0
votes
2answers
118 views

Is there a way to optimize this 2D lighting effect shader? [duplicate]

I'm doing a little 2D game in C++ with Direct3D 11. In the game I want to render a sort of shadow that covers part of the screen: To do this I am using this pixel shader: float4 PS_Main( PS_Input ...
2
votes
1answer
254 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
6
votes
2answers
775 views

In DirectX 11, batching primitives for performance, how does this actually work?

I don't seem to be able to understand this. Microsoft says that one of the possible optimizations of for a Direct3D 11 if to batch primitives draw calls. For example in order to draw say 300 triangles ...
2
votes
1answer
257 views

Regarding cel-shading of existing games

Is it possible to cel-shade existing games through API interception? I would assume yes. If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
1
vote
1answer
267 views

Intercepting DirectX calls and optimizing the overal performance of games

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 ...
-2
votes
1answer
249 views

Stop rendering to lessen amount of resources used?

Also posted on StackOverflow, hope this isn't a problem. Recently I've been writing a bot for a game which uses a DirectX backend for its rendering. I have managed to 'hack' the game into allowing ...