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Direct3D version 9, and even more 10, 11, and even even more, Direct3D 12, work at a very different level of abstraction compared to a game engine. Put simply, Direct3D is simply a set of APIs that allow you to do stuff with the video card, but that's all there is to it. The concept of projection matrices and cameras, does not even exist inside Direct3D, so ...


As noted in the comments, profile your scene and look at where your bottle necks. It's going to vary greatly depending on exactly how those 200-300 models are actually built. In general, you have to draw your transparent objects after drawing your opaque ones, and some kind of sorting by material setting can help avoid thrashing GPU texture caches. The ...

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