Will windows 8 be the death of 3d Vision and others?
Will windows 8 be the death of 3d Vision and other proprietary 3d systems? Since Windows 8 will include directx 11.1 and have support for stereoscopic 3d, could this be the end or the beginning of the end? I would think directx 11.1 would need to have depth and convergence capability for it win out.
Will windows 8 be the death of 3d Vision and other proprietary 3d systems? Since Windows 8 will include directx 11.1 and have support for stereoscopic 3d, could this be the end or the beginning of the end? I would think directx 11.1 would need to have depth and convergence capability for it win out.
Doubt it. As a consumer it shouldn't change the way that we use 3D games. The same monitors, glasses, etc will still work, its really about how the programmers work with 3D. If anything it may make developers slightly more 3D aware and therefore mean more well implemented 3D titles. However, there are so few games that actually support DX10 and 11 properly as it is (i.e. digging in to all its features and designing the engine around them) it will likely be a long long time before DX11.1 becomes the standard, if ever.
Doubt it. As a consumer it shouldn't change the way that we use 3D games. The same monitors, glasses, etc will still work, its really about how the programmers work with 3D. If anything it may make developers slightly more 3D aware and therefore mean more well implemented 3D titles. However, there are so few games that actually support DX10 and 11 properly as it is (i.e. digging in to all its features and designing the engine around them) it will likely be a long long time before DX11.1 becomes the standard, if ever.
Yeah it won't have any major impact on 3D Vision, it will just standardize the API to make it easier for game devs to implement 3D. Then the decision will just come down to what hardware you use with 3D. It will have a HUGE impact on middleware companies like DDD and iZ3D however, as their software will become marginalized and unnecessary. I guess they could still provide fixes for games that do native 3D poorly, but you would expect that not to be the case if a dev actually takes the time to implement native API supported 3D.
Yeah it won't have any major impact on 3D Vision, it will just standardize the API to make it easier for game devs to implement 3D. Then the decision will just come down to what hardware you use with 3D. It will have a HUGE impact on middleware companies like DDD and iZ3D however, as their software will become marginalized and unnecessary. I guess they could still provide fixes for games that do native 3D poorly, but you would expect that not to be the case if a dev actually takes the time to implement native API supported 3D.
[quote name='chiz' date='02 February 2012 - 07:50 AM' timestamp='1328197802' post='1364181']
Yeah it won't have any major impact on 3D Vision, it will just standardize the API to make it easier for game devs to implement 3D. Then the decision will just come down to what hardware you use with 3D. It will have a HUGE impact on middleware companies like DDD and iZ3D however, as their software will become marginalized and unnecessary. I guess they could still provide fixes for games that do native 3D poorly, but you would expect that not to be the case if a dev actually takes the time to implement native API supported 3D.
[/quote]
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
[quote name='chiz' date='02 February 2012 - 07:50 AM' timestamp='1328197802' post='1364181']
Yeah it won't have any major impact on 3D Vision, it will just standardize the API to make it easier for game devs to implement 3D. Then the decision will just come down to what hardware you use with 3D. It will have a HUGE impact on middleware companies like DDD and iZ3D however, as their software will become marginalized and unnecessary. I guess they could still provide fixes for games that do native 3D poorly, but you would expect that not to be the case if a dev actually takes the time to implement native API supported 3D.
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
I don't think it'll make much difference at all in the short term.
Unless devs jump en masse on the 3D bandwagon, you'll still need some sort of auto conversion software for titiles, all DX11.1 does is formalize quad buffer support.
I don't think it'll make much difference at all in the short term.
Unless devs jump en masse on the 3D bandwagon, you'll still need some sort of auto conversion software for titiles, all DX11.1 does is formalize quad buffer support.
[quote name='quisp65' date='02 February 2012 - 11:03 AM' timestamp='1328198591' post='1364187']
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
[/quote]
I just refer to 3D Vision as a total ecosystem that has some interchangeable parts.
Right now 3D Vision looks like this:
[indent]Nvidia GPU > Auto-Stereo API > output method (FS, 3DTV, Opt. GeForce) > 3D Vision Hardware or 3DTV.[/indent]
With DX11.1 and native 3D, you'll see this instead:
[indent]Nvidia GPU > DX11.1 quad-buffer support > output method (native or driver) > 3D Vision Hardware or 3DTV.
