I haven't experienced any problems with Vram or DirectX on the demo ^^
I haven't experienced any problems with Vram or DirectX on the demo ^^
I haven't experienced any problems with Vram or DirectX on the demo ^^

[]There is something seriously wrong with DirectX+VRam, thats the problem. Every single time I try to use DirectX + VRam, I get extreme lag. And I'm using a videocard with 256MB of VRam so that shouldn't be the case. This was a problem in MMF 1.5 too, so I don't know. All I can say is, avoid using VRam until the problem is fixed. [/]
Did you try updating your videocard's drivers?

[]There is something seriously wrong with DirectX+VRam, thats the problem. Every single time I try to use DirectX + VRam, I get extreme lag. And I'm using a videocard with 256MB of VRam so that shouldn't be the case. This was a problem in MMF 1.5 too, so I don't know. All I can say is, avoid using VRam until the problem is fixed. [/]
Did you try updating your videocard's drivers?

>> It's because ink effects are done via setpixel calls
No, that's not 100% correct.VRAM is a shortcut for "Video RAM". In this mode, MMF2 puts graphic buffers to the memory on the video card, because the video RAM is optimized for transfers. For example scrolling is faster between 2 blocks in video memory than between 2 blocks in system memory.
But the drawback is that reading from this memory is VERY slow. If you display a normal sprite, MMF2 will just write the pixels that are non transparent, i.e. it will never read the memory and that will be fast. But... when you use an ink effect that needs to read screen pixels to merge them with the source pixels, then that's a problem. Ink effects that need to read from the memory screen are : semi-transparency, AND, OR, XOR, as well as the semi-transparent pixels in a sprite with alpha channel.
Yves.

>> It's because ink effects are done via setpixel calls
No, that's not 100% correct.VRAM is a shortcut for "Video RAM". In this mode, MMF2 puts graphic buffers to the memory on the video card, because the video RAM is optimized for transfers. For example scrolling is faster between 2 blocks in video memory than between 2 blocks in system memory.
But the drawback is that reading from this memory is VERY slow. If you display a normal sprite, MMF2 will just write the pixels that are non transparent, i.e. it will never read the memory and that will be fast. But... when you use an ink effect that needs to read screen pixels to merge them with the source pixels, then that's a problem. Ink effects that need to read from the memory screen are : semi-transparency, AND, OR, XOR, as well as the semi-transparent pixels in a sprite with alpha channel.
Yves.










are you guys aware that when u change to full screen resolution the screen goes all pixelated? I'm all like "Ewww. My beautiful photoshoped sprites are all gewy!"
unfortunate. But im much more happier simply running in windowed mode.. odly it runs faster!?










are you guys aware that when u change to full screen resolution the screen goes all pixelated? I'm all like "Ewww. My beautiful photoshoped sprites are all gewy!"
unfortunate. But im much more happier simply running in windowed mode.. odly it runs faster!?