-side file caching, Roaming User Profiles for remote server access, Windows Fax and Scan, Windows ShadowCopy to create file backups, Windows Rights Management Services to protect documents, Windows BitLocker hard drive encryption, integrated smart card management, and various Windows Ultimate Extras to be named later. Despite many feature changes within Windows Vista, Microsoft has held onto its original marketing promise of providing users with Clear, Confident, and Connected solutions. For Clear, Microsoft cites its new Aero graphics. Aero is part of the Windows Presentation Foundation, a subgroup of the .Net Foundation Framework, an underlying foundation for developers to build new applications. One applet is the New York Times Times Reader, the first of many products written exclusively for Windows Vista but hardly a compelling reason by itself to upgrade. Though video playback and, yes, even the tiny icons on Windows Vista are now crisp and colorful with Aero, unless you watch YouTube videos all day, you won't really need Aero, nor will you miss the tiny preview windows enabled on your desktop display. Aero is necessary to create Microsoft's new, Adobe PDF-like file format called XPS (Extensible Page System); however, any Windows XP SP2 machine can view XPS-created pages with downloads of the .Net 3 Framework Foundation and the Internet Explorer 7 browser. For Confident, Microsoft touts new security enhancements within Windows Vista. You shouldn't encounter User Account Control (UAC) except when changing system configurations or installing new software, and even then, wouldn't you--in this age of downloadable spyware--prefer to know when an executable file is about to run? While UAC notifies you of pending system changes, it doesn't require a password. The Mac operating system does something similar but requires a password--that's security. Microsoft's more controversial method to lock down the system kernel is only available in the 64-bit editions of Windows Vista; most home users will not run these editions. Another celebrated security feature works only within Windows Mail, which most people are unlikely to use. And finally, the jury is still out on whether Internet Explorer 7 is more secure than, say, Firefox 2. Windows Vista also includes a built-in but limited two-way firewall and free Windows Defender antispyware, which ranked poor in competitive testing done by Download.com. For Connected, Microsoft points to the new peer-to-peer possibilities, some of which are the result of its acquisition of Groove several years ago. From within Windows Explorer (which displays different toolbar options for exploring documents, photos, or music) you can move any file into a Public Folder and then mark the file or folder for sharing on a network. Within the Business and Ultimate editions you can further mark individual files for remote access. Performance Under the hood, Microsoft has moved device drivers for DVD burners and printers out of the system kernel; Microsoft says that a majority of system crashes can be traced to improperly installed third-party device drivers. Thus Windows Vista hopes to vanquish the dreaded Blue Screen of Death common to earlier releases of Windows. Indeed, after testing several early builds, we found Windows Vista to be remarkably stable and robust. Support Conclusion 1月18日 Vista, it's economical perspectives and methods of distribution.Many are eager to purchase a new pc right now and receive an opportunity on getting the latest vista online. Well, it's better to wait just 10 more days or so till Vista comes out, so one will not waste any money or time on upgrading your vista. Compare to Apple's OS X, Vista seems a little too much expensive, and you can see this time, it's one OS per one PC, but for all the trouble, Vista will be worth a look. I eagerly await for its arrival. 1月8日 Windows Vista's Win FS file systemWindows Vista's new file systemI strongly doubt the efficiency of these new features. I wonder how the indexing of the users' files are done "without much of a performance hit". Much are left in mystery before Vista will be fully avaliable later January. 1月3日 The new configuration, the new Windows Vista, his DirectX 10 and her competitorThe Highly Anticipated DirectX 10
Windows Vista includes a major update to the Direct3D API. Originally called WGF 2.0 (Windows Graphics Foundation 2.0), DirectX 10 and DirectX Next, it features an updated shader model — the shaders still consist of fixed stages like on previous APIs, but all stages sport a nearly unified interface, as well as a unified access to resources. The language itself has been extended to be more expressive (integer operations, nearly unlimited instructions count). In addition to the previously available vertex and pixel shader stages, the API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow for more complex effects in real time. Direct3D 10 no longer uses "capability bits" to indicate which features are active on the current hardware. Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be "Direct3D 10 compatible". Therefore, contrary to the previous revisions of Direct3D, it requires new graphics hardware to run at all, whereas prior versions allow the old hardware capabilities to be addressed within the new interface. This is one of the major departure of this new API, and it is justified by Microsoft as the only way to achieve the CPU efficiency gains needed for the newest pieces of hardware without the clutter of legacy code.
