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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx</link><description>When you create a Windows Phone game project, XNA defaults to Reach profile . When you create a Windows or Xbox 360 project, it defaults to HiDef. But it is also possible to target Reach from a Windows or Xbox game! There are two reasons you might want</description><dc:language>en</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10422667</link><pubDate>Fri, 31 May 2013 15:28:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10422667</guid><dc:creator>anonymous13</dc:creator><description>&lt;p&gt;can anyone tell me how can i change profile?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10422667" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10380134</link><pubDate>Fri, 21 Dec 2012 16:16:54 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10380134</guid><dc:creator>Mati Rehman</dc:creator><description>&lt;p&gt;Thanks for the help , worked for me :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10380134" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10326503</link><pubDate>Tue, 03 Jul 2012 15:41:51 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10326503</guid><dc:creator>unknown</dc:creator><description>&lt;p&gt;hello! when i did it after the program show me an other error....&lt;/p&gt;
&lt;p&gt;that: No suitale graphics card found.&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp;Unable to create the graphics device.&lt;/p&gt;
&lt;p&gt;please answer me How can i fix it!&lt;/p&gt;
&lt;p&gt;tnx.&lt;/p&gt;
&lt;p&gt;sorry bad english. ;-)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10326503" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10165968</link><pubDate>Wed, 18 May 2011 18:04:03 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10165968</guid><dc:creator>Anon</dc:creator><description>&lt;p&gt;I&amp;#39;m sorry but I&amp;#39;m really starting to rage at this.. Y.. I don&amp;#39;t have this interface. All I&amp;#39;m trying to swap the thing so it&amp;#39;ll run a certain popular game going about. Nor do I see any connection between this and any programme in the XNA game studio programme folder.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10165968" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10160729</link><pubDate>Wed, 04 May 2011 05:48:23 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10160729</guid><dc:creator>Team TFE</dc:creator><description>&lt;p&gt;It&amp;#39;d be nice if there was a way to get the fatbat&amp;#39;s hack functionality officially added. I.e. we should be able to develop for hi-def on a non compliant machine as an option. My card is fully capable of everything required by hidef except two (unused) requirements. Since I&amp;#39;m devloping for xbox360, it&amp;#39;s frustrating to be artificially limited by the dev machine rather than the final platform. You&amp;#39;re basically forcing us to release a lower quality game due to this limitation, which is a lose-lose for everyone.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10160729" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10149283</link><pubDate>Sun, 03 Apr 2011 13:12:09 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10149283</guid><dc:creator>Niinii</dc:creator><description>&lt;p&gt;Thanx you little bit help me ^_^&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10149283" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10122153</link><pubDate>Mon, 31 Jan 2011 03:28:45 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10122153</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;Bela: this error means that whatever project you are using to build these .xnb files is set to HiDef as opposed to Reach profile, in its Visual Studio properties.&lt;/p&gt;
&lt;p&gt;btw. I would recommend the create.msdn.com forums for getting help with issues like this: that&amp;#39;s a better place than blog comments for tech support discussions!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10122153" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10121947</link><pubDate>Sat, 29 Jan 2011 22:12:15 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10121947</guid><dc:creator>Bela Kampis</dc:creator><description>&lt;p&gt;Hi Shawn, first off great blog, I`ve been using it a lot to help me develop this WPF + XNA 4 game I`m working on. I`m having a problem with xnb files copied over from one content project to another. &lt;/p&gt;
&lt;p&gt;What I needed to do was select the Reach profile because the game has to run on a fairly old set of Dell laptops that have very limited GPU capabilities. Thus I have to modify all my textures to use power of two sizes and rebuild them. I can now load the textures fine in a test project that I use just to validate the graphics device can handle the textures and load them properly, but when I copy over the folder of all these .xnbs to my game folder, each time I try and use the content manager via a Reach profile to load one of the textures, it says they are still created for a Hidef profile and I am in Reach. I don`t understand at all what`s happening. When I run the game in hidef with the hidef-built versions on my desktop, it can load the textures fine and I don`t need to limit them to power of twos or 2048x2048 sizes. The exact same code keeps throwing these exceptions, saying that I should be loading these resources in Hidef when I rebuilt them and they load fine in Reach via a real Game-based XNA project. &lt;/p&gt;
&lt;p&gt;Any ideas?&lt;/p&gt;
&lt;p&gt;My exact exception is : &lt;/p&gt;
&lt;p&gt;{Microsoft.Xna.Framework.Content.ContentLoadException: Error loading &amp;quot;_____&amp;quot;. This file was compiled for the HiDef profile, and cannot be loaded into a Reach GraphicsDevice.&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Graphics.GraphicsContentHelper.GraphicsDeviceFromContentReader(ContentReader contentReader)&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.Texture2DReader.Read(ContentReader input, Texture2D existingInstance)&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.ContentReader.InvokeReader[T](ContentTypeReader reader, Object existingInstance)&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.ContentReader.ReadObjectInternal[T](Object existingInstance)&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]()&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]()&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)&lt;/p&gt;
&lt;p&gt; &amp;nbsp; at _______.TextureManager.LoadAlphaTexture(String path) in ____________________.cs:line 182}&lt;/p&gt;
&lt;p&gt;I did a search for any files containing hidef and it looks like the default content importer assumes a HIdef graphics interpretation unless Reach is explicitly stated. So that if you aren`t using a Content pipeline reference in your project and just instantiating a ContentManager in code, it will throw this type of exception. Is there a way to set my content manager to interpret the XNB files as they truly are, i.e. compiled as Reach? I can`t figure it out.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10121947" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10049274</link><pubDate>Thu, 12 Aug 2010 09:34:05 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10049274</guid><dc:creator>MichaelT</dc:creator><description>&lt;p&gt;Never mind, I found it:&lt;/p&gt;
&lt;p&gt;graphics.GraphicsProfile &amp;lt;- GraphicsProfile.HiDef&lt;/p&gt;
&lt;p&gt;It is a case of &amp;quot;finding it when you no longer need it&amp;quot; :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10049274" width="1" height="1"&gt;</description></item><item><title>re: Selecting Reach vs. HiDef</title><link>http://blogs.msdn.com/b/shawnhar/archive/2010/07/19/selecting-reach-vs-hidef.aspx#10049272</link><pubDate>Thu, 12 Aug 2010 09:29:56 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10049272</guid><dc:creator>MichaelT</dc:creator><description>&lt;p&gt;I would be a very happy camper if someone could tell me how to get a hidef graphicsdevice using F# and XNA. I got everything to work with F# and XNA except that. Is it even possible?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10049272" width="1" height="1"&gt;</description></item></channel></rss>