The Blog

[Progress Update] DirectX® 11 and Reflections

It has been a while since I have posted, but only because my progress has recently been hindered greatly.  A few weeks ago my hard drive fully crashed and I had to get a new one, reinstall both operating systems (twice), and a lot of software.  I still haven’t installed everything.

Then I went to SIGGRAPH 2012.  Just being there took a week off my progress, but even more days were lost to jet lag after I came back to Japan.

Despite this I was able to add support for Macintosh OS X and DirectX 11, along with reflections for added visuals.  I dropped DirectX 10, possibly forever.  The point of this update is just to let everyone know that the project is still fully alive and active, so I will get right to the eye candy.  All shots taken on DirectX 11, x64, and display physically based shading and reflections.


If you haven’t already, check out our R&D page at  There you can find the slides and course notes for our presentation at SIGGRAPH 2012 on physically based rendering.  Although not shown here, my engine has adopted the physically based Blinn-Phong presented there as the default shader.  The images here, however, are using a more complex BRDF.



L. Spiro

About L. Spiro

L. Spiro is a professional actor, programmer, and artist, with a bit of dabbling in music. || [Senior Core Tech Engineer]/[Motion Capture] at Deep Silver Dambuster Studios on: * Homefront: The Revolution * UNANNOUNCED || [Senior Graphics Programmer]/[Motion Capture] at Square Enix on: * Luminous Studio engine * Final Fantasy XV || [R&D Programmer] at tri-Ace on: * Phantasy Star Nova * Star Ocean: Integrity and Faithlessness * Silent Scope: Bone Eater * Danball Senki W || [Programmer] on: * Leisure Suit Larry: Beach Volley * Ghost Recon 2 Online * HOT PXL * 187 Ride or Die * Ready Steady Cook * Tennis Elbow || L. Spiro is currently a GPU performance engineer at Apple Inc. || Hyper-realism (pencil & paper): || Music (live-played classical piano, remixes, and original compositions):

2 Awesome Comments So Far

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  1. Aki Kaisanlahti
    August 27, 2012 at 12:55 AM #

    Out of curiosity, why did you drop DirectX 10? You generally do explain yourself very well, so elaborating on that would be welcome.

    Aside from that, I do enjoy taking a look at your accomplishments and your posts in general, both here and in Gamedev.

    • L. Spiro
      August 27, 2012 at 9:00 AM #

      The more common question is why I was supporting it in the first place. Even David Helgason, owner of Unity3D, asked me why I was supporting DirectX 10. “Aren’t most people just skipping DirectX 10 and going straight to DirectX 11?”, he said. DirectX 10 is just not relevant anymore. Only DirectX 9 and DirectX 11 are. I used to justify support for DirectX 10 because DirectX 11 is just a copy-paste with a few adjustments, but if that makes sense, then it makes more sense to go to DirectX 11 directly and just-as-easily add DirectX 10 afterwards instead.

      That being said, DirectX 10 support is easy to add via copy-paste, and my laptop is Windows Vista, and I use it for development when I travel abroad so there is still a reason for me to add DirectX 10, and I may even still do so. It is not entirely off the table but if it gets added it will be because there is an actual reason for me as a developer to add it.

      L. Spiro

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