[/indent]
So you can see, the big difference will just mean Nvidia's (and any other middleware vendor's) auto-stereo aspect will become diminished as more devs support 3D natively. This is already starting to happen with games like Avatar, Crysis 2, Battlefield 3 that use Nvidia's quad buffer stereo functionality to support native 3D. There will still be a reason to use Nvidia's 3D Vision hardware over other options for the same reasons people do now (120Hz, 1080p FS etc). What will be more interesting however is how blacklisted panels are treated that also offer these features once the stereo and output method no longer requires NV stereo driver.
[quote name='quisp65' date='02 February 2012 - 11:03 AM' timestamp='1328198591' post='1364187']
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
I just refer to 3D Vision as a total ecosystem that has some interchangeable parts.
Right now 3D Vision looks like this:
[indent]Nvidia GPU > Auto-Stereo API > output method (FS, 3DTV, Opt. GeForce) > 3D Vision Hardware or 3DTV.[/indent]
With DX11.1 and native 3D, you'll see this instead:
[indent]Nvidia GPU > DX11.1 quad-buffer support > output method (native or driver) > 3D Vision Hardware or 3DTV.
[/indent]
So you can see, the big difference will just mean Nvidia's (and any other middleware vendor's) auto-stereo aspect will become diminished as more devs support 3D natively. This is already starting to happen with games like Avatar, Crysis 2, Battlefield 3 that use Nvidia's quad buffer stereo functionality to support native 3D. There will still be a reason to use Nvidia's 3D Vision hardware over other options for the same reasons people do now (120Hz, 1080p FS etc). What will be more interesting however is how blacklisted panels are treated that also offer these features once the stereo and output method no longer requires NV stereo driver.
[quote name='quisp65' date='02 February 2012 - 08:34 AM' timestamp='1328189647' post='1364117']
Will windows 8 be the death of 3d Vision and other proprietary 3d systems? Since Windows 8 will include directx 11.1 and have support for stereoscopic 3d, could this be the end or the beginning of the end? I would think directx 11.1 would need to have depth and convergence capability for it win out.
[/quote]
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[quote name='quisp65' date='02 February 2012 - 08:34 AM' timestamp='1328189647' post='1364117']
Will windows 8 be the death of 3d Vision and other proprietary 3d systems? Since Windows 8 will include directx 11.1 and have support for stereoscopic 3d, could this be the end or the beginning of the end? I would think directx 11.1 would need to have depth and convergence capability for it win out.
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
[quote name='oracletriplex' date='02 February 2012 - 11:12 PM' timestamp='1328242362' post='1364479']
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[/quote]
Next generation Xbox will probably introduce DX11/11.1, so it'll only be a matter of time before we see a massive jump in the quality of console to PC ports.
[quote name='oracletriplex' date='02 February 2012 - 11:12 PM' timestamp='1328242362' post='1364479']
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Next generation Xbox will probably introduce DX11/11.1, so it'll only be a matter of time before we see a massive jump in the quality of console to PC ports.
[quote name='oracletriplex' date='02 February 2012 - 08:12 PM' timestamp='1328242362' post='1364479']
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[/quote]
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
[quote name='oracletriplex' date='02 February 2012 - 08:12 PM' timestamp='1328242362' post='1364479']
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
[quote name='oracletriplex' date='02 February 2012 - 11:12 PM' timestamp='1328242362' post='1364479']
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[/quote]
Good point and one I didn't fully consider. But they wouldn't have to completely break DX9 support, they could just as easily make 3D a DX11.1-only feature like any other (tesselation, multi-threaded rendering, compute, etc). I think Dirt 3 is an example of this where 3D is supported in DX11 but not DX9/10, same for Deus Ex HR for the native 3D implementation.
If that were the case the middlewares would still have some use for users who still needed DX9/10 functionality but again, that subset of users is quickly diminishing as well. I mean at this point, I think every officially supported 3D Vision card needs to be at least DX10 and Nvidia is going on its 3rd series of DX11 GPUs with Kepler.
