• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

[D3D11] Enumerate output fail on notebook with 2 GPUs

4 posts in this topic

Hello. I have a notebook with integrated IntelHD card and dedicated Nvidia card. When I enumerate adapters I have 2 adapters. If I choose Intel card and enumerate output all works fine. But if I select Nvidia card that EnumOutputs fails. A set Nvidia as main card in control panel, I set power mode as performance in power options. But, for example, when I look in control panel on monitor properties I see that notebook always uses Intel card and there's no way to change it. I tried to run several games - all they uses Nvidia (althought not modern games, without DX11), so it seems there's possibility to use good card exist.


Share this post

Link to post
Share on other sites

The way this kind of setup works is that it uses the NVIDIA card for most GPU operations, but does the final present through the Intel.  The NVIDIA is therefore not a valid output.


In order to force it to be used you need to export a global variable from your program; the following code will do it for you (just put it near the top of one of your source files):


extern "C" {  
    _declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;  


You can also access the NVIDIA control panel and create a profile for your program, selecting to use the NVIDIA card when it runs.


Be aware that for certain classes of program - low rendering overhead, low vertex/poly count, not much blending, mainly CPU-bound - the Intel card may actually be faster.  If your program falls into this class I'd encourage you to benchmark with both and select the one that works best.


Share this post

Link to post
Share on other sites

Thank you. I found also this document http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf. Sad, but none of the methods works for me sad.png.


Upd.: to clarify - I can select dedicated GPU from list, but this GPU always have zero output device. And I don't know how games use it, maybe some workaround in driver for games (for example, NVidia Expirience sees some installed games on my machine, but not all).

Edited by Volgogradetzzz

Share this post

Link to post
Share on other sites

As I said above, 0 output devices is expected because the NVIDIA GPU isn't actually used for output.  Just enumerate modes for the default adapter and use one of those; using the documented procedures the NVIDIA should automatically kick in.  So, the NVIDIA is used for most GPU work, the Intel is used as the output, and there's nothing else special you need to do.


If it helps, this is kind of similar to the old days of the 3DFX Voodoo, where you'd have a main card handling 2D and display, but the Voodoo was an add-on card that did the actual acceleration.


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By YixunLiu
      I have a surface mesh and I want to use a cone to cut a hole on the surface mesh.
      Anybody know a fast method to calculate the intersected boundary of these two geometries?
    • By hiya83
      Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop?
    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
    • By MarcusAseth
      bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; }  
      As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...
      I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.
      How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?
      Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) 
    • By ProfL
      Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
  • Popular Now