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#Actualcozzie

Posted 30 December 2012 - 10:42 AM

Hi all,

Would you like to see if my d3d engine demo is working on your system?
http://www.sierracosworth.nl/gamedev/2012-30-12-demofullscreen.zip
http://www.sierracosworth.nl/gamedev/2012-30-12-demowindowed.zip

If so, please let me know if it's working and what specs your system has, nice to see / hope to see that making it HW indepedent works :)

Although it should be working, I'm struggling with the best choice on 'PresentationInterval':

D3DPRESENT_INTERVAL_ONE/DEFAULT
+ gives the best functional result.
- in some frames I get 'Assertion error, bPresentSubmitted' in d3d debug, most likely because of 'V-sync?)' (Present call in Renderframe)
(frequency get's higher when I use managed pools instead of systemmem, don't know yet why though)

D3DPRESENT_INTERVAL_IMMEDIATE
+ d3d debug error above is gone
- mouse speed is 'lagged', although solvable with changing 'speed' float, image is anyway 'floppy'/scrambled or how you'd call it :)

For now I'd like to ignore the assertion errors and use one/default. The errors by the way only occur in fullscreen, not windowed.
Been struggling with it for days, just to get rid of the debug errors (which don't harm functionally).

Like to hear you thoughts on this.

#3cozzie

Posted 30 December 2012 - 10:42 AM

Hi all,

Would you like to see if my d3d engine demo is working on your system?
http://www.sierracosworth.nl/gamedev/2012-30-12-demofullscreen.zip
http://www.sierracosworth.nl/gamedev/2012-30-12-demowindowed.zip

If so, please let me know if it's working and what specs your system has, nice to see / hope to see that making it HW indepedent works :)

Although it should be working, I'm struggling with the best choice on 'PresentationInterval':

D3DPRESENT_INTERVAL_ONE/DEFAULT
+ gives the best functional result.
- in some frames I get 'Assertion error, bPresentSubmitted' in d3d debug, most likely because of 'V-sync?)' (Present call in Renderframe)
(frequency get's higher when I use managed pools instead of systemmem, don't know yet why though)

D3DPRESENT_INTERVAL_IMMEDIATE
+ d3d debug error above is gone
- mouse speed is 'lagged', although solvable with changing 'speed' float, image is anyway 'floppy'/scrambled or how you'd call it :)

For now I'd like to ignore the assertion errors and use one/default. The errors by the way only occur in fullscreen, not windowed.
Been struggling with it for days, just to get rid of the debug errors (which don't harm functionally).

Like to hear you thoughts on this.

#2cozzie

Posted 30 December 2012 - 10:41 AM

Hi all,

Would you like to see if my d3d engine demo is working on your system?
http://www.sierracosworth.nl/gamedev/2012-30-12-demofullscreen.zip
http://www.sierracosworth.nl/gamedev/2012-30-12-demowindowed.zip

If so, please let me know if it's working and what specs your system has, nice to see / hope to see that making it HW indepedent works :)

Although it should be working, I'm struggling with the best choice on 'PresentationInterval':

D3DPRESENT_INTERVAL_ONE/DEFAULT
+ gives the best functional result.
- in some frames I get 'Assertion error, bPresentSubmitted' in d3d debug, most likely because of 'V-sync?)' (Present call in Renderframe)
(frequency get's higher when I use managed pools instead of systemmem, don't know yet why though)

D3DPRESENT_INTERVAL_IMMEDIATE
+ d3d debug error above is gone
- mouse speed is 'lagged', although solvable with changing 'speed' float, image is anyway 'floppy'/scrambled or how you'd call it :)

For now I'd like to ignore the assertion errors and use one/default. The errors by the way only occur in fullscreen, not windowed.
Been struggling with it for days, just to get rid of the debug errors (which don't harm functionally).

Like to hear you thoughts on this.

#1cozzie

Posted 28 December 2012 - 04:37 AM

Hi all,

 

Would you like to see if my d3d engine demo is working on your system?

http://www.sierracosworth.nl/2012-28-12-demo.zip


If so, please let me know if it's working and what specs your system has, nice to see / hope to see that making it HW indepedent works :)

 

Although it should be working, I'm struggling with the best choice on 'PresentationInterval':

 

D3DPRESENT_INTERVAL_ONE/DEFAULT

+ gives the best functional result.

- in some frames I get 'Assertion error, bPresentSubmitted' in d3d debug, most likely because of 'V-sync?)' (Present call in Renderframe)

(frequency get's higher when I use managed pools instead of systemmem, don't know yet why though)

 

D3DPRESENT_INTERVAL_IMMEDIATE

+ d3d debug error above is gone

- mouse speed is 'lagged', although solvable with changing 'speed' float, image is anyway 'floppy'/scrambled or how you'd call it :)

 

For now I'd like to ignore the assertion errors and use one/default. The errors by the way only occur in fullscreen, not windowed.

Been struggling with it for days, just to get rid of the debug errors (which don't harm functionally).

 

Like to hear you thoughts on this.


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