[quote name='quisp65' date='03 February 2012 - 01:05 AM' timestamp='1328249138' post='1364506']
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
[/quote]
I don't think there's any technical reason it couldn't be made backward compatible, but Microsoft would have to update the API which is probably not going to happen at this point. I think the more likely scenario would be to backport it to DX10 so that DX10 hardware would be able to make use of quad buffer 3D games.
[quote name='oracletriplex' date='02 February 2012 - 11:12 PM' timestamp='1328242362' post='1364479']
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Good point and one I didn't fully consider. But they wouldn't have to completely break DX9 support, they could just as easily make 3D a DX11.1-only feature like any other (tesselation, multi-threaded rendering, compute, etc). I think Dirt 3 is an example of this where 3D is supported in DX11 but not DX9/10, same for Deus Ex HR for the native 3D implementation.
If that were the case the middlewares would still have some use for users who still needed DX9/10 functionality but again, that subset of users is quickly diminishing as well. I mean at this point, I think every officially supported 3D Vision card needs to be at least DX10 and Nvidia is going on its 3rd series of DX11 GPUs with Kepler.
[quote name='quisp65' date='03 February 2012 - 01:05 AM' timestamp='1328249138' post='1364506']
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
I don't think there's any technical reason it couldn't be made backward compatible, but Microsoft would have to update the API which is probably not going to happen at this point. I think the more likely scenario would be to backport it to DX10 so that DX10 hardware would be able to make use of quad buffer 3D games.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Yeah it won't have any major impact on 3D Vision, it will just standardize the API to make it easier for game devs to implement 3D. Then the decision will just come down to what hardware you use with 3D. It will have a HUGE impact on middleware companies like DDD and iZ3D however, as their software will become marginalized and unnecessary. I guess they could still provide fixes for games that do native 3D poorly, but you would expect that not to be the case if a dev actually takes the time to implement native API supported 3D.
[/quote]
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
Yeah it won't have any major impact on 3D Vision, it will just standardize the API to make it easier for game devs to implement 3D. Then the decision will just come down to what hardware you use with 3D. It will have a HUGE impact on middleware companies like DDD and iZ3D however, as their software will become marginalized and unnecessary. I guess they could still provide fixes for games that do native 3D poorly, but you would expect that not to be the case if a dev actually takes the time to implement native API supported 3D.
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
Unless devs jump en masse on the 3D bandwagon, you'll still need some sort of auto conversion software for titiles, all DX11.1 does is formalize quad buffer support.
Unless devs jump en masse on the 3D bandwagon, you'll still need some sort of auto conversion software for titiles, all DX11.1 does is formalize quad buffer support.
My Blog
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
[/quote]
I just refer to 3D Vision as a total ecosystem that has some interchangeable parts.
Right now 3D Vision looks like this:
[indent]Nvidia GPU > Auto-Stereo API > output method (FS, 3DTV, Opt. GeForce) > 3D Vision Hardware or 3DTV.[/indent]
With DX11.1 and native 3D, you'll see this instead:
[indent]Nvidia GPU > DX11.1 quad-buffer support > output method (native or driver) > 3D Vision Hardware or 3DTV.
[/indent]
So you can see, the big difference will just mean Nvidia's (and any other middleware vendor's) auto-stereo aspect will become diminished as more devs support 3D natively. This is already starting to happen with games like Avatar, Crysis 2, Battlefield 3 that use Nvidia's quad buffer stereo functionality to support native 3D. There will still be a reason to use Nvidia's 3D Vision hardware over other options for the same reasons people do now (120Hz, 1080p FS etc). What will be more interesting however is how blacklisted panels are treated that also offer these features once the stereo and output method no longer requires NV stereo driver.
Ah I think I get it. Your calling 3d Vision a different type of system than DDD and IZ3D because it's more about the hardware? I was thinking them as more of the same, but I guess 3d Vision is a little more than just software. Ok... maybe the death of 3dTV Play and "Optimized for GeForce" then?
I just refer to 3D Vision as a total ecosystem that has some interchangeable parts.
Right now 3D Vision looks like this:
[indent]Nvidia GPU > Auto-Stereo API > output method (FS, 3DTV, Opt. GeForce) > 3D Vision Hardware or 3DTV.[/indent]
With DX11.1 and native 3D, you'll see this instead:
[indent]Nvidia GPU > DX11.1 quad-buffer support > output method (native or driver) > 3D Vision Hardware or 3DTV.