Many of the advanced features and performance improvements of Direct3D 10 mandate the use of WDDM-compliant drivers. WDDM drivers are also required by Direct3D9Ex, an extended version of DirectX 9.0c, used in Windows Vista. D3D9Ex was previously known as WGF 1.0 and D3D9.0L. However, D3D9Ex needs WGF 1.0 drivers (previously, basic profile), and D3D10 needs WDDM 2.x drivers (previously, Advanced profile) which supports the extended graphics pipeline. D3D9Ex features similar improvements like better gamma control, support for virtualization of resources and safe device removal, other improvements make D3D10 incompatible with previous versions.
Because Direct3D 10 hardware will be comparatively rare for a period of time after the release of Windows Vista, and because the Vista Premium logo program does not require Direct3D 10 to be supported, the first D3D10-compatible games will most likely still provide a D3D9/D3D9Ex render path.
-------------------------
Windows Vista and DirectX 10 from CNET News. It's been called DirectX 10, Windows Graphics Foundation 2.0, and most recently, Direct3D10. The naming situation will clear up as we get closer to the official Windows Vista release, but all you have to know is that DirectX 10 and Direct3D10 in particular will introduce a new era in PC gaming. Microsoft's DirectX APIs are a collection of interfaces that standardize how game developers talk to PC system hardware. It's a lot easier for programmers to write for a single DirectSound or Direct3D API, instead of writing for every single video card and sound card in existence. Microsoft rebuilt its Direct3D API from scratch for Windows Vista, and Direct3D10 will serve as the base for all future Direct3D innovations throughout the life span of the Windows Vista operating system. Because the Direct3D10 foundation has to serve game developers through the next decade, Windows Vista will streamline and open up Direct3D with several forward-looking features that will help programmers create better games and get more performance out of PC hardware. All hail the graphics processing unit Opening up the video card to more applications will require Vista to give the GPU more system resources and allow applications to share the hardware. The biggest change for game developers will be virtualized memory for the GPU. The video card will now have its own space in system RAM to store information that can't fit on local video card memory. High-end video cards ship with 256MB or 512MB of memory, but games can still use the extra space in system memory to store large chunks of information, like textures. Epic Games founder Tim Sweeney explains, "Virtual texturing eliminates the video memory bottleneck on texture size; whereas in DirectX 9 the size of textures we can use with full performance is limited by the amount of video memory, in DirectX 10 it is only limited by total system memory." Furthermore, Tim predicts that virtual memory will enable a "2X-4X increase in texture usage in games, which will be great for Unreal Engine 3 games, where textures are often authored at very high resolutions like 2048x2048, and then scaled down on lower-end systems to improve performance." Setting standards and improving performance Microsoft plans to accelerate its Direct3D release schedule to keep up as the graphics manufacturers release new GPUs with advanced features. If everything goes as planned, the game developer will have to learn only Direct3D11, instead of figuring out the quirks for two different GPUs when Nvidia and ATI release a new technology round. However, this change might not mean the end of writing code for specific GPUs. While developers can count on DX10 to define card features sets, the Microsoft DirectX team admits that "we may see [hardware vendors] putting in additional differentiating features, which developers may want to natively support." Now on News.com:DirectX 10 will increase game performance by as much as six to eight times. Much of that will be accomplished with smarter resource management, improving API and driver efficiencies, and moving more work from the CPU to the GPU. "The entire API and pipeline have been redesigned from the ground up to maximize performance and minimize CPU and bandwidth overhead," according to Microsoft. Furthermore, "the idea behind D3D10 is to maximize what the GPU can do without CPU interaction, and when the CPU is needed it's a fast, streamlined, pipeline-able operation." Giving the GPU more efficient ways to write and access data will reduce CPU overhead costs by keeping more of the work on the video card. Here's a list of several new Direct3D 10 performance improvements GameSpot was able to wrestle out of the DirectX 10 team: • New constant buffers maximize efficiency of sending shader constant data (light positions, material information, etc.) to the GPU by eliminating redundancy and massively