First look at DXGL and a question about shaders
Posted: December 20th, 2012, 10:33 pm
Wow! I am stunned.
Just tried it out on a game and worked perfectly.
RayForce (DirectDraw) fullscreen 1280x960 @ 60FPS
Perfect scrolling and rock solid 60FPS.
WinXP32, ATI HD4670 AGP. DXGL v0.4.0
Results:
Video Card VSync OFF and WITHOUT DXGL = 600+FPS (640x480@75Hz)
Video Card VSync ON and WITHOUT DXGL = 600+FPS (640x480@75Hz)
Video Card VSync OFF and WITH DXGL = 100+FPS (1280x960@60Hz)
Video Card VSync ON and WITH DXGL = 60FPS (1280x960@60Hz)
Can't wait to try some more games out. This looks very promising indeed!
A question about shader support though. Can we use our own custom shaders or is that not fully implemented yet?
I was going to try using a HQ2x.fx or Cartoon.fx shader but they don't seem to be activating.
Thanks.
Just tried it out on a game and worked perfectly.
RayForce (DirectDraw) fullscreen 1280x960 @ 60FPS
Perfect scrolling and rock solid 60FPS.
WinXP32, ATI HD4670 AGP. DXGL v0.4.0
Results:
Video Card VSync OFF and WITHOUT DXGL = 600+FPS (640x480@75Hz)
Video Card VSync ON and WITHOUT DXGL = 600+FPS (640x480@75Hz)
Video Card VSync OFF and WITH DXGL = 100+FPS (1280x960@60Hz)
Video Card VSync ON and WITH DXGL = 60FPS (1280x960@60Hz)
Can't wait to try some more games out. This looks very promising indeed!
A question about shader support though. Can we use our own custom shaders or is that not fully implemented yet?
I was going to try using a HQ2x.fx or Cartoon.fx shader but they don't seem to be activating.
Thanks.