-
Recent Posts
Recent Comments
Archives
- May 2023
- April 2023
- February 2023
- January 2023
- December 2022
- November 2022
- September 2022
- August 2022
- June 2022
- May 2022
- March 2022
- January 2022
- December 2021
- December 2020
- November 2020
- October 2020
- August 2020
- June 2020
- May 2020
- February 2020
- December 2019
- October 2019
- September 2019
- August 2019
- July 2019
- May 2019
- March 2019
- January 2019
- May 2018
- April 2018
- March 2018
- February 2018
- January 2018
- November 2017
- October 2017
- May 2017
- March 2017
- February 2017
- January 2017
- December 2016
- August 2016
- July 2016
- June 2016
- May 2016
- April 2016
- March 2016
- February 2016
- January 2016
- December 2015
- November 2015
- September 2015
- August 2015
- June 2015
- April 2015
- January 2015
- December 2014
- November 2014
- October 2014
- September 2014
- August 2014
- July 2014
- June 2014
- April 2014
- March 2014
- February 2014
- December 2013
- November 2013
- October 2013
- September 2013
- August 2013
- July 2013
- June 2013
- May 2013
- April 2013
- March 2013
- February 2013
- January 2013
- December 2012
- November 2012
- October 2012
- September 2012
- August 2012
- July 2012
- June 2012
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- January 2009
Categories
Meta
Category Archives: Direct3D
Another adventure in downgrading, part 4: Fixed function
A few months ago, I discussed downgrading a modern codebase to .NET 4 and Windows XP. I managed to get the code working to the point that all functionality worked, aside from web views, given that browsers no longer support … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged .NET 4.0, C, D3D, D3D9, Direct3D, Direct3D9, DirectShow, DirectX, DirectX 9, DirectX Effect, downgrade, Effect file, fixed function pipeline, legacy, NAudio, PixelShader, shader compiler, Shader Model 2.0, shaders, SM2.0, VertexShader, Windows XP, XP
Leave a comment
Another adventure in downgrading, part 3: XP
Taking the application down even further than last time. Windows XP? You’re probably thinking: “Direct3D 11, Media Foundation, WIC, that’s never going to work in XP! What are you thinking?” And you’d be right. If the codebase was entirely aimed … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged .NET 4.0, C#, C++, CefSharp, DirectShow, downgrade, GetProcAddress, LoadLibrary, Media Foundation, Microsoft.Bcl, Microsoft.Bcl.Async, Microsoft.Bcl.Build, NAudio, NuGet, Vista, Visual Studio, VLC, VlcSharp, Windows Vista, Windows XP, XP
5 Comments
Another adventure in downgrading, part 2: Vista
Okay, picking up where we left off last time: we have an application that now runs on .NET 4.6.2. So far it’s only tested on Windows 7 and Windows 10 platforms, which the .NET 4.8 version was targeting anyway. But … Continue reading
Running anything Remedy/Futuremark/MadOnion/UL in 2020
There has always been a tie between Futuremark and the demoscene. It all started with the benchmark Final Reality, released by Remedy Entertainment in 1997. Remedy Entertainment was a gaming company, founded by demosceners from the legendary Future Crew and … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged 16-bit, 32-bit, 3DMark, 3DMark Vantage, 3DMark03, 3DMark05, 3DMark06, 3DMark11, 3DMark2000, 3DMark2001SE, 3DMark99Max, 64-bit, DirectX, DOS, Final Reality, FutureMark, MadOnion, ntvdm, oldskool, otvdm, retro, Win16, Win32, Windows-on-Windows, winevdm, WOW64
7 Comments
Batch, batch, batch: Respect the classics!
Today I randomly stumbled upon some discussions about DirectX 12, Mantle and whatnot. It seems a lot of people somehow think that the whole idea of reducing draw call overhead was new for Mantle and DirectX 12. While some commenters … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Vulkan
Tagged 2001, 2003, Batch batch batch, BSP, DirectX, Draw call overhead, Game Developers Conference, Gamedev.net, Leafy BSP, Microsoft, nvidia, OpenGL
5 Comments
Windows and ARM: not over yet
As you may recall, I was quite fond of the idea of ARM and x86 getting closer together, where on the one hand, Windows could run on ARM devices, and on the other hand, Intel was developing smaller x86-based SOCs … Continue reading
Posted in Direct3D, Hardware news, Software development, Software news
Tagged ARM, Atom, Intel, IoT, Microsoft, Surface Pro X, Windows 10, x86
5 Comments
nVidia makes good on their promise: DX12 support for Fermi
You might remember that in the months leading up to Mantle, DX12 and Vulkan, I mentioned that all of nVidia’s cards from Fermi and up would support DX12. This was also officially confirmed by nVidia on this page, and also … Continue reading
Posted in Direct3D, Hardware news, Software development, Software news
Tagged DDI 12, DirectX 12, drivers, DX12, Fermi, FL11_0, nvidia
18 Comments
DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
FutureMark’s Time Spy: some people still don’t get it
Today I read a review of AMD’s new Radeon RX470 on Tweakers.net, by Jelle Stuip. He used Time Spy as a benchmark, and added the following description: About 3DMark Time Spy has recently been some controversy, because it is found … Continue reading
Posted in Direct3D, Hardware news, Software development, Software news, Vulkan
Tagged AMD, Async compute, FutureMark, geforce, Jelle Stuip, nvidia, Pascal, Polaris, Radeon, RX470, Time Spy, Tweakers
5 Comments
GeForce GTX1060: nVidia brings Pascal to the masses
Right, we can be short about the GTX1060… It does exactly what you’d expect: it scales down Pascal as we know it from the GTX1080 and GTX1070 to a smaller, cheaper chip, aiming at the mainstream market. The card is … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Vulkan
Tagged 3DMark, AMD, FutureMark, gaming, geforce, GPU, GTX1060, nvidia, performance, Radeon RX480, Time Spy
21 Comments