reducing the number of calls to the runtime and driver. • New state objects significantly reduce the amount of API calls and bandwidth, tracking, mapping, and validation overhead needed in the runtime and driver to change GPU device state. • Texture arrays enable the GPU to swap materials on-the-fly without having to swap those textures from the CPU. • Resource views enable super-fast binding of resources to the pipeline by informing the system early-on about its intended use. This also vastly reduces the cost of hazard-tracking and validation. • Predicated rendering allows draw calls to be automatically deactivated based on the results of previous rendering--without any CPU interaction. This enables rapid occlusion culling to avoid rendering objects that aren't visible. Shader Model 4.0 provides a more robust instruction set with capabilities like integer and bitwise instructions, enabling more work to be transferred to the GPU. • The D3D runtime itself has been completely refactored to maximize performance and configurability by the application. It remains to be seen just how well actual DX10 graphics hardware will be able to handle the additional work, but we've seen in the past that ATI and Nvidia have been able to deliver whenever games have shifted work from the CPU to the GPU. ------------------------------- Now a comparison between Direct3D tt's Competitior OpenGL In general, Direct3D is designed to be a 3D hardware interface. The feature set of D3D is derived from the feature set of what hardware provides. OpenGL, on the other hand, is designed to be a 3D rendering system that may be hardware accelerated. These two API's are fundamentally designed under two separate modes of thought. The fact that the two APIs have become so similar in functionality shows how well hardware is converging into user functionality. Even so, there are functional differences in how the two APIs work. Direct3D expects the application to manage hardware resources; OpenGL makes the implementation do it. This makes it much easier for the user in terms of writing a valid application, but it leaves the user more susceptible to implementation bugs that the user may be unable to fix. At the same time, because OpenGL hides hardware details (including whether hardware is even being used), the user is unable to query the status of various hardware resources. So the user must trust that the implementation is using hardware resources "Optimally". Professional graphics OpenGL has always seen more use in the professional graphics market than DirectX (Microsoft even acknowledges OpenGL's advantage in this field[citation needed]), while DirectX is used mostly for computer games. (The term professional is used here to refer to the professional production of graphics, such as in computer animated films, as opposed to games where the graphics produced by the game are for the user's personal, rather than professional, use.) At one point many professional graphics cards only supported OpenGL, however, nowadays all the major professional card manufacturers (Nvidia, ATI Technologies and Matrox) support both OpenGL and Direct3D. Gaming The principal reason for Direct3D's dominance in the gaming industry is historical. In the earliest days of hardware-accelerated 3D graphics, 3dfx was the dominant force, and their Glide API was used by far more games than D3D or OpenGL. Glide was much lower-level than D3D or OpenGL, and thus its performance was greater than either. Performance is the most important facet for game developers, so the less easy to use Glide API was preferred over the other two. This helped catapult 3DFx into the forefront of 3D hardware in those days. As hardware got faster, however, the performance advantages of Glide began to be outweighted by the ease of use. Also, because Glide was restricted to 3dfx hardware, and 3dfx was not being as smart about hardware design as its main competitor nVidia, a hardware neutral API was needed. The very earliest versions of Direct3D (part of DirectX version 3) was not the simplest API to use. The next Direct3D version (in DirectX 5) was much more lucid. As interest in making Glide only games or games with multiple renderers dropped, there was a choice to make: OpenGL or Direct3D 5. Making games that use OpenGL while using the non-Direct3D portion of the DirectX API is no more difficult than making a game using all of the DirectX API. The decision to use Direct3D over OpenGL was made from simple pragmatism: in those days, OpenGL implementations were difficult to work with. Writing an OpenGL implementation requires implementing every feature of OpenGL, even if the hardware doesn't support it. If the hardware can't do it, you have to write a software rasterizer that can handle that feature. Different GL implementations would, when activating some feature, spontaneously go into a slow software