My phone's battery recently died on me, and now, I've resorted to playing on the PC. The Unity Player has been super buggy and constantly freezing up on me causing me to lose... a lot.
I decided to download the stand-alone, and when I start it... I get this:
DirectX9 GPU (Shader Model 2.0) is required.
Your GPU (Intel(R) 82915G/GV/910GL Express Chipset Family)
only supports Shader Model 2.0
I have DirectX 9.0c. My graphics driver is up-to-date. Only issue is my PC is older... since my mother-board on my newer tower crapped out on me.
I tried downloading a 3-party shader simulator and placed it in the Shadow Era folder, but that didn't work. Not sure what to do next.
BUT some graphic hardware doesn't support shader model 3.0 ( even with installing proper directx ), the thing is i want to determine it by checking the hardware. Thanks in advance. EDIT: OK I did figure it out( Thanks to people on gamedev) Using GPU-Z, Command line. Gpu-z.exe -dump gpuz.xml. DirectX 9.0c includes support for Pixel Shader and Vertex Shader 3.0, along with many new features across all technologies, which can be accessed by applications using the DirectX 9.0 APIs. This download provides the DirectX 9.0c end-user redistributable that developers may include with their products.
Shader model 3.0 free download - BizTalk Accelerator for HIPAA 3.0 Product Documentation Update, Web Services Enhancements 3.0 Hands On Lab - Exploring Security, Creo Elements/Direct Modeling. Sep 19, 2018 - Many new pc games are increasingly listing Shader Model versions in. DirectX 9.0c - Shader Model 3.0; DirectX 10.0. Shader Model 4.0. Ps30 - Direct3D Shader Model 3.0 fragment profile for DirectX 9. Synopsis ps30 Description. This Direct3D profile corresponds to the per-fragment functionality introduced by GeForce FX (NV3x) for DirectX 9. The compiler output for this profile conforms to the textual assembly defined by DirectX 9's Pixel Shader 3.0 shader format. MAXSUN GeForce GT 1030 Low Profile 2GB 64-Bit GDDR5 Support 4K DirectX 12 Shader Model 5.0 OpenGL 4.5. Core Clock: 1227 MHz; Max Resolution: 4096 x 2160; DisplayPort: 0; DVI: 1 x DVI; Model #: VGAMXS10302GM3; Return Policy: View Return Policy $.
-->To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduces the concept of feature levels. This topic discusses Direct3D feature levels.
Each video card implements a certain level of Microsoft DirectX (DX) functionality depending on the graphics processing units (GPUs) installed. In prior versions of Microsoft Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly.
With Direct3D 11, a new paradigm is introduced called feature levels. A feature level is a well-defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11.
Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application. For more info about creating a device, see the D3D11CreateDevice function.
Using feature levels, you can develop an application for Direct3D 9, Microsoft Direct3D 10, or Direct3D 11, and then run it on 9, 10 or 11 hardware (with some exceptions; for example, new 11 features will not run on an existing 9 card). Here is a couple of other basic properties of feature levels:
- A GPU that allows a device to be created meets or exceeds the functionality of that feature level.
- A feature level always includes the functionality of previous or lower feature levels.
- A feature level does not imply performance, only functionality. Performance is dependent on hardware implementation.
- Choose a feature level when you create a Direct3D 11 device.
For information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.
To assist you in deciding what feature level to design with, compare the features for each feature level.
The 10Level9 Reference section lists the differences between how various ID3D11Device and ID3D11DeviceContext methods behave at various 10Level9 feature levels.
Formats of version numbers
There are three formats for Direct3D versions, shader models, and feature levels.
- Direct3D versions use a period; for example, Direct3D 12.0.
- Shader models use a period; for example, shader model 5.1.
- Feature levels use an underscore; for example, feature level 12_0.
Feature support for feature levels 12_1 through 9_3
The following features are available for the feature levels listed. The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features. Also see Footnotes for the tables.
