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Performance

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On one of the threads I mentioned earlier, someone told me that part of my performance problem may have to do with VSync. I'm going to need to determine how to turn that off in DirectX.

In addition, I'm going to be creating a version of Epoch Star for use by one of my artists to throw models into a slimmed down version of the game so that he can get a feel for what they actually look like in the game. I'm contemplating releasing this version on the showcase, but I'm not sure if there will be any interest.
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Quote:
someone told me that part of my performance problem may have to do with VSync. I'm going to need to determine how to turn that off in DirectX.

Don't be surprised if it doesn't work - setting the presentation interval is often overriden by the driver (and users settings).

Look at D3DPRESENT_PARAMETERS::PresentationInterval if you haven't already spotted it [smile]

hth
Jack

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Now that I'm thinking about it, wouldn't changing it to not wait for the screen refresh result in tearing?

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Now that I'm thinking about it, wouldn't changing it to not wait for the screen refresh result in tearing?

Quite possible. Try it and see - bottom line is, it'll vary from system-to-system and you can't really tell for sure what'll happen [smile]

Tearing isn't always noticeable, as you have to have a suitably high but close multiple of the refresh rate to make it look bad. This is sort of stopped by the fact that Direct3D (and consequently drivers) not queueing up more than a few frames at a time.

hth
Jack

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