A D3d11 Compatible Gpu Feature Level 11.0 Shade...
I am for some reason unable to play a certain game I downloaded. It gives me the error "A D3D11-compatible GPU (Feature Level 11.0, Shader Model 5.0) is required to run the engine." I've downloaded and redownloaded the Visual C++ and DirectX many times, My Windows is updated to the latest version, all the latest drivers are installed, and I checked the Direct3D Version that I have in the DirectX Diagnostic Tool and it shows that my version is 11.1. The game requires D3D11 and I have 11.1, but it still doesn't let me play the game; and I'm pretty sure the GPU that I have meets the minimum requirements needed to run the game. Any help is appreciated greatly.
A d3d11 compatible gpu feature level 11.0 shade...
D3D11 is the more modern directX with newer attributes and improves visual accuracy. D3D11 errors are usually caused by the corruption of the d3d11 file in DirectX software, or the errors can designate a registry issue or a malware matter. A d3d11-compatible GPU error is not uncommon when you are a gamer and play specific games.
Update your Windows and then your GPU drivers to fix the d3d11-compatible GPU error. If the problem persists, you might need to download and install the DirectX End-User Runtime from the internet. After performing these instructions, if the error notice still appears, your GPU may be older than five years and not be able to support the graphics required.
AMD and Nvidia are GPU manufacturers that frequently let out new updates for their latest GPUs. To solve a d3d11 compatible GPU problem, you will need the latest drivers to run correctly because the most advanced gaming GPUs also need fresh drivers available in the market.
To be specific, the error message indicates that the graphics card installed in the computer does not support the required hardware features of Direct3D 11, which include Feature Level 11.0 and Shader Model 5.0. Feature Level 11.0 refers to the set of hardware capabilities that a graphics card must have to be compatible with Direct3D 11, while Shader Model 5.0 refers to the specific version of the shading language used by Direct3D 11.
Feature levels in Direct3D define strict sets of features required by certain versions of the Direct3D API and runtime, as well as additional optional feature levels available within the same API version.
Feature levels encapsulate hardware-specific capabilities that exist on top of common mandatory requirements and features in a particular version of the API. The levels are grouped in strict supersets of each other, so each higher level includes all features required on every lower level.
Some feature levels include previously optional hardware features which are promoted to a mandatory status with new revisions of the API to better expose newer hardware. More advanced features such as new shader models and rendering stages are only exposed on up-level hardware,[1][2] however the hardware is not required to support all of these feature levels[3] and the Direct3D runtime will make the necessary translations.
Separate capabilities exist to indicate support for specific texture operations and resource formats; these are usually specified per each texture format using a combination of capability flags, but some of these optional features are promoted to mandatory on upper feature levels.[5]
There are seven feature levels provided by D3D_FEATURE_LEVEL structure; levels 9_1, 9_2 and 9_3 (collectively known as Direct3D 10 Level 9) re-encapsulate various features of popular Direct3D 9 cards conforming to Shader Model 2.0, while levels 10_0, 10_1, 11_0 and 11_1 refer to respective versions of the Direct3D API.[1] "10 Level 9" feature levels contain a subset of the Direct3D 10/11 API[9] and require shaders to be written in HLSL conforming to Shader Model 4.0 4_0_LEVEL_9_x compiler profiles, and not in the actual "shader assembly" language[10] of Shader Model 1.1/2.0; SM 3.0 (vs_3_0/ps_3_0) has been omitted deliberately in Direct3D 10 Level 9.[3]
Since Direct3D 11.1 for Windows 8, some mandatory features introduced for level 11_1 are available as optional on levels 10_0, 10_1 and 11_0 - these features can be checked individually via CheckFeatureSupport function[11] however feature level 11_1 and optional features are not available in Direct3D 11.1 for Windows 7 platform update[12] because it does not support WDDM 1.2.[13]
There are two new feature levels, 12_0 and 12_1, which include some features that are optional on levels 11_0 and 11_1.[27] Due to the restructuring of the API, some previously optional features are realigned as baseline on levels 11_0 and 11_1.
Game developers always keep releasing patches to improve their games and fix any issues, so you should check for updates of your game in Steam or from the official website. Then install the latest patch to keep it up to date. This can fix some issues like the DX11 feature level 10.0 is required to run the engine error.
