Shrnutí
*Grafika dostupná deklarativně i programově
*Nezávislá na rozlišení
*Vyšší přesnost a kvalita
*Snaha využít výkonný hardware
*WPF nabízí jednoduchý model 3D
*Snadněji než s DirectX, ale s nižším výkonem
*Nejdříve si udělejte prototyp
*Animace výrazně obohacují UI
*Snadná deklarace a aktivace bez kódu
*Jakákoli vlastnost může být animována jak ve 2D, tak 3D
WPF’s resolution independence is a critical part of being ready for the future. High-resolution displays are becoming increasingly common, so the ability to adapt to this is very important. Part and parcel of this is the high precision floating point representation used for all coordinates.

Moreover, WPF provides a set of graphics facilities that enable you to exploit the power of the graphics hardware while being abstracted away from the capabilities of the hardware. It will fall back to software rendering when the services your application uses are not implemented in hardware, but will exploit the hardware wherever possible, enabling you to make best use of the computer’s capabilities. As the average graphical capabilities of machines improve, your software will be ready to take advantage of this.

One thing to be aware of with the WPF 3D support is that it’s important to prototype your design before committing to it, with a view to checking the performance. Certain approaches to 3D can yield poor performance. In particular, hit testing can get expensive for certain kinds of models. (Since WPF allows you to modify any part of the model in any way at any time, it can’t make all of the same performance optimizations for hit testing that 3D games are able to, so it will tend to be at a natural disadvantage.)

Of course it’s currently a moving target, since only previews have shipped so far. So be prepared to revisit your feasability studies when beta 2 ships. (Most things should just get faster.)