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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>The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx</link><description>Is it fast?</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57539</link><pubDate>Thu, 25 Dec 2003 11:55:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57539</guid><dc:creator>pappasmurf</dc:creator><description>Good point, although I question whether Age of Mythology could have been written in managed code. I believe for an application with its complicated object structure the lack of determinism in the GC will be a hindrance to its frame rate. Its the type of game where allocations are occurring in real-time during gameplay, and that cannot be avoided. Granted one might be able to create a cache or pool of such objects ahead of time, but the fact is that the number of entity types in the game is so large that it would require a pretty sophisticated guessing algorithm to determine exactly which type of entity pool to create.

Is there any truth to the rumor that a ref counting algorithm is in the works for the GC?</description></item><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57540</link><pubDate>Thu, 25 Dec 2003 19:46:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57540</guid><dc:creator>malcolm</dc:creator><description>I got a problem here.
I was trying out DX9 in C# and whilst reading your book i realised there was little mention of getting 2d graphics out i mean like .jpgs? 
I want to make a DX9 title screen (those seen in games and with all those fanciful options) but all i wan is to render a .jpg(background out) and with .x meshes aas text  how ?.</description></item><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57541</link><pubDate>Sat, 27 Dec 2003 03:53:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57541</guid><dc:creator>Tom Miller</dc:creator><description>malcom: You can render 2d graphics just fine (see chapter 16 in the book).  Use the sprite class and render your texture anywhere onscreen you want.

My next book actually shows how to design UI for games using the Direct3D interfaces..</description></item><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57542</link><pubDate>Sun, 28 Dec 2003 19:15:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57542</guid><dc:creator>Chris Woodruff</dc:creator><description>Has there been any research into the difference of performance between managed and unmanaged DirectX?  I completely understand that there will be.  I would just like to know if anyone has anything between C++ and C#?</description></item><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57543</link><pubDate>Mon, 29 Dec 2003 16:56:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57543</guid><dc:creator>Ivan Limansky</dc:creator><description>Tom,
Thought I'd share some performance issues am having, am slowly finding that building games is more of dealing with perf issues rather than the game itself ;-)... 

Along with ur book (am in ch.7), I've been building my own simplified car game and i've been having some performance issues with the CPU going up to 100% constantly. The X file is only ~ 50kb with textures that I compressed to the max... Then I decreased the Projection Matrix &amp;quot;far range&amp;quot; (less objects r visible) which made a big difference CPU 60-70% as well as removing some lights (from 5 directional to 2 point lights)... tried to add some fog but that slowed it again... Worth mentioning is that my pc is relatively old P3 500Mhz  with 320 MB RAM and a ATI Radeon 7000 32 MB VRAM.
Any idea what would be the min. PC reqs. to run MDX with decent performance? (if that's the main reason for this issue)
When is the next book release? Hope u show us techniques to divide the world into diff sections etc... ie performance enhancements...
Thx</description></item><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57544</link><pubDate>Fri, 02 Jan 2004 15:12:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57544</guid><dc:creator>James Raine</dc:creator><description>Looking forward to that UI section.
I do my UI in GDI  (backbuffer.GetGraphics()...) at the moment - slows down quite a bit with a complex menu, but I'm sure with a bit of intelligence in the painting code (everything is painted every frame right now) it will be fine.

Having said that, i rarely drop below 30fps which for a menu screen is perfectly acceptable to me.</description></item><item><title>RE: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#57545</link><pubDate>Tue, 06 Jan 2004 19:13:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57545</guid><dc:creator>Jules</dc:creator><description>Well I am a lazy, and rather dim witted programmer. So I pretty soon gave up on trying to learn or do anything in C++, and took up Java as a readable language few years back.  (previously taught Pascal) 
C# is nice and simple to learn, and with Tom's book I am able to get into Managed DirectX. (This is the only way I am
going to get into DirectX technologies.) 

So after reading half of Tom's Book, I got impatient and got into developing an Tank game across an elevation grid.
And yes, running on a PIII 800MHz, with a Radeon 9700 Pro, I am now discovering performane problems. 

I now know that my performance is bettter with 
a) Only ue a single Directional Light rtaher than several ! (as highlighted ion the book)
b) Reducing the Far plane, to significantly reduce the polygons being rendered
c) Using a TriangleList instead of Meshes for my Large Elevation grid 
d) Use of small and tiled (Wrapped) textures, rather than large and many textures

All part of the DirectX learning experience, and I have a lot more to learn. None of these relate to the performance of MDX or C#. 

Jules   
</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#64383</link><pubDate>Thu, 29 Jan 2004 14:43:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:64383</guid><dc:creator>Brook</dc:creator><description>I'm Also looking forward to your next book, Your first MDX book is great.  Will your next book be entirely focused on d3d or will you have other sections dedicated to the other namespaces similiar to the first book?  Any chance you could let us know what some of the topics might be, or perhaps a possible release date?&lt;br&gt;Brook</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#77012</link><pubDate>Fri, 20 Feb 2004 13:52:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:77012</guid><dc:creator>Emi</dc:creator><description>i'd really like a comparison between MDX and conventional DX. Developing a game from scratch in MDX will never give you any signs that DX is faster. The performance tips i read here are the same you would have to make with conventional DX.</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#94963</link><pubDate>Wed, 24 Mar 2004 01:01:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:94963</guid><dc:creator>Sagar Indurkhya</dc:creator><description>I was just wondering. If I want to do some time critical stuff, and I write it in unmanaged code,&lt;br&gt;does that also compile to MSIL?</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#95943</link><pubDate>Thu, 25 Mar 2004 12:26:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:95943</guid><dc:creator>Sagar Indurkhya</dc:creator><description>I have been doing native DX in C++ for a while, and was wondering if it was appropriate to do mdx in Managed C++. Is it even possible?</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#100429</link><pubDate>Sat, 27 Mar 2004 20:56:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:100429</guid><dc:creator>Tom Miller</dc:creator><description>Yes you can use MDX from MC++.</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#115193</link><pubDate>Sat, 17 Apr 2004 12:19:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:115193</guid><dc:creator>Colin o connor</dc:creator><description>im creating a c# dx9 space game for my project in college, its to be handed up soon, but my problem is running it on other machines that dont have vs 2003. is there some way of compiling the c# code so that it will work on all machines that have dx9.</description></item><item><title>re: The speed of Managed DirectX</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#128550</link><pubDate>Sat, 08 May 2004 21:17:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:128550</guid><dc:creator>David</dc:creator><description>**********************************************&lt;br&gt;# re: The speed of Managed DirectX 3/27/2004 1:56 PM Tom Miller &lt;br&gt;Yes you can use MDX from MC++. &lt;br&gt;**********************************************&lt;br&gt;&lt;br&gt;How?  I can't seem to find any documentation on this...&lt;br&gt;</description></item><item><title> Tom Miller s Blog The speed of Managed DirectX | Paid Surveys</title><link>http://blogs.msdn.com/tmiller/archive/2003/12/23/57538.aspx#9657559</link><pubDate>Fri, 29 May 2009 23:37:06 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9657559</guid><dc:creator> Tom Miller s Blog The speed of Managed DirectX | Paid Surveys</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://paidsurveyshub.info/story.php?title=tom-miller-s-blog-the-speed-of-managed-directx"&gt;http://paidsurveyshub.info/story.php?title=tom-miller-s-blog-the-speed-of-managed-directx&lt;/a&gt;&lt;/p&gt;
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