Frisker
01-25-2006, 10:12 AM
What is the real diffrence here?, I know that VB.nets MDX is easier but slower. But does this speed reducing really matter?. And is there thing i can't do with VB.net MDX?.
.NET MDX vs. C++ DXFrisker 01-25-2006, 10:12 AM What is the real diffrence here?, I know that VB.nets MDX is easier but slower. But does this speed reducing really matter?. And is there thing i can't do with VB.net MDX?. Iceplug 01-25-2006, 05:20 PM The reduction in speed depends on how much you are trying to put in your game. The more complex operation-wise, the lower the speeds in both DX styles. .NET MDX would definitely be easier as you actually get errors that have descriptions instead of catch-all non-descript "automation error". I'm not aware of anything you *can't* do in .NET MDX rather than in C++, aside from the benefits of Unmanaged DX (and the downsides). Fundamentally, you should have access to all important features that unmanaged has access to. Rockoon 01-28-2006, 01:58 AM I think the main performance difference between MDX and DX can be summed up: In actual application, MDX uses more CPU cycles than unmanaged does to perform the same amount of GPU work. But... Both methodologies are trivialy capable of maxing out the GPU workload to 100%. So this means... The only difference is the amount of CPU cycles left, and quite frankly, its not enough to worry about here. But take note... Managed is still slower at pretty much everything that isnt I/O bound across the board. Its undeniable. The ramifications of using managed code for game physics can be quite significant, even though the ramifications are insigificant in regards to the actual process of rendering. Look for future video card makers to impliment GPU's that can help with the physics workload as well. Its inevitable. |
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