Feature Feature Level | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
---|---|---|---|---|---|---|---|
Shader Model (D3D11) | 5.02 | 5.02 | 5.02 | 5.02 | 4.x | 4.0 | 2.0 (4_0_level_9_3) [vs_2_a/ps_2_x]5 |
Shader Model (D3D12) | 5.12 | 5.12 | 5.12 | 5.12 | N/A | N/A | N/A |
Tiled resources | Tier26 | Tier26 | Optional | Optional | No | No | No |
Conservative Rasterization | Tier16 | Optional | Optional | No | No | No | No |
Rasterizer Order Views | Yes | Optional | Optional | No | No | No | No |
Min/Max Filters | Yes | Yes | Optional | No | No | No | No |
Map Default Buffer | Optional | Optional | Optional | Optional | No | No | No |
Shader Specified Stencil Reference Value | Optional | Optional | Optional | No | No | No | No |
Typed Unordered Access View Loads | 18 formats, more optional | 18 formats, more optional | 3 formats, more optional | 3 formats, more optional | No | No | No |
Geometry Shader | Yes | Yes | Yes | Yes | Yes | Yes | No |
Stream Out | Yes | Yes | Yes | Yes | Yes | Yes | No |
DirectCompute / Compute Shader | Yes | Yes | Yes | Yes | Optional | Optional | N/A |
Feature Feature Level | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
Hull and Domain Shaders | Yes | Yes | Yes | Yes | No | No | No |
Texture Resource Arrays | Yes | Yes | Yes | Yes | Yes | Yes | No |
Cubemap Resource Arrays | Yes | Yes | Yes | Yes | Yes | No | No |
BC4/BC5 Compression | Yes | Yes | Yes | Yes | Yes | Yes | No |
BC6H/BC7 Compression | Yes | Yes | Yes | Yes | No | No | No |
Alpha-to-coverage | Yes | Yes | Yes | Yes | Yes | Yes | No |
Extended Formats (BGRA, and so on) | Yes | Yes | Yes | Yes | Optional | Optional | Yes |
10-bit XR High Color Format | Yes | Yes | Yes | Yes | Optional | Optional | N/A |
Logic Operations (Output Merger) | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | No |
Target-independent rasterization | Yes | Yes | Yes | No | No | No | No |
Multiple render target(MRT) with ForcedSampleCount 1 | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | No |
UAV slots | 64 | 64 | 64 | 8 | 1 | 1 | N/A |
Feature Feature Level | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
UAVs at every stage | Yes | Yes | Yes | No | No | No | N/A |
Max forced sample count for UAV-only rendering | 16 | 16 | 16 | 8 | N/A | N/A | N/A |
Constant buffer offsetting and partial updates | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | Yes1 |
16 bits per pixel (bpp) formats | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | Optional1 |
Max Texture Dimension | 16384 | 16384 | 16384 | 16384 | 8192 | 8192 | 4096 |
Max Cubemap Dimension | 16384 | 16384 | 16384 | 16384 | 8192 | 8192 | 4096 |
Max Volume Extent | 2048 | 2048 | 2048 | 2048 | 2048 | 2048 | 256 |
Max Texture Repeat | 16384 | 16384 | 16384 | 16384 | 8192 | 8192 | 8192 |
Max Anisotropy | 16 | 16 | 16 | 16 | 16 | 16 | 16 |
Max Primitive Count | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 1048575 |
Max Vertex Index | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 1048575 |
Max Input Slots | 32 | 32 | 32 | 32 | 32 | 16 | 16 |
Simultaneous Render Targets | 8 | 8 | 8 | 8 | 8 | 8 | 4 |
Occlusion Queries | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Feature Feature Level | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
Separate Alpha Blend | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Mirror Once | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Overlapping Vertex Elements | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Independent Write Masks | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Instancing | Yes | Yes | Yes | Yes | Yes | Yes | Yes7 |
Nonpowers-of-2 conditionally3 | No | No | No | No | No | No | Yes |
Nonpowers-of-2 unconditionally4 | Yes | Yes | Yes | Yes | Yes | Yes | No |
Feature support for feature levels 9_2 and 9_1
The following features are available for the feature levels listed. The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features. Also see Footnotes for the tables.
