I don't know if I'm missing something or if I'm just slow, but I found nothing on what Hardware Acceleration even is. Could someone describe it to me? :D
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I don't know if I'm missing something or if I'm just slow, but I found nothing on what Hardware Acceleration even is. Could someone describe it to me? :D
MMF does graphical operations using the GPU instead of the CPU
so basically many graphical effects can run much faster, and it's possible that your game could run faster just because the CPU no longer has to draw anything
It's quite alot more then that.
HWA is quite broad, basically it involves using hardware without interpretors or emulators.
In mmf we use a protocol called direct 3d, which sends a graphic(image) to our GPU (GFX card) as well as information on where it is(3-dimensionally) then all the math is handled within the card as sent to the display, obvious question 'why is that quicker'...
...Well naturally your CPU(processor) is far superior to your GPU however the reason this is soo fast is because the GPU isn't constantly reprogramming itself (like the CPU is) and because your CPU has lot's of other Hogs to worry about... LIKE WINDOWS!
So how do I utilize HWA?
Usually when making 2d HWA'd games DirectDraw is used... Could Yves clear this up perhaps?Quote:
Originally Posted by SEELE
It's Direct3D which is used and that's why PixelShaders can be created and displayed (and maybe VertexShaders in the future). ;)
hahaahha simple and yet, effective explanation! :DQuote:
Originally Posted by SEELE
DirectDraw is deprecated now, for 2D you just use Direct3D with no perspective transform (which also means that you don't need to have Z clipping planes).Quote:
Originally Posted by DanielRehn
EDIT: Direct3D was technically renamed "DirectX Graphics".
EDIT2: DirectDraw last existed in DirectX 7.
Thanks for the info guys! :)
Could someone please answer my question? It is my thread after all. ;)
How do you use HWA in games you make?