![]() For example, WARP supports the following most important features: WARP fully supports all Direct3D 10 and 10.1 features. You can scale the performance of these applications by simply disabling expensive graphics features on low end video cards or rendering to smaller targets. You can now use all the features of a wide range of video cards knowing that their application will behave and look the same everywhere. Direct3D 10 removed capability bits (caps) that is, you no longer need to verify whether graphics capabilities are available from graphics hardware because Direct3D 10 and later guarantees this availability. WARP allows you to access all Direct3D 10 and later graphics features even on computers without Direct3D 10 and later graphics hardware. With WARP, you can use a single architecture that runs these algorithms and applications and that can run fully in software yet, if hardware acceleration is available, you can take advantage of it. Various algorithms and applications (image processing algorithms, printing, remoting, Virtual PCs and other emulators, high quality font rendering, charts, graphs, and so on) have typically been optimized for the CPU because they are not dependent on hardware. Enabling Scenarios that Do Not Require Graphics Hardware ![]() These tools and knowledge can now benefit application development that targets both hardware and software when you use WARP. ![]() In addition, many excellent tools from the graphics card vendors and in the DirectX SDK can help you design, build, develop, debug and analyze performance issues of graphics applications. With WARP as a software fallback, you can use existing knowledge about hardware to improve the performance of your application when it runs with hardware or software. There is a huge community, many books, Web sites, SDKs, samples, white papers, mailing lists and other resources that can help you take advantage of Direct3D 10 and later shader-based image rendering. Leveraging Existing Resources for Software Rendering
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