A missing or outdated graphic card driver can cause the error. So you should update your graphics card driver or reinstall it to fix the DX11 feature level 10.0 is required to run the engine error.
To find D3D11.3 changes specifically (which includes changes for optional new features and clarifications/corrections that affect all feature levels, look for "[D3D11.3]" in the chapter changelists (or simply search the doc for it).
Any Resource type may be created as "Prestructured+Typeless". Astructure size is provided, plus bit widths of components (but not thetypes of those components), and also dimensions (in units of structures)appropriate for the Resource type. This is unlike a Structured Buffer, which only specifies astructure size/stride and no definition of the contents of the structure. Before the Resource is bound to thepipeline, Resource Views must be created which will fully qualify thecomponent's types. These Resource Views also allow the Resource to bedecomposed into smaller compatible subgroupings of the Subresources.For example, a fully mipped DXGI_FORMAT_R32G32B32A32_TYPELESS Texture3D witha width of four, a height of three, and a depth of five, would havethree mip levels. To use this texture, a Resource View would haveto fully qualify the format of the Resource, possible toDXGI_FORMAT_R32G32B32A32_UINT. In addition, the Resource View could alsoregroup only the two least detailed mip levels or select only aparticular mip level. This allows the original Resource to bemanipulated as if it were a Resource made up of only a few Subresourceswithin the original Resource. The full details ofResource Views(5.2) is described later.
At the API, the Tiers are exposed via CheckFeatureSupport using an enum for the Tiers. Support for Min/Max Filtering is called out as a separate cap since the feature isdistinct from Tiled Resources, however the runtime simply sets this capability true for hardware that supports Tier 2 and false for any lower level.
Also note the independent Per-Resource Mipmap Clamping(5.8) feature, which is an optional additional clampon the LOD like MinLOD above but specified at a resource level as opposed to a sample+shader-resource view level.
The reason this feature is limited to Win8+ drivers (regardless of hardware feature level) is to avoid having to test on any old D3D9 hardware that isunlikely to be driven by the D3D11.1 APIs in the first place.
The goal of this feature is to allow applications to have a simple, expressive programming model that abstracts awaythis combinatoric complexity while still achieving the performance of the custom precompiled shaders. To achieve this goal,we move the complexity from the application level to the driver level where hardware-specific knowledge can beutilized to reduce program size and complexity.
For old drivers (pre-D3D11.1 DDI) that are not aware of the low precision feature, the D3D runtime will patch the shader bytecode on shader creation to remove it. This preserves the intent of the shader, since it is valid for the device to execute operations tagged with a min precision level at a higher precision.
The mere presence of PrimitiveID in a compatible Shader Stage's input declarations activates the feature (there is no other control outside the shader).In the Geometry Shader this is declared as the special register vPrim (to decouple the value from the other per-vertex inputs).If the application wishes to pass PrimitiveID to a later Pipeline stage, the application can do so by simply writing the value to a Shader output registerlike any other data. The Pixel Shader does not have a separate input for PrimitiveID; it just goes into a component of anormal input register, with the requirement that the interpolation mode on the entire input register (which may contain other data as well in other components,is chosen as "constant".
Low-level swapchain swap effect: if you know what you are doing thenit can be overridden here. Flip models are better suited for modern OSfeatures like auto HDR, while plain legacy models provide the bestpresentation performance under ideal conditions.Not all "model + output API + OS version" combinations are supported,"flip" models need Win10 at least and D3D12 only supports "flip" models.Possible values are
A last one: unlike in D3D11, feature levels cannot be forced in D3D12. D3D12 takes the minimum feature level as an input parameter but initializes itself at the highest available one (which is greater than or equal to the mininum). So, if your GPU supports FL12.0 then it's all for the same which feature level you choose in the config.
UE 5.0 set DirectX Shader Compiler (DXC) as the default shader compiler for Vulkan and GLES. In UE 5.1, all mobile feature levels now use DXC, including Metal. This improves consistency and feature parity between each rendering path and opens up the resources of the DXC community to all mobile projects in Unreal Engine.
Generalized the UvMapping feature so that it can be shared by both static and skeletal meshes. It now takes a different approach when specifying the uv index for the static mesh via a system script level VM function. 041b061a72