How To Change Directx Settings
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If the materials changed or have been renamed when loading a new 3D model, the previous Texture Sets in the project can become disabled. This can be fixed with the Reassignment Window from the Texture Set List.
Rendering Hardware Interfaces (what UE4 refers to Graphics Drivers as) are per-platform. Click the edit button in the top left and open Project Settings. From there, you can scroll down to platforms and select the settings for your targeted platforms. UE4 does not support DirectX 9.0 as DirectX 11 has been in high use for a couple of years, but you can target Direct X 10.
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Before the 1.43 patch, my game runs with DX11 just fine. After I install the new title update 1.43 patch, the game can't run on DX11 anymore. I tried to change it to DX11 and it says You must restart the game to apply the changes, I restarted the game and still stuck on DX10.
Are you using a DirectX profiler or just timing your client code? Profiling DirectX API calls using timers in the client code is generally not that effective because it's not necessarily synchronously processing your state updates/draw calls as you make them. There's a lot of optimization that goes on behind the scenes. Here is an article about this for DX9 but I'm sure this hasn't changed for later versions:
The shader is compiled when it's loaded. Precompiling will save you a half-second of startup time, but so long as the shader doesn't change during runtime, you won't see any actual speed increase. Precompiling is also kind of a pain, if you're still testing a shader. You can do it with the final copy, but unless you have a lot of shaders, you won't get much benefit while loading them.
If you're creating the shaders every frame or every time your geometry is rendered, that's probably the issue. Unless the shader itself (not parameters) changes every frame, you should create the effect once and reuse that.
You can still use the DirectX Control Panel if you like. D3DConfig recognizes DXCpl settings. Similarly, the DXCpl reflects most D3DConfig settings. At this time we have no plans to expand the DXCpl user interface. This means that new settings are likely to be exposed only in the D3DConfig tool. For example, DRED settings are only available in D3DConfig.
So I had a bit of time this morning and finally upgraded to visual studio 2010. There are a lot of changes but I am really enjoying it. It is a definite improvement over VS2008, some features that I have been begging for for years are finally in and the interface has been cleaned up significantly.
Often, Direct3D 9 applications handled the transition into full-screen mode by setting the resolution of the front buffer, forcing the device into full-screen exclusive mode, and then setting the back buffer resolutions to match. A separate path was used for changes to window size because they had to be managed from the window process whenever the application received a WM_SIZE message.
The methodology of the preceding explanation follows a very particular path. DXGI set the full-screen resolution to the desktop resolution by default. Many applications, however, switch to a preferred full-screen resolution. In such a case, DXGI provides IDXGISwapChain::ResizeTarget. This should be called before calling SetFullscreenState. Although these methods can be called in the opposite order (SetFullscreenState first, followed by ResizeTarget), doing so causes an extra WM_SIZE message to be sent to the application. (Doing so can also cause flickering, since DXGI could be forced to perform two mode changes.) After calling SetFullscreenState, it is advisable to call ResizeTarget again with the RefreshRate member of DXGI_MODE_DESC zeroed out. This amounts to a no-operation instruction in DXGI, but it can avoid issues with the refresh rate, which are discussed next.
The last issue that developers often face is how to change full-screen resolutions while remaining in full-screen mode. Calling ResizeTarget and SetFullscreenState sometimes succeeds, but the full-screen resolution remains the desktop resolution. Also, developers may create a full-screen swap chain and give a specific resolution, only to find that DXGI defaults to the desktop resolution regardless of the numbers passed in. Unless otherwise instructed, DXGI defaults to the desktop resolution for full-screen swap chains. When creating a full-screen swap chain, the Flags member of the DXGI_SWAP_CHAIN_DESC structure must be set to DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH to override DXGI's default behavior. This flag also can be passed to ResizeTarget to enable or disable this functionality dynamically.
The first rule applies to the creation of two or more full-screen swap chains on multiple monitors. When creating such swap chains, it is best to create all swap chains as windowed, and then to set them to full-screen. If swap chains are created in full-screen mode, the creation of a second swap chain causes a mode change to be sent to the first swap chain, which could cause termination of full-screen mode.
Direct3D 9 applications had a lot of work to do when switching between full-screen and windowed modes. Much of this work involved changing window styles to add and remove borders, to add scrollbars, and so on. When applications are ported to DXGI and Direct3D 10.x or Direct3D 11.x, this code often is left in place. Depending on the changes being made, switching between modes can cause unexpected behavior. For example, when switching to windowed mode, the application might no longer have a window frame or window border despite having code that specifically sets these styles. This occurs because DXGI now handles much of this style changing on its own. Manual setting of window styles can interfere with DXGI, and this can cause unexpected behavior.
Special care must be taken when using DXGI in a multithreaded application to ensure that deadlocks do not occur. Because of DXGI's close interaction with windowing, it occasionally sends window messages to the associated application window. DXGI needs the windowing changes to occur before it can continue, so it will use SendMessage, which is a synchronous call. The application must process the window message before SendMessage returns.
For example, if an application that has its message pump on one thread and its rendering on another, it may want to change modes. The message pump thread tells the rendering thread to change modes, and waits until the mode change is complete. However, the rendering thread calls DXGI functions, which in turn call SendMessage, which blocks until the message pump processes the message. A deadlock occurs because both threads now are blocked, and are waiting on each other. To avoid this, never block the message pump. If a block is unavoidable, then all DXGI interaction should occur on the same thread as the message pump.
Click play in Origin, then In the game settings window that comes up before the game launches, make sure it's set it Full Screen (I get crazy stuttering in menus if it's not on Full Screen) and click okay, before clicking Play to launch the game, open the settings.ini in the Documents/Fifa21 folder and change DirectX_Select from 0 to 1.
If you have a more recent machine that can run a newer version, the launcher will default to that. The only change that clearing this checkbox causes, is that it stops the launcher from forcing clients to launch in DirectX 9 and allows it to launch the most optimal for your machine.
It is common to change the screen resolution when working with some applications. In addition, games automatically change the screen resolution (bounds) and color system (bit count) to accommodate performance issues.
To list all modes that are supported by your screen, you can click Advanced Settings, then List All Modes button to display all modes supported and change to the desired mode. Figure 2 shows the List All Modes dialog.
DirectX is the technology of choice when working with multimedia of any type. Here in this lesson, we will focus on how to use DirectX to retrieve screen settings and to change them in the .NET environment.
Because there is no such compatibility between .NET and unmanaged code, you cannot call COM components directly. Instead, you may create a RCW (Runtime Callable Wrapper) assembly that acts as a proxy to the COM component. RCWs also called Interop Assemblies are created automatically when you try to reference a COM component in Visual Studio .NET. However, if you want to have more control over the creation process, you can create your RCW via the tool tlbimp.exe. This tool allows you to control the RCW at a granular level. For instance, it allows you to sign the RCW, change its name and version, and to control the marshalling process of the unmanaged types. It is worth mentioning that ActiveX COM components are created with the tool aximp.exe not tlbimp.exe. 2b1af7f3a8