renderer. Because OpenGL has no mechanism for telling the user whether or not a feature, or combination of features, will kick the renderer into software mode, users of OpenGL had to carefully test everything that they did on every piece of hardware that they were going to support. Adding to that is the fact that an OpenGL implementation is a complex piece of code. It is much more than a simple graphics driver that is just a low-level interface to hardware registers. It needs to keep track of a great deal of state information, and that requires a lot of code. In the early days of OpenGL implementations, the implementations themselves were quite buggy. Indeed, a perfectly functioning game could break when downloading a new graphics driver; this is a complication that many game developers didn't want to have to deal with. This feature is very useful if performance is not a primary goal, such as in professional graphics applications or off-line renderers; it guarantees the existence of functionality. However, in a game situation, where a loss of performance can destroy the feeling of the game, it is more desirable to know that the functionality doesn't exist and to simply avoid using it. Direct3D didn't have these problems. A Direct3D driver is (or, was in those days) just a low-level interface to hardware registers. Though this led to a performance issue as noted above, it also allows D3D drivers to be clean, simple and stable, compared to their OpenGL counterparts. And D3D has a query mechanism that tells the application whether or not a particular feature is available in hardware. So game developers chose to use it because it did what they needed. While IHVs did resolve the OpenGL bug issue to a significant degree, the issue of hardware specificity was never addressed. Even so, the need for it has decreased as more and more OpenGL specified functionality becomes implemented in hardware. Later versions of OpenGL would rarely add functionality that wasn't actually widely available in hardware. As such, the issue has, for the most part, become a non-issue. At this point, the Windows Vista issue aside, the reason for using one over the other is typically inertia. It is what they have used in the past, so it is what they use now.
12月9日 Windows Vista企业版
3月30日 Windows is so slow, but why??Windows Is So Slow, but Why?
By Steven Lohr and John Markoff
Published: March 27, 2006
Back in 1998, the federal government declared that its landmark antitrust suit against the Microsoft Coorporation was not merely a matter of law enforcement, but a defense of innovation. The concern was that the company was wielding its market power and its strategy of bundling more and more features into its dominant Windows desktop operating system to thwart competition and stifle innovation.
Eight years later, long after Microsoft lost and then settled the antitrust case, it turns out that Windows is indeed stifling innovation — at Microsoft.
The company's marathon effort to come up with the a new version of its desktop operating system, called Windows Vista, has repeatedly stalled. Last week, in the latest setback, Microsoft conceded that Vista would not be ready for consumers until January, missing the holiday sales season, to the chagrin of personal computer makers and electronics retailers — and those computer users eager to move up from Windows XP, a five-year-old product.
In those five years, Apple Computer has turned out four new versions of its Macintosh operating system, beating Microsoft to market with features that will be in Vista, like desktop search, advanced 3-D graphics and "widgets," an array of small, single-purpose programs like news tickers, traffic reports and weather maps.
So what's wrong with Microsoft? There is, after all, no shortage of smart software engineers working at the corporate campus in Redmond, Wash. The problem, it seems, is largely that Microsoft's past success and its bundling strategy have become a weakness.
Windows runs on 330 million personal computers worldwide. Three hundred PC manufacturers around the world install Windows on their machines; thousands of devices like printers, scanners and music players plug into Windows computers; and tens of thousands of third-party software applications run on Windows. And a crucial reason Microsoft holds more than 90 percent of the PC operating system market is that the company strains to make sure software and hardware that ran on previous versions of Windows will also work on the new one — compatibility, in computing terms.
As a result, each new version of Windows carries the baggage of its past. As Windows has grown, the technical challenge has become increasingly daunting. Several thousand engineers have labored to build and test Windows Vista, a sprawling, complex software construction project with 50 million lines of code, or more than 40 percent larger than Windows XP.
