Optimize for each graphics card

Started by
2 comments, last by ET3D 18 years ago
Is there a way to see (on each graphics card), how many primitives that are optimal to send in each call?
/ Christoffer Nyberg( www.christoffernyberg.com )
Advertisement
The D3DCAPS9 structure only contains the maximum number of primitives each card can draw. Generally, what game developers will do is run their app on each card and determine the engine settings that produce the best performance. This is all entered into a database. Then, at installation, the app looks up your card and selects the appropriate out-of-the-box settings.

That whole approach is unlikey to work for you, since you need to test on each of the cards. However, you can always provide some option that the users can change.
Dustin Franklin ( circlesoft :: KBase :: Mystic GD :: ApolloNL )
You can run a benchmark. Run a demo level of your game at medium detail settings. If the FPS is below the optimal, set low detail settings. If it's high, set high detail settings. With the number of cards and configurations out there, making a database is probably out of the reach of most indie developers. This way, you can show off some cool parts of your game the first time it's run as well.
AFAIK the batch size is more affected by D3D overhead than by the card. You should just make it large (thousands of vertices) if possible. Most of the card specific optimisation is done at shader level or by removing heavy and advanced effects.

This topic is closed to new replies.

Advertisement