1.DirectX 10.1 is a series of extensions to DirectX 10
2.Its supported by upcoming graphics hardware, but not current DX10 hardware
3.It requires (and will be part of) Vista Service Pack 1
This is business as usual, as far as DirectX is concerned. DX 10.1 hardware will be backwards compatible with DirectX 10, but current DX10 hardware wont be forward compatible. So
games looking to support DX 10.1 still need a DX 10 rendering path to support todays DX10 cards. Think of it like when Microsoft released DirectX 9.0c with added Shader Model 3.0 support. Also, dont worry too much about it requiring SP1 (which isnt out yet). The DX 10.1 SDK only recently was made available, and by the time supporting hardware and DX10.1 are released
to end users somewhere in the first half of 2008, SP1 should be readily available.
What are the changes? DX 10.1s goals are to offer the "complete" DX 10, giving developers better control over image quality and making mandatory some of the things that are optional in DX 10. For example, 32bit floating point filtering is optional in DX10 (16bit FP
filtering is mandatory), but will be mandatory in DX 10.1. Also, in DX 10, the number of multisample antialiasing samples is optionalDX 10.1 will make 4x AA mandatory, and require two specific sample patterns. Graphics cards can offer more sample patterns, and developers can query them in their shaders. Graphics cards that are DX 10.1 compliant will have to offer
programmable shader output sample masks and multisample AA depth readback. Game developers will be able to index into cube maps and perform bitwise copies from uncompressed textures to blockcompressed texture formats.
If thats a bunch of gobbledygook to you, dont sweat it. The main takeaway is this: DirectX 10.1 is a straightforward incremental update to DX 10 that
forces graphics vendors to adhere to a few more set standards with regards to image quality and a couple other underthehood graphics features, mainly to give games more control over image quality.

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