[/indent]
So you can see, the big difference will just mean Nvidia's (and any other middleware vendor's) auto-stereo aspect will become diminished as more devs support 3D natively. This is already starting to happen with games like Avatar, Crysis 2, Battlefield 3 that use Nvidia's quad buffer stereo functionality to support native 3D. There will still be a reason to use Nvidia's 3D Vision hardware over other options for the same reasons people do now (120Hz, 1080p FS etc). What will be more interesting however is how blacklisted panels are treated that also offer these features once the stereo and output method no longer requires NV stereo driver.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Because of the WDDM version upgrade we lost the span mode ability in Windows Vista/7 which was there in Windows XP.
Don't want to loose the any feature available now
Because of the WDDM version upgrade we lost the span mode ability in Windows Vista/7 which was there in Windows XP.
Don't want to loose the any feature available now
NVIDIA Bug Report
NVIDIA newsletter
3D Vision System Requirements
3DTV System Requirements
Will windows 8 be the death of 3d Vision and other proprietary 3d systems? Since Windows 8 will include directx 11.1 and have support for stereoscopic 3d, could this be the end or the beginning of the end? I would think directx 11.1 would need to have depth and convergence capability for it win out.
[/quote]
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Will windows 8 be the death of 3d Vision and other proprietary 3d systems? Since Windows 8 will include directx 11.1 and have support for stereoscopic 3d, could this be the end or the beginning of the end? I would think directx 11.1 would need to have depth and convergence capability for it win out.
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[/quote]
Next generation Xbox will probably introduce DX11/11.1, so it'll only be a matter of time before we see a massive jump in the quality of console to PC ports.
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Next generation Xbox will probably introduce DX11/11.1, so it'll only be a matter of time before we see a massive jump in the quality of console to PC ports.
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[/quote]
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
[/quote]
Good point and one I didn't fully consider. But they wouldn't have to completely break DX9 support, they could just as easily make 3D a DX11.1-only feature like any other (tesselation, multi-threaded rendering, compute, etc). I think Dirt 3 is an example of this where 3D is supported in DX11 but not DX9/10, same for Deus Ex HR for the native 3D implementation.
If that were the case the middlewares would still have some use for users who still needed DX9/10 functionality but again, that subset of users is quickly diminishing as well. I mean at this point, I think every officially supported 3D Vision card needs to be at least DX10 and Nvidia is going on its 3rd series of DX11 GPUs with Kepler.
[quote name='quisp65' date='03 February 2012 - 01:05 AM' timestamp='1328249138' post='1364506']
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
[/quote]
I don't think there's any technical reason it couldn't be made backward compatible, but Microsoft would have to update the API which is probably not going to happen at this point. I think the more likely scenario would be to backport it to DX10 so that DX10 hardware would be able to make use of quad buffer 3D games.
Developers would have to embrace DX11 first, instead of making straight 360 to pc ports in DX9 and briefly flirting with DX11 for higher textures and tesselation. Only two games I know of that are DX10\DX11 exclusive are Shattered Horizon and Just Cause 2.
Microsoft will have to break compatibility with DX9 in order to force devs to switch.
Good point and one I didn't fully consider. But they wouldn't have to completely break DX9 support, they could just as easily make 3D a DX11.1-only feature like any other (tesselation, multi-threaded rendering, compute, etc). I think Dirt 3 is an example of this where 3D is supported in DX11 but not DX9/10, same for Deus Ex HR for the native 3D implementation.
If that were the case the middlewares would still have some use for users who still needed DX9/10 functionality but again, that subset of users is quickly diminishing as well. I mean at this point, I think every officially supported 3D Vision card needs to be at least DX10 and Nvidia is going on its 3rd series of DX11 GPUs with Kepler.
[quote name='quisp65' date='03 February 2012 - 01:05 AM' timestamp='1328249138' post='1364506']
Would it be possible to use the quad buffers from 11.1 and DX9 for the rest?
I don't think there's any technical reason it couldn't be made backward compatible, but Microsoft would have to update the API which is probably not going to happen at this point. I think the more likely scenario would be to backport it to DX10 so that DX10 hardware would be able to make use of quad buffer 3D games.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W