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Slow performing Direct3D Mobile code... need guidance

Last post 5/16/2008 2:52 PM by The ZMan. 1 replies.
  • 5/16/2008 2:32 PM

    Slow performing Direct3D Mobile code... need guidance

    I wrote some Managed Direct3D Mobile code, using fixed point arithmetic. It runs slow as a dog and its performance relative to the floating point version of the code shows little improvement.

    This is on a Kaiser phone. I know that there are issues with graphics on that thing. I am only trying to use the software renderer, but the speed of my app is so slow that I wonder if it's in my implementation. It is a cube with textured faces, spinning as as fast as it can, and I can only achieve 7 seconds per frame (yes... seconds per frame. Obviously my goal is something in the FPS range!).

    Would anyone with experience in writing D3DM code care to give me a hand by looking at my code? I'm at kramer (underscore inserted) ae (at) hotmail (dot) com.

    Thanks,
    Brian
  • 5/16/2008 2:52 PM In reply to

    Re: Slow performing Direct3D Mobile code... need guidance

    I wish I had an answer but I just wanted to warn you there are are very few people answering questions on D3DM mobile in these forums and MS seem not to support it very well.

    I've tried to find places to send other people who ask similar questions but it appears that the mobile forums don't cover it any better than these forums do. There's not enough community people doing it and I'm not sure there is even people at MS working on it any more.

    The best I can suggest is the MSDN forums - you may actually get a person from the CF team http://forums.microsoft.com/MSDN/default.aspx?ForumGroupID=11&SiteID=1 (AFAIK the DirectX team didn't have much to do with D3DM)

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