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blueshogun96

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  1. blueshogun96

    Why Do Mobile Games Often Fail at International Expansion?

    As someone who worked in software testing for years (yuk!), I personally cannot stress how important this is.  For every platform and laguage/locale you are targeting, you absolutely MUST do throrough testing on every device you own under each and every locale.  Example: if you are targeting Japan, change your device's language and locale to that country, test every feature and fix any issues that arise.  Never assume that everything works without thoroughly testing it first.  This is why it's a good idea to have pre-written test cases for your game throughout it's development life cycle.
  2.   There isn't that I know of, OpenGL doesn't provide information about the memory usage on the GPU, the only way we're able to know is due to vendor specific extensions and I don't think Intel has such an extension or at least that I can find.   It sounds to me like on windows you might be best using my method If you wanted to check video ram then, and then instantiate opengl afterwards? At least the DirectX way cooperates with all known hardware... As for other platforms I bet you could get this information from /proc on Linux...   I know this is kinda old, but if you are using Windows, there is one way, but I know you and everyone else won't like it... and that is to use DirectDraw.   Now, you don't have to fully initialize DirectDraw, and you can do this when using OpenGL without any interference between the two APIs (I've done it multiple times in the past).   This will work fine, as long as you just use functions like GetAvailableVidMem() or WaitForVerticaBlank().  Don't do anything like try setting the cooperative level, set the display mode or start creating surfaces with it, okay? IDirectDraw7* dd = NULL; DDSCAPS2 caps; DWORD total_memory = 0, free_memory = 0; HRESULT hr = DirectDrawCreateEx( NULL, (void**) &dd, IID_IDirectDraw7, NULL ); if( SUCCEEDED( hr ) ) { dd->GetAvailableVidMem( &caps, &total_memory, &free_memory ); dd->Release(); } Good: - Can be used anytime. - Can tell you the exact amount of video memory, instead of only telling you how much is left (which is retarded IMO). - Works even on Intel GPUs (not vendor specific).   Bad: - For systems with unified memory, the results aren't guaranteed to be accurate. - Doesn't work on any OS except Windows (not portable). - Who uses DirectDraw anymore?  A better question would be, does my vendor even check it's DirectDraw driver code?  Use at your own risk.   Just thought I'd share that bit of advice.  Great article btw, learned multiple new things.   Shogun.
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