3d Shader 3.0 Video Driver
Feature Feature Level | 9_2 | 9_1 |
---|---|---|
Shader Model (D3D11) | 2.0 (4_0_level_9_1) | 2.0 (4_0_level_9_1) |
Shader Model (D3D12) | N/A | N/A |
Tiled resources | No | No |
Conservative Rasterization | No | No |
Rasterizer Order Views | No | No |
Min/Max Filters | No | No |
Map Default Buffer | No | No |
Shader Specified Stencil Reference Value | No | No |
Typed Unordered Access View Loads | No | No |
Geometry Shader | No | No |
Stream Out | No | No |
DirectCompute / Compute Shader | N/A | N/A |
Hull and Domain Shaders | No | No |
Texture Resource Arrays | No | No |
Cubemap Resource Arrays | No | No |
BC4/BC5 Compression | No | No |
Feature Feature Level | 9_2 | 9_1 |
BC6H/BC7 Compression | No | No |
Alpha-to-coverage | No | No |
Extended Formats (BGRA, and so on) | Yes | Yes |
10-bit XR High Color Format | N/A | N/A |
Logic Operations (Output Merger) | No | No |
Target-independent rasterization | No | No |
Multiple render target(MRT) with ForcedSampleCount 1 | No | No |
UAV slots | N/A | N/A |
UAVs at every stage | N/A | N/A |
Max forced sample count for UAV-only rendering | N/A | N/A |
Constant buffer offsetting and partial updates | Yes1 | Yes1 |
16 bits per pixel (bpp) formats | Optional1 | Optional1 |
Max Texture Dimension | 2048 | 2048 |
Max Cubemap Dimension | 512 | 512 |
Max Volume Extent | 256 | 256 |
Max Texture Repeat | 2048 | 128 |
Feature Feature Level | 9_2 | 9_1 |
Max Anisotropy | 16 | 2 |
Max Primitive Count | 1048575 | 65535 |
Max Vertex Index | 1048575 | 65534 |
Max Input Slots | 16 | 16 |
Simultaneous Render Targets | 1 | 1 |
Occlusion Queries | Yes | No |
Separate Alpha Blend | Yes | No |
Mirror Once | Yes | No |
Overlapping Vertex Elements | Yes | No |
Independent Write Masks | No | No |
Instancing | No | No |
Nonpowers-of-2 conditionally3 | Yes | Yes |
Nonpowers-of-2 unconditionally4 | No | No |
Footnotes for the tables
0 Requires the Direct3D 11.3 or Direct3D 12 runtime.
1 Requires the Direct3D 11.1 runtime.
2 Shader model 5.0 and above can optionally support double-precision shaders, extended double-precision shaders, the SAD4 shader instruction, and partial-precision shaders. To determine the shader model 5.0 options that are available for DirectX 11, call ID3D11Device::CheckFeatureSupport. Some compatibility depends on what hardware you are running on. Shader model 5.1 and above are only supported through the DirectX 12 API, regardless of the feature level that's being used. DirectX 11 only supports up to shader model 5.0. The DirectX 12 API only goes down to feature level 11_0.
3 At feature levels 9_1, 9_2 and 9_3, the display device supports the use of 2-D textures with dimensions that are not powers of two under two conditions. First, only one MIP-map level for each texture can be created, and second, no wrap sampler modes for textures are allowed (that is, the AddressU, AddressV, and AddressW members of D3D11_SAMPLER_DESC cannot be set to D3D11_TEXTURE_ADDRESS_WRAP).
4 At feature levels 10_0, 10_1 and 11_0, the display device unconditionally supports the use of 2-D textures with dimensions that are not powers of two.
5 Vertex Shader 2a with 256 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, and D3DVS20CAPS_PREDICATION. Pixel Shader 2x with 512 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, D3DPS20CAPS_ARBITRARYSWIZZLE, D3DPS20CAPS_GRADIENTINSTRUCTIONS, D3DPS20CAPS_PREDICATION, D3DPS20CAPS_NODEPENDENTREADLIMIT, and D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT.
6 Higher tiers optional.
7 For Feature Level 9_3, the only rendering methods supported are Draw, DrawIndexed, and DrawIndexInstanced. Also for Feature Level 9_3, point list rendering is supported only for rendering via Draw.
For details of format support at different hardware feature levels, refer to: