by end_or_fun » Fri May 28, 2010 4:08 pm
How were you able to put DX10 features on a DX9 card?
Due to the install base being very large for DX9 cards, and the adoption being a slow thing for DX10, most games that have a DX10 'mode', also feature a DX9 mode that slices off the parts that require DX10 hardware. This is just like how you can run modern games like Left4Dead, which requests directX 9, on a card that only supports DirectX 8. Left4Dead has a DX8 render path that it uses if the DX9 stuff isn't there. I can assure you though, there are programs that target DX10 that just plain will not run on DX9.
There is literally different physical elements to a DX10 card that aren't there in a DX9 card. The same is true for DX11 cards as compared to DX10 cards. One positive thing is that DX11 introduces the concept of 'feature levels', that allows the DX11 API to be used to target all the way down to DX9 cards, with a tweak to the api capacity. From an end-user perspective, this doesn't make a difference though. It just simplifies things on the production end of things a bit.
If you got something that you just have to run, and don't care about performance or running it real-time, there are DX software emulation things out there for you.