DirectX Support in Vortex Editor - Tech Preview
For users with non NVIDIA graphics hardware, DirectX technology has been introduced into Vortex Studio. Mechanical design workflows are the only supported use cases at this time.
Please note that Direct X12 support is in development and has not reached feature parity with the OpenGL real time render system.
There are also significant visual differences from the standard OpenGL 3D view.
Content created with Vortex Editor in DirectX is compatible with any rendering version and can be reopened with OpenGL technology.
How to enable DirectX support in Vortex Editor
A new DirectX renderer has been integrated in the Vortex Editor, which will allow use of the editor on most PCs and laptops.
The renderer (new DirectX, or previous OpenGL) is automatically selected depending on the type of graphics card that is detected in the system.
It can also be manually chosen via a new entry in the options page of the editor as shown below.
What is supported in the Vortex Editor DirectX
Features Supported by DirectX mode
Mechanical engineering content creation features:
Collision Geometries
Constraints
Inertia Bodies
Center of Mass adjustment
Cables
Object manipulation (Position, Rotation, Scale)
Connection Graph
VHL interfaces to mechanical systems
Scripting
Collision Rules
Configurations
Sensors
Joystick Input
Friction Materials
Multi-tab workflows (note performance issues when switching tabs)
Single layer non PBR materials
Uncompressed texture maps
Simple cable spline display
Skybox light with user defined texture cube map, (no sky display)
Single layer PBR materials (no light probe support)
Ambient, Point, and Spot Lights
LOD settings per node
Perspective Camera
Animation Path
QT Console
Features Not Supported by DirectX mode
Earth rendering
Ocean rendering
Meshed Cable rendering
Shadows
Camera extensions except for Perspective
Camera accessories
Light accessories
VR
Decals
2D Particle rendering
Effects
HUD
Vehicle Traces
Weather effects
Compressed texture maps
Multi layered materials
Material blend modes
Material preview
Runtime material modifications
UV modifications (Imported 3d models must have the correct UV mapping already assigned)
Skydome light with sky display
Multiple viewports
Ground grid display
Vegetation
Humans
Light Halo
Depth Sensor
Viewport overlays
Mouse Spring
Object Trace
Visual Differences between DirectX and OpenGL Rendering
Note that Mechanisms and Scenes without any lighting extensions in their document hierarchy will not have their Collision Geometries lit. However Collision Geometries will be lit in the Assembly Editor
OpenGL View | DirectX View |
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