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Selecting the adapter with the highest available dedicated memory might work in a lot of cases, but in some cases a GPU with less processing power might have more dedicated memory, and your game will still run on the "wrong" adapter. This brings me to a counter-question, what is the right adapter? The one with the most computational power? The one with the ...


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I would allow the player to choose which video card to use, i.e. through a drop down list in the options menu. You can use the GPU with the highest detected VRAM, clock speed, etc. as a sane default. You could go further and prompt the player to choose between "high performance" and "power saving" (chooses the lowest-spec card) for the default when the ...


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Direct3D 10.x and Direct3D 11.x do not support the 'legacy fixed-function' pipeline that your Direct3D 9 code is using. Preparing to move to Direct3D 10 or 11 means eliminating all fixed-function usage and moving to programmable shaders. It is also apparent from your code snippet that you are not using the state objects correctly. In Direct3D 9, you set ...


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If you are picking the adapter based on the one with the most memory, you may be having trouble accurately detecting the amount of memory used by Intel HD Graphics. Intel HD Graphics has access to two banks of memory; one dedicated and one shared with the CPU. The size of the two banks are reflected in the DXGI_ADAPTER_DESC structure as DedicatedVideoMemory ...


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It appears that this may not be possible, as noted in this blog post about the Outerra engine. I successfully moved the log depth buffer calculations into the vertex shader. This solved my problem with the Early-Z testing, but it also led to deal-breaking artifacts with triangles that were too close to / crossed the camera. Apparently the only way to fix ...


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The Z coordinate has a different meaning when we're talking about viewport coordinates. In most vertex shaders, at some point you are multiplying each vertex by a projection matrix in order to convert world coordinates into viewport coordinates. After leaving the vertex shader, each vertex will be then divided by the W value. The resulting value is now in ...


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The choice of which backbuffer format to use comes down to four considerations: The target feature level for the hardware you are supporting determines what backbuffer formats are available. See the "Display scan-out" options listed in the DXGI documentation for each feature level. For example, to support all feature levels you have to use ...


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You're right, there is no lighting in D3D10 unless you implement it yourself in shaders.



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