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About megatenfreak

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  1. I see. Funny things is, the Begin method never gets called by the game. It handles every frame by a long series of DrawIndexed calls and then an End method. On a side note, if I were to tackle and intercept the game's textures and intensive postprocessing effects, I should target the Pixel Shader stage, right? It seems to be the last stage before the Output Merger.
  2. Thanks for the quick reply! What you mentioned about loading resources and stuff while the logos are being rendered actually makes a lot of sense! I'll probably find out more if I look at it from that perspective. Thank you so much;) p.s. In my proxy d3d11.dll, I hook into the DeviceContext's END method as something that runs once per frame, since hooking the Present method in DXGI requires a completely separate file and code. I wonder if I'm messing up by doing so!
  3. Thanks again for the help. Could you please help me with one more question? I'd really appreciate it: I'm working on Life Is Strange: Before the Storm as a test ground for my project, and the initial logos, before I've even gotten to the menu, run at 15 FPS. I don't understand. Isn't there supposed to be a single 2D texture on the screen? Why would a black screen with a single image run only at 15 FPS?? where does the heavy load come from?? Getting the answer to this question could mean a breakthrough for me. Thank you sooo much in advance. p.s. my diggings seem to show that even on a black screen, tons of stuff are being rendered.. but why?
  4. Thanks a lot. I was afraid that would be the case!! So, does a game do all of the gpu-intensive stuff (fog, postprocessing, etc.) using shaders?
  5. Hello. Could anyone please help me with this: I'm playing around with a proxy d3d9.dll to make games run on my slow system. If I've understood correctly, a lot of the heavy and costly things done in a game (such as postprocessing effect, fogs, etc. etc.) happen in the shader part. What I'm struggling with is to intercept the game's call to SetVertexShader and SetPixelShader and instead tell directx to simply use the fixed pipeline instead of custom shaders, hoping that would make the game run smoother (I don't care about the loss of all the fancy eye candy shader effects!). The interception is easy, but I have no idea how to pass the fixed pipeline as a shader to the original d3d9.dll. I've done a lot of digging about shaders and stuff, but I'm still totally confused. Can anyone point me in the right direction please? Thank you so much in advance.
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