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Complete list of DirectX-Caps for most cards...

Started by bitbuster Dec 5, 2001 at 10:00 AM 5 replies 2.4k views
Original Post
bitbuster
bitbuster
Hi guys ! Does anybody know, if there is a complete (or at least almost) list or database somewhere on the net detailing the directX-caps of graphic-cards ??? Any help would be appreciated !! Here one of my newer pics: thanx in advance, Roman - vertex4.com - games for a growing .community Edited by - bitbuster on December 5, 2001 11:01:45 AM Edited by - bitbuster on December 5, 2001 11:02:15 AM
dansteph
dansteph

Devicecap database maybe not all card but its simply
upt to us to make it grow:

http://www.molybdenium.de/devicecaps/index.html

Nice Pic ! :-)

Dan
Biggles
Biggles
How do I use the information in that database? Am I supposed to hard code it into a structure in my engine and see what happens or something?


--------------------

Never eat anything bigger than your own head.
--------------------Never eat anything bigger than your own head.
bitbuster
bitbuster
quote:
Original post by Biggles
How do I use the information in that database? Am I supposed to hard code it into a structure in my engine and see what happens or something?


--------------------

Never eat anything bigger than your own head.


Well, I would only use it to have a look at what can be seen
as "standard". So I think it''s nice to know, if the code
i''m doing will most likely run on most configurations or not.

Believe it or not, but this seems important to me...

cheers,
Roman

- vertex4.com -
games for a growing .community
JonStelly
JonStelly
It''s just a reference point. Card features can change from driver release to driver release, so it would be a bad idea to hardcode information from the database.
dansteph
dansteph
Still test the cap in your game and disable the unsuported
things. this is the only way.
Yes you will have to write your game for a range of specification
but for my part I assume that if the user have a crappy card it should not expect to have a wonderful game.
Appart some very advanced stuff like bump map and other very consuming things most of the card support common stuff like multipass ,alpha and so on.
For my part after several experience I assume that writing a game is enough complicated (I mean one we finish) so I leave the most advanced things to Quake''s team and other million dollard
dev team. Multipass and alpha should to the job.
For example 512 texture in my game is an graphic option that the user can''t select if his card only support 256 sized texture.

Dan

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