Borderlands will be DX10 compatible
German magazine PCGHX conducted an interview with Corrinne Yu, Studio Wide Director of Technology at Gearbox Software talking about the science fiction shooter Borderlands. He confirmed that Borderlands will indeed support DX10:
PCGH: Will the PC version support DX10?
Corrinne Yu: The PC version supports DX10.
PCGH: What are the technical advantages of that API?
Corrinne Yu: The most significant advantage of DX 10 is virtual texture management. It provides a unified reliable render memory model not available in DX 9.
PCGH: Do you use advanced features of Direct X 10/Shader Modell 4 like Geometry Shader, Virtual Texture Management etc.? Can you please give examples how they are utilized? In what way do these features improve or simplify the rendering process?
Corrinne Yu: We take advantage of many features of SM 4.0. We use DX 10 geometry shader to improve shadow map precision. We use virtual texture management to increase pixel fidelity of our rendered worlds.
PCGH: Will the DX 10 visualization differ substantially from the graphics that are rendered with DX 9 hardware?
Corrinne Yu: Lighting, shadowing and visual fidelity will improve on DX 10 hardware. SM 4.0 allows us to compute lighting more correctly. The GPU API is designed better this time around.
BorderlandsPCGH: How much of a performance hit will the improved optics of DX 10 incur? With all details maxed out is a typical first gen DX 10 card like the Geforce 8600 GTS/8800 GTS (320 MB Video RAM) or HD2600/2900 XT already running at its limits?
Corrinne Yu: I recommend the GeForce 8800 GTX over earlier GTS models. VRAM-wise we can display details even on a 320 MB adapter because of our streaming system and the render buffer memory design we created for our gun compositing system.
PCGH: Finally: Can you tell our readers what hardware will be recommended (not required) to play the game with all detail in 1.280x1.024 (no FSAA/AF) and 1.600x1.200 (4x FSAA/8:1 AF)?
Corrinne Yu: I recommend a DX 10 class card coupled with a PC with a lot of CPU memory, not just GPU VRAM. Sufficient CPU RAM is crucial to the proper performance of virtual texture management.
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