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Clarified confusion
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Maximus Minimus
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Yes, see http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspxD3DPRESENT_PARAMETERS structure and the description of the "BackBufferCount" member for D3D9, or DXGI_SWAP_CHAIN_DESC for DXGI, for example.

Note that this is not a render-ahead mechanism as described by the AnandTech article; this is managed by a separate API, such as IDirect3DDevice9Ex::SetMaximumFrameLatency or IDXGIDevice1::SetMaximumFrameLatency. Note that in both cases the BackBufferCount (or BufferCount for DXGI) is still set separately during device creation.

I'm not sure how AnandTech managed to get the impression that itthis wasn't implemented or that it was somehow different, as thisit has been documented for D3D9 since 2002 (and for D3D8 since earlier)in every DirectX SDK.

Yes, see http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx and the description of the "BackBufferCount" member for D3D9, for example.

I'm not sure how AnandTech managed to get the impression that it wasn't implemented as this has been documented for D3D9 since 2002 (and for D3D8 since earlier).

Yes, see D3DPRESENT_PARAMETERS structure and the description of the "BackBufferCount" member for D3D9, or DXGI_SWAP_CHAIN_DESC for DXGI, for example.

Note that this is not a render-ahead mechanism as described by the AnandTech article; this is managed by a separate API, such as IDirect3DDevice9Ex::SetMaximumFrameLatency or IDXGIDevice1::SetMaximumFrameLatency. Note that in both cases the BackBufferCount (or BufferCount for DXGI) is still set separately during device creation.

I'm not sure how AnandTech managed to get the impression that this wasn't implemented or that it was somehow different, as it has been documented in every DirectX SDK.

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Maximus Minimus
  • 20.3k
  • 2
  • 41
  • 69

Yes, see http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx and the description of the "BackBufferCount" member for D3D9, for example.

I'm not sure how AnandTech managed to get the impression that it wasn't implemented as this has been documented for D3D9 since 2002 (and for D3D8 since earlier).