11

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 ...


4

PIX isn't going to work with non-desktop apps. The new way to debug these is the graphical debugger built into Visual Studio 2012. I'm also not sure PIX works properly on Win 8 for desktop apps either.


4

@Nathan's debug layer tip pointed this out fast - so, turn on the debug layer when debugging D3D code. The problem was that the MapType needed to be D3D11_MAP_WRITE_DISCARD (or D3D11_MAP_WRITE_NO_OVERWRITE, but that wasn't appropriate for me) because the buffer was created as BUFFER_DYNAMIC. I'm sure that was documented somewhere, but I completely missed ...


4

Yes, the applications you write for XNA will still run on the desktop mode but not metro mode. If you care about Metro integration, check out MonoGame. I develop normal XNA and MonoGame applications on Windows 8 and run them here as well; I can assure you they both function perfect on desktop mode.


3

Surface RT is indeed FEATURE_LEVEL_9_1, so hardware geometry shaders are unsupported. The Windows software rasterizer, WARP, does support it though. This could be what Morten is referring to. To create a WARP device, use D3D_DRIVER_TYPE_WARP in your call to D3D11CreateDevice. Note that on Surface RT, the performance of geometry shaders on WARP will not ...


3

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 ...


3

You shouldn't be creating a new buffer each frame. Memory allocation/deallocation operations are often quite slow, especially when it involves video memory as a CPU/GPU sync point may be introduced. A better way to work with vertex buffers is to reuse a single vertex buffer, mapping it with the DISCARD and NOOVERWITE flags, as appropriate, to let the ...


2

Don't know much about internals of MonoGame, but texture are definitely not stored in a ConstantBuffer. The texture is not a constant buffer, it is a texture which has its own slot and is bounded completely separetly from the ConstantBuffer. To get the slot of the texture, this is done through the ShaderReflection object and method reflect....


2

That depends on a which type of a games you want to create. If you make JS games already and you are fine with it, I see no reason to learn C++ (by the way I would not say that other game development options on Win8 is limited solely to C++, see also). However, if you want to make to make games which are faster and with more complex graphics, then learning ...


2

Yes, MonoGame is the oldest and most mature project, but it is pretty low level. The DeltaEngine does not really care if you use XNA, OpenGL, DirectX or frameworks with the same API (MonoGame, ANX, it tries to work with those frameworks, not against it) or any framework on top (SharpDX). Delta Engine is still early in beta, but for those who want to try it ...


2

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 ...


2

Turns out the issue was not initializing and loading content in the correct order. I am building an engine and had to refactor it to work as a library for Windows 8 apps. When I shuffled some code around I removed some XNA-specific code and put in back in the wrong place. Here's the basic flow of things: Constructor Instantiate GraphicsDeviceManage Set ...


2

You can base everything's size on a percentage of the screen space it should take up; for example, a card may take up 5% of the screen's width and 7.5% of its height (these are just examples). Before you do that, you will want to go with a resolution such as 800x600 that simplifies the math to find the percentage values. Then as long as you use the ...


2

Your friend either need to install all the same develop tools you have (Visual Studio and XNA/Monogame) or you can create an install package. Right click the project and pick publish. Then you gill get a wizard. I put mine in E:\Temp Next step is simplest if you select CD-ROM or DVD-ROM. You can just as well install from a folder on the hard drive. In my ...


1

I wrote something similar to this for the GUI library I made. It's hosted here and uses the MIT license so feel free to rip anything you want out of it. This method draws the text to a render target as I found that provided significant performance gains compared to redrawing everything line by line. Simply replace the textureBaker bit with your ...


1

The Getting Started page for building Unity apps for Winows store specifically says Unity doesn't support networking on Windows Store platforms. It does mention that WWW functions work correctly though. If you're desperate, try porting your networking to HTTP.


1

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 ...


1

Yes. You may have to change some include path orders in your V++S directories properties tab to get the right headers. I don't use DX9 for new projects in VS2012 (and our DX9 projects at work are all developed in VS2008 on Win7), so I'm unsure of any details. For DX11 that was all that was necessary to use the June 2010 SDK specific interfaces (most of ...


1

I run Windows 8.1. Just check Windowed under the Graphics tab in the configuration when the game starts up: If you don't have the startup config dialog. Go to Edit->Project Settings->Player and set Display Resolution Dialog to Enabled: If you do not want to have the config dialog you can set the Screen.fullScreen property to false in code.


1

You could just add the anti-cheat tool to your store package and rely on the stores update-mechanism for keeping the anti-cheat component up-to-date. Before you wonder if this might undermine the security of the ACT and might make it possible to manipulate it, keep in mind that ACT's can't be effectively protected from manipulation anyway. Never trust the ...


1

If you want to render game content in Windows Store App the best way to do this is SwapChainBackgroundPanel (Windows 8), SwapChainPanel (Windows 8.1) I think this is what you are looking for.


1

This is actually an issue in MonoGame, if it was properly supporting the GraphicsProfiles introduced in XNA 4.0 the MaxTextureSize would be 2048 for Reach and 4096 for HiDef. You can check the Capabiities of your hardware by querying through SharpDX directly. Once you have access to a D3D9Driver instance, you'll have to create this yourself as I don't think ...


1

Just to keep this updated, the Unity Blog has details on the Windows Store early access program, Unity 4.2, and some Unity-based games already in the Windows Store: http://blogs.unity3d.com/2013/03/07/unity-4-early-access-for-windows-store-apps


1

I think this is as updated as you are going to get http://answers.unity3d.com/questions/350071/windows-phone-8-support.html


1

The flickering problem is because BitmapImage does not load the image really until it's shown. Consider using WriteableBitmaps instead of BitmapImages and Invalidate() them after setting the Source to ensure it's loaded.


1

Effects 11 is not supported by Windows Store apps for Windows 8.0 because it requires D3DCompile APIs at runtime. Hence, 'technique11' and it's kin are deprecated. Effects 11 also has specific compiler support in the HLSL compiler, which in the latest (#47) is still there but emits a warning. Some newer DX 11.1 and DX 11.2 constructs are not supported with ...


1

I've got it to work now. I compiled it again and now my game is working. I'm assuming that the first compile of an XNA project will automatically fail after Windows 8 is installed. But recompiling your project again will fix it. So the answer to if XNA works with Windows 8 installed is YES (but not as a Metro App).


1

I guess MonoGame is definetely more mature project than both ANX and DeltaEngine combined, with a stable builds and large user base. Also DeltaEngine license prohibits free usage on platform other than Windows.


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