"Windows is now so big and onerous because of the size of its code base, the size of its ecosystem and its insistence on compatibility with the legacy hardware and software, that it just slows everything down," observed David B. Yoffie, a professor at the Harvard Business School. "That's why a company like Apple has such an easier time of innovation."
Microsoft certainly understands the problem, the need to change and the potential long-term threat to its business from rivals like Apple, the free Linux operating system, and from companies like Google that distribute software as a service over the Internet.
Like other Microsoft executives, Mr. Goldberg bristles at the notion that little innovative work has come out of the Windows group since XP. In the last five years, he said, Microsoft has released two versions of the Windows Tablet PC software intended for pen-based notebook computers, and four versions of Windows Media Center. To combat viruses plaguing Windows, much of the engineering team focused for 18 months on fixing security flaws for a downloadable "service pack" in 2004. But last Thursday, Microsoft reorganized the management of its Windows division. Steven Sinofsky, 40, a senior vice president, was placed in charge of product planning and engineering for Windows and Windows Live, a new Web service that lets consumers manage their e-mail accounts, instant messaging, blogs, photos and podcasts in one site. Fred Prouser/Reuters
James Allchin said the Vista delay was the "right thing" to do. Mr. Sinofsky, a former technical assistant to Bill Gates, the Microsoft chairman, was one of the early people in the company to recognize the importance of the Internet in the 1990's. He comes to the Windows job from heading Microsoft's big Office division, where he was known for bringing out new versions of the Office suite — Word, Excel, PowerPoint, Outlook and other offerings — on schedule every two or three years.
The Vista delay, Microsoft executives said, was only a matter of a few more weeks to improve quality further, not attributable to any single flaw and done to make sure all its industry partners were ready when the product was introduced. Vista will be ready for large corporate customers in November, while the consumer rollout is being pushed back to January 2007.
Vista was also held up because the project was restarted in the summer of 2004. By then, it became clear to Mr. Allchin and others inside Microsoft that the way they were trying to build the new version of Windows, then called Longhorn, would not work. Two years' worth of work was scrapped, and some planned features were dropped, like an intelligent data storage system called WinFS.
The new work, Microsoft decided, would take a new approach. Vista was built more in small modules that then fit together like Lego blocks, making development and testing easier to manage.
"They did the right thing in deciding that the Longhorn code was a tangled, hopeless mess, and starting over," said Mr. Cusumano of M.I.T. "But Vista is still an enormous, complex structure.
Skeptics like Mr. Cusumano say that fixing the Windows problem will take a more radical approach, a willingness to walk away from its legacy. One instructive example, they say, is what happened at Apple.
Remember that Steven P. Jobs came back to Apple because the company's effort to develop an ambitious new operating system, codenamed Copland, had failed. Mr. Jobs convinced Apple to buy his company Next Inc. for $400 million in December 1996 for its operating system.
It took Mr. Jobs and his tam years to retool and tailor the Next operating system into what became Macintosh OS X. When it arrived in 2001, the new system essentially walked away from Apple's previous operating system, OS 9. Software applications written for OS 9 would run on an OS X machine, but only by firing up the old operating system separately
"Microsoft feels it can't get away with breaking compatibility," said Mendel Rosenblum, a Stanford University computer scientist. "All of their applications must continue to run, and from an architectural point of view that's a very painful thing."
And Apple had the advantage of building on software from university laboratories, an experimental version of the Unix operating system developed at Carnegie Mellon University and a free variant of Unix from the University of California, Berkeley. That helps explain why a small team at Apple has been able to build an operating system rich in features with nearly as many lines of code as Microsoft's Windows.
And Apple, which makes operating systems that run only on its own computers, does not have to work with the massive business ecosystem of Microsoft, with its hundreds of PC makers and thousands of third-party software companies.
That ballast is also Microsoft's great strength, and a reason industry partners and computer users stick with Windows, even if its size and strategy slow innovation. Unless Microsoft can pick up the pace, "consumers may simply end up with a more and more inferior operating system over time, which is sad," said Mr. Yoffie of the Harvard Business School.
------------------------------
![]() |
|
|