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The hardware seems separate from the software interface. Projects like WINE can convert DirectX calls to OpenGL or Vulkan calls, so it seems like a driver update could support a newer interface if needed.

For something that isn't supported at all like raytracing, those API calls would have to be dropped so you'd get a blank screen or only a UI. But something polygon-based, maybe you could drop the resolution and polygon count and that could be translated to the newer API.



This isn’t entirely true. The software that a GPU supports (DX version, etc) is directly tied to certain specifics about the hardware. Have a look at the “Shader model comparisons” to see an example of this. https://en.m.wikipedia.org/wiki/High-Level_Shader_Language


Are there any patents blocking GPUs from implementing all features of SPIR-V?


Probably not as long as you don't trample any implementation specific patents. But the point was more about how it is much harder than just porting an old design to a newer process node to get good performance in modern games, modern hardware is fundamentally different than hardware of even the Geforce 7000 series.




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