It says 9.0c or something like that.
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It says 9.0c or something like that.
If you don't upload the app or a file showing it's slow... will be hard for us to test and try to find what's wrong.
What he said. :)Quote:
Originally Posted by Bruto_Memo
stephen1980
That's wrong.Quote:
Originally Posted by Looki
You can have Direct-X 9c installed (and probably do, as it comes with Windows XP and above) on a graphics card that doesn't support it.
The only real way to find out is to go to the display page of dxdiag and run the Direct3D tests. I think the "DDI version" on that page could be your graphics card's hardware Direct-X version support, but I'm not sure. The tests will definitely say.
even so, as pointed out, theres a million possible reasons for slowdown while scrolling aside from lacking directx support.
if your game is something ridiculous like a 100000x100000 area level size, I would expect it to run slowly. We'd need to know more about how it works or what kind of limits it is pushing, like large amounts of backdrops or active objects
Ugh... I knew it. It had to be wrong. Whatever.
I don't think the size of the frame impacts the scrolling speed. For example, you can create infinite sized frames and the scrolling will still be smooth (it's how ijiwaru works).Quote:
Originally Posted by Pixelthief
The maximum size is 32767x32767, I think.
Yes the maximum defined size of a frame is like you said but you can set the Virtual Width and Virtual Height to -1 and you'll have an infinite sized frame. ;)
yes but what I'm saying is if you stretch every ability of MMF2 to its limits, there will be slowdowns. For example, if it has thousands upon thousands of objects, loops, extensions, etc. And things like giant play areas or ridiculous collision mask arrays only serve to exacerbate this; after all, a 32767x32767 area that had obstactle data filled in for every pixel separate would take 500 megabytes, wouldn't it?