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zyrolasting

(DX9 C++) D3D Params and the need to reset

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When I mess around with graphic quality settings in a modern game I play, the screen goes black for a few seconds when changing resolution or requests a restart when I change texture details. However, when I mess around with Multisampling, shadows or other less obvious graphic settings, it's set and ready to go without any interruption. Am I right to assume only some D3D parameters are eligible for a device reset? I figure I'm not, so if that's the case why is there no interruption and it is put to immediate use in game? I figured since Device resets take some time, I would at least have noticed some hang, but not even that.

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Quote:
Original post by zyrolasting
Am I right to assume only some D3D parameters are eligible for a device reset?


Yes.

Things that are set at device creation - resolution, presentation interval etc - require a device reset to change.

Stuff that is performed through things like render states or shaders just require the state or shader or whatever to be changed


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