I would like to use a DirectX proxy dll to intercept (and possibly optimize) the graphics calls being made by normal PC games. I am going to "screen cast" a game with ffmpeg or something similar and then stream it to a handheld, so a lot of things should be skipped to reach a a reasonable balance of encoding time on the server side, as well as keep it reasonably low-bandwith
adaptive things like:
entire frame skipping skipping shader phases reducing texture size nearing the far view plane (resp. culling more objects than usually) are on my TODO list. I already checked out a few implementations of DirectX proxies (even the DirectX SDK has one - PIX), but most of them are used for logging and debugging purposes, and not really for runtime hacking and quality degradation.
I was curious what other existing implementations there could eb out there. I guess, I am not the only one who came with the idea of "screwing up" the graphics quality post-factum, in order to increase better overal performance.