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how game developers test their game

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hi, i am new on this site how does game developers test their games on various video cards on which game gives full, medium, minimum support and recommends in there supported hardware list? is there any software that displays current frame rate of game that running on installed graphics card?

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Quote:
Original post by namesake
how does game developers test their games on various video cards on which game gives full, medium, minimum support and recommends in there supported hardware list?


Its a combination of knowing ahead of time the hardware capabilities of various cards and simply running the game on different video cards and observing what happens.

Quote:

is there any software that displays current frame rate of game that running on installed graphics card?


The game software itself calculates the frame rate.

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Quote:
Original post by namesake
hi,
i am new on this site
how does game developers test their games on various video cards on which game gives full, medium, minimum support and recommends in there supported hardware list?
is there any software that displays current frame rate of game that running on installed graphics card?


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Quote:
Original post by fpsgamer
Quote:
Original post by namesake
how does game developers test their games on various video cards on which game gives full, medium, minimum support and recommends in there supported hardware list?


Its a combination of knowing ahead of time the hardware capabilities of various cards and simply running the game on different video cards and observing what happens.

Quote:

is there any software that displays current frame rate of game that running on installed graphics card?


The game software itself calculates the frame rate.

i saw on video website showing that
when tester testing the game
framerate, cpu, gpu temprature their, clock rate, memory using and its frquncy is appearing on right and left upper corner of screen

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Framerate in DirectX can be determined by detouring the Direct3DDevice9::Present() function through past your own code and calculating how many calls per second are used in the client application.

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