11 votes
Accepted

Correct method for choosing the user's video cards?

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 ...
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  • 413
3 votes

Which DirectX Version to use for a low poly game?

You generally want to use the latest version that is compatible with your target platform. For most people that means DirectX11, since DirectX12 is not supported on versions of Windows (i.e. Windows 7)...
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  • 2,007
3 votes
Accepted

Disable lighting in DirectX10

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 ...
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3 votes

Correct method for choosing the user's video cards?

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. ...
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  • 4,853
2 votes

Load texture from different thread

By default, the Direct3D 10 device interface is 'thread-safe' if you don't use D3D10_CREATE_DEVICE_SINGLETHREADED. This means it should work from multiple threads, but could well have lock contention. ...
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2 votes
Accepted

Automatically select back buffer format

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 "...
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2 votes

Correct method for choosing the user's video cards?

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 ...
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1 vote

How to perform alpha blending on saved raw argb videos(a image and a video will also work) using direct3d9 , direct3d10 or direct3d11?

https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage Resource Bind Options Dynamic: Input to a Stage: yes³ 3 - The resource can only be created with a single ...
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1 vote

SlimDX Direct3D10 Sprite stretches with window size

After some experimentation I've found this to work: ...
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  • 121
1 vote
Accepted

When does DirectX convert a vertex/pixel's depth from range Near-Far to 0-1?

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 ...
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  • 13.2k
1 vote

Is computing depth in a pixel shader bad? Can I reduce fillrate by moving depth calc to vertex shader?

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 ...
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1 vote

Disable lighting in DirectX10

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

Avoid if statements in DirectX 10 shaders?

There are multiple instruction able to do conditions without branching; ...
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