Bij Eurogamer hebben ze een preview online gezet over DirectX 8. Deze preview bespreekt een lading leuke nieuwe features, zoals 3D textures, 3D texture compressie, N-Patches, multi-sampling en programmeerbare pixel en texture shaders. Hieronder een hap uit het stukje over de DirectX Texture Compression (DXTC):
There is one problem with volume textures though, and that is that they take up a lot of memory. In fact, using mip-mapped volume textures was described by Microsoft's Colin McCartney as "the most effective way of using as much video memory as you possibly can".
So you will no doubt be glad to hear that another of the new features in DirectX 8 is support for DXVC - DirectX Volume Compression, the volume texture equivalent of the widely supported DirectX Texture Compression. DXVC simply takes each slice in the volume texture and compresses it with DXTC's algorithms, greatly reducing the amount of memory and hard drive space consumed by volume textures.
Support for DXTC is also improved in DirectX 8, and the number of games using it should begin to rise rapidly now that most graphics hardware also supports the feature. NVIDIA's GeForce cards, S3's Savage series, ATI's forthcoming Radeon 256, and even 3dfx's Voodoo 5 graphics card can all handle DXTC.