User Tag List

Results 1 to 8 of 8

Thread: Enable / Disable HWA in runtime

  1. #1
    Clicker Multimedia Fusion 2iOS Export Module

    Join Date
    Jun 2006
    Posts
    113
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Enable / Disable HWA in runtime

    I'd like for my game to allow the user to fall back on the software renderer should their machine's GPU not be up to the DX9 spec (DX8 does not play nice with my game). Furthermore, the level editor only works in the software renderer. I'd like to not have to have multiple applications if possible. Is this a thing yet, to build with both runtimes?

  2. #2
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by MMF2 Help File
    Are there any specific command line switches I can use with a stand-alone application?
    Yes, the following command line options allow you to force your stand-alone applications to use specific graphic modes, etc.:
    • /DIB => forces standard graphic mode
    • /DIB3 => forces standard graphic mode, 256 colors
    • /DIB4 => forces standard graphic mode, 16 millions of colors, 24 bits
    • /DIB6 => forces standard graphic mode, 32768 colors
    • /DIB7 => forces standard graphic mode, 65536 colors
    • /DIB8 => forces standard graphic mode, 16 millions of colors, 32 bits
    • /DDRAW => forces DirectDraw + VRAM mode
    • /NOVR => no VRAM in DirectDraw mode
    • /DEBUG => displays graphic mode in title bar
    • /MIS0 => disables the Machine Independent Speed option
    • /MIS1 => forces the Machine Independent Speed option
    • /NOF => runs in windowed mode
    • /NOC => prevents images from being compressed in memory (for internal test)
    • /NOX => disables Alt+F4
    • /NOK => disables the Keep Screen Ratio option (in full screen mode)
    • /VSYNC => forces V-Sync ON
    In other words, you could have two shortcuts - one which launches the game normally, and the other with the /DIB option.
    Working as fast as I can on Fusion 3

  3. #3
    Clicker Multimedia Fusion 2iOS Export Module

    Join Date
    Jun 2006
    Posts
    113
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    That helps, but I don't know if the /DIB options will work with one compiled under the HWA runtime.

  4. #4
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Why wouldn't you think it would work? Have you tested it? (I don't have anything good to test with atm)
    Working as fast as I can on Fusion 3

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUnicode Add-onInstall Creator

    Join Date
    Jul 2006
    Posts
    1,018
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Bibin's talking about an important thing in the MMF runtime. I'm also thinking about it right now.
    I think it's time to clarify how MMF works finally.

    I noticed the following things: If you create an application in Display Mode ...

    • ... Direct3D 8 the file mmf2d3d8.dll will be included in the exe file.
    • ... Direct3D 9 the file mmf2d3d8.dll and mmf2d3d9.dll will be included in the exe file.

    Because of this results there are now some questions:
    • Why the DLL for Direct3D 8 is included in an application with Display Mode Direct3D 9?
    • Does MMF switch to Direct3D 8 if Direct3D 9 is not available on the machine? (would be testable with expression variable DisplayMode [1 = Standard, 4 = Direct3D 8, 8 = Direct3D 9, ...])
    • Is there a way to switch manually between the Direct3D runtimes? Are there command line parameters for this?
    • Can the application be started in Standard Mode (/DIB) if Direct3D is not available on the machine?


    The Display Mode is changed to Standard if I force the application with the command line /DIB. Variable DisplayMode also says 1.
    But the question is whether the application starts or not if Direct3D is not installed.

    It would be great if someone could help to clarify this.

  6. #6
    Clickteam Clickteam

    Join Date
    Jun 2006
    Location
    France
    Posts
    14,022
    Mentioned
    279 Post(s)
    Tagged
    3 Thread(s)
    IIRC MMF switches to D3D8 if D3D9 is not available.

    If D3D8 or D3D9 are not installed, it uses the software renderer (this should be a pretty rare case...).

    Command line options:

    /DIB switches to standard software mode
    /D3D8 switches to D3D8 mode (I think the application must have been built in D3D8 or D3D9 mode)
    /D3D9 switches to D3D9 mode (I think the application must have been built in D3D9 mode)

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUnicode Add-onInstall Creator

    Join Date
    Jul 2006
    Posts
    1,018
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you Yves, for clearing this up. That sounds very good.

    Quote Originally Posted by Yves View Post
    IIRC MMF switches to D3D8 if D3D9 is not available.
    Command line options:

    /DIB switches to standard software mode
    /D3D8 switches to D3D8 mode (I think the application must have been built in D3D8 or D3D9 mode)
    /D3D9 switches to D3D9 mode (I think the application must have been built in D3D9 mode)
    Ahh, very good! This command line parameters are not mentioned in the help file (build 255).

    So it seems it would be most preventive and flexible to build apps in Direct3D 9 Mode and use a starter app to manage the different settings.
    Then both Direct3D DLLs will be included automatically and it's possible to switch to all runtimes.

  8. #8
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
    Nifflas's Avatar
    Join Date
    Jul 2006
    Posts
    2,613
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I'd like for my game to allow the user to fall back on the software renderer should their machine's GPU not be up to the DX9 spec
    I can't remember when I last ran across a computer that doesn't support DX9. Those must be horribly old... but I suppose if you want to make sure the game runs on everything

Similar Threads

  1. Enable/Disable Certain Keys
    By ffomega in forum Multimedia Fusion 2 - Technical Support
    Replies: 8
    Last Post: 5th March 2014, 07:13 PM
  2. enable/disable iads using the ios object
    By Chokito in forum iOS Export Module Version 2.0
    Replies: 4
    Last Post: 18th October 2012, 10:06 AM
  3. Enable/disable layer wrapping during runtime?
    By ChrisBurrows in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 16th August 2012, 08:10 PM
  4. Can you enable/disable ASB
    By Sumo in forum SWF/Flash Export Module Version 2.0
    Replies: 0
    Last Post: 1st September 2010, 09:02 PM
  5. Enable/Disable Example for Bernardo3D
    By Stephen in forum File Archive
    Replies: 0
    Last Post: 28th October 2009, 10:51 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •