Improvements in Technology
Games have gotten only complicated with time, there is a vast gulf between the games of the 80s and the behemoths we see today. As demands of gamers have increased in time in regards to visual fidelity gameplay, technology has had to scale up as well to ensure that games look great and play great, as efficiently as possible. That’s why, ideally, a PC requires prerequisite files that games use to run properly such as msvcr110.dll. In the early days, polygons came at a premium, and simple 3D games required a lot of horsepower to run properly.
In the nascent days of computer development, there was no concept of a graphical processing unit that was created specifically to render computer graphics. Everything was passed off to the software renderer. This software renderer in this context would run as a part of the Central Processing Unit of the system. This means that the usual CPU is running the renderer code. This is highly inefficient as the computer is having to render graphics, which is a huge and momentous task, along with calculating things like the physics component, running the actual game engine and internal logic, running scripts in the game, as well as handling the functions of the artificial intelligence that may be present in the levels of the game.
Increasing performance requirements
The true scale of the task can be fully appreciated when one realizes that all these tasks have to be done simultaneously, for a long time, till the end user is playing the game, as well at a good framerate. Frames refer to the number of images that the computer can render in one second. The Human eye can process up to 24 frames per second. However, extra frames per second usually result in the perception of much smoother motion than it may seem otherwise.
Hence, along with running smoothly, games have to render at a high frame rate, these conditions leave little room for error for the programmer who is designing the entire game. These demands have only gone up with time. Gamers these days demand frame rates of up to sixty frames per second. Sixty frames per second are felt to be the gold standard for smooth gameplay. However, this is usually the case for the console market at the moment.
Keeping up with the Enthusiast Market
The PC market on the other hand is enthusiast-centred, as a result of which, framerate demands are even higher by the consumer. The trend in the market is shifting towards 144 frames per second gameplay, which demands even higher processing requirements. As a result of these changes in the market, programmers have created dedicated graphical pipelines, and the establishment of Graphical Processing Units, so that rendering can be done side by side, and ideally leave the CPU a lot of space in a computational and processing sense, giving it much more overhead to work with, leading to better performance.
Dedicated Rendering Pipelines
As a result, various DLLs are prerequisites that help the software interact with the hardware in a much more efficient way, leading to better performance for the end-user, as the software would be more optimized in such a case, these DLLs can be like d3dx9 related DLLs, or msvcr110.dll, that belong to the DirectX API and Visual C++ libraries respectively, that are core files for the functioning of the system.