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My own little DirectX FAQ

My own little DirectX FAQ. Wednesday, April 12, 2006. Why is Present so slow? Well - it isn't! On its own, Present does very little except tell the GPU that the current frame is done, and it should display that to the screen. It might also do a few blits and clears, but those are very quick operations on today's cards. Let's say the GPU is managing to render a frame every 30ms. But what if the CPU only takes 10ms to generate the data for those frames? Posted by Tom at 12:39 AM. Well - it isn't! If you si...

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My own little DirectX FAQ | tomsdxfaq.blogspot.com Reviews
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My own little DirectX FAQ. Wednesday, April 12, 2006. Why is Present so slow? Well - it isn't! On its own, Present does very little except tell the GPU that the current frame is done, and it should display that to the screen. It might also do a few blits and clears, but those are very quick operations on today's cards. Let's say the GPU is managing to render a frame every 30ms. But what if the CPU only takes 10ms to generate the data for those frames? Posted by Tom at 12:39 AM. Well - it isn't! If you si...
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1 archives
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3 pixel shader changes
4 vertex shader changes
5 render target changes
6 sampler state changes
7 texture changes
8 drawprim calls
9 vertex cache optimisation
10 emulatestateblocks
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archives,link,pixel shader changes,vertex shader changes,render target changes,sampler state changes,texture changes,drawprim calls,vertex cache optimisation,emulatestateblocks,what should happen,what often happens,stage3 disable,drawindexedprimitive
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My own little DirectX FAQ | tomsdxfaq.blogspot.com Reviews

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My own little DirectX FAQ. Wednesday, April 12, 2006. Why is Present so slow? Well - it isn't! On its own, Present does very little except tell the GPU that the current frame is done, and it should display that to the screen. It might also do a few blits and clears, but those are very quick operations on today's cards. Let's say the GPU is managing to render a frame every 30ms. But what if the CPU only takes 10ms to generate the data for those frames? Posted by Tom at 12:39 AM. Well - it isn't! If you si...

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My own little DirectX FAQ

http://tomsdxfaq.blogspot.com/2002_06_01_archive.html

My own little DirectX FAQ. Tuesday, June 18, 2002. Why is software T&L so slow? Well, it's slower than hardware, but not that slow. If you're finding massive speed differences (i.e. more than 10x), you may be doing something wrong. You need to be aware of the fundamental difference between software T&L and hardware T&L. Posted by Tom at 4:04 AM.

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My own little DirectX FAQ

http://tomsdxfaq.blogspot.com/2002_07_01_tomsdxfaq_archive.html

My own little DirectX FAQ. Wednesday, July 24, 2002. Why ZBIAS is not a good thing. Argh This is not a mythical example, this actually happens on two very common cards - the value that works for one is far too high for the other, and vice versa. For this reason, many cards simply do not support ZBIAS. This is actually a Good Thing :-). ZBIAS is not implemented at all the same on each card, and is not support by some. Moving clip planes does, and is. Posted by Tom at 5:55 AM. Wednesday, July 03, 2002.

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My own little DirectX FAQ

http://tomsdxfaq.blogspot.com/2002_08_01_archive.html

My own little DirectX FAQ. Friday, August 23, 2002. What TextureStateState stuff can different cards do? It's a difficult question to answer fully. Drivers change, bugs get fixed (or created! Etc The short answer is "use ValidateDevice()". The longer answer is "know roughly what most cards do, know what the gotchas are, write multiple versions of your TSS shaders, and use ValidateDevice()". The addendum is "sometimes ValidateDevice() lies". For StarTopia. Rage 128 - see Mal's post above. Older driver...

4

My own little DirectX FAQ

http://tomsdxfaq.blogspot.com/2003_02_01_archive.html

My own little DirectX FAQ. Monday, February 03, 2003. What happens when I set a texture to NULL? Well, there's a number of different options. There's what should happen, there's what often happens, there's what more frequently happens, and there's what you can rely on happening. So let's address these one by one. According to the refrast source, if you read any texels from a NULL texture, you get opaque black. So that RGB=0.0, and alpha=1.0. What more frequently happens. What you can rely on.

5

My own little DirectX FAQ

http://tomsdxfaq.blogspot.com/2006_04_01_archive.html

My own little DirectX FAQ. Wednesday, April 12, 2006. Why is Present so slow? Well - it isn't! On its own, Present does very little except tell the GPU that the current frame is done, and it should display that to the screen. It might also do a few blits and clears, but those are very quick operations on today's cards. Let's say the GPU is managing to render a frame every 30ms. But what if the CPU only takes 10ms to generate the data for those frames? Posted by Tom at 12:39 AM. Well - it isn't! If you si...

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My own little DirectX FAQ

My own little DirectX FAQ. Wednesday, April 12, 2006. Why is Present so slow? Well - it isn't! On its own, Present does very little except tell the GPU that the current frame is done, and it should display that to the screen. It might also do a few blits and clears, but those are very quick operations on today's cards. Let's say the GPU is managing to render a frame every 30ms. But what if the CPU only takes 10ms to generate the data for those frames? Posted by Tom at 12:39 AM. Well - it isn't! If you si...

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