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Questions tagged [hardware]

In computing hardware is the physical objects like the CPU, graphics card, monitor, keyboard, joystick, mouse, memory modules, hard drive etc. This is in contrast to software, which is the operating system, applications, programs etc.

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I'm trying to understand how different versions of opengl work. I am developing a game aimed to support opengl3.3 here are the specifications of my system: OS: Manjaro linux Renderer: Mesa Intel(R) ...
cuppajoeman's user avatar
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there. I had a question that I keep finding dead ends to. Is it possible to create a Unity iOS project that has the ability to talk to a WatchOS app? I know that there's no current way to build it ...
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I am listing a game on Steam and need to set system requirements. The game is a online 3D game using Universal Render Pipeline with low poly assets. My idea was to copy the requirements for a similar ...
ViktorMS's user avatar
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2 answers
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I am a bit confused on how user input is actually received and processed behind the scenes in a game engine. Let's say I have a simplistic game loop as follows... ...
4Matt's user avatar
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Imagine you are on a hardware that is 8bits like the nes or the game boy, NO mul no div, only add and shift. Given a rectangle or integer size nk*mk, where k is the size of the underlying grid, and P ...
user29244's user avatar
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So you've made research? Can you show us that research? You don't seem to be that well-versed in game development or software development in general, so perhaps you misunderstood something. Just open ...
Guest's user avatar
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I've made a research and found out that without dedicated graphics games use max 50% of each processor's core. And it seems to be an artificial limitation. For a powerful processor 50% is a very big ...
Guest's user avatar
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23 votes
4 answers
9k views

I am developing a game intended for desktop computers. I am afraid of developing a game that will be too costly in aspects of performance, so I am wary of using a machine that might be better than the ...
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I have this project, that has a default shader, that just draws models and textures. Recently I decided to add a second shader that does a fancy effect, and is used only on some of the objects drawn. ...
Tom Tsagkatos's user avatar
2 votes
1 answer
762 views

For someone wanting to get into NES/Famicom game development, and test on hardware (original and/or clones) to make sure the controls feel right, and to make sure the game is compatible for hardware ...
Mentalist's user avatar
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1 answer
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I want to have my work featured in alt.ctrl.gdc someday. The process of building a bizarre custom controller is a question for a different stackexchange site, but Can you tell me a way how to take ...
jodediah holems's user avatar
1 vote
1 answer
50 views

I'm making an installation for exhibition or demonstration purpose. I want to have a physical handle the viewer can slide along a track. As they do so, the information displayed on the screen should ...
Antony's user avatar
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37 votes
3 answers
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When a new processor generation is released, most websites report that game engines and programs need to be optimized for the new hardware. I do not quite understand why. A processor usually has an ...
salbeira's user avatar
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I'm unsure if this question would be more appropriate in stackoverflow, so apologies before hand if it should be moved. Given that I know the user's hardware (Video Card, RAM, CPU, screen resolution, ...
Cornwell's user avatar
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1 answer
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I've recently tried to run my game in a new hardware (arm a17 processor, Mali-T760) and the result is quite bad, as you can see in the images below seems that the polygon's coordinates are clamped to ...
EzeEst's user avatar
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2 answers
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We have some minimum requirements set for the game, however, it's possible to play the game on much slower computers and we argue in the team how to approach the situation when the hardware is too ...
jcx's user avatar
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5 votes
1 answer
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Choice of game design and other human psychological factors aside is the present hardware not capable of working with double precision floating point calculations with reasonable performance? It can ...
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1 answer
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I'm developing an application that uses the GPU. Some tasks might be rather long (like a fragment shader with a loop). I have the impression that I can make the entire OS visually freeze by asking the ...
Martijn Courteaux's user avatar
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2 answers
192 views

I have tried to see if my GTX 960m supports VR and sadly it seems I need minimum GTX 970m, still I have seen videos that if you overclock your 960m you can get a decent 115 frames. My question is, can ...
John Pietrar's user avatar
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I'm working on a serious project and I really need help. I'm working on a virtual reality First-Person-Shooter game. The problem is that I want to make the player (a real person) walk in place (...
None's user avatar
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I tried SFML, but found out that my computer does not support shaders. Given this restriction, what could I use instead?
user3083017's user avatar
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Complex touch events are well-defined and can even be categorised as seen in this Wikipedia article We have great names for various touch gestures like: Double-tap Pinch / Zoom Long Press etc. When ...
Bryce's user avatar
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What are the meanings of all the terms in this slide? Why is the correct operator to roughly compute (guesstimate) the improvement in performance multiplictive and not instead bottle necked by the new ...
AturSams's user avatar
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25 votes
11 answers
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Is it necessary to use graphics APIs to get hardware acceleration in a 3D game? To what degree is it possible to free of dependencies to graphics-card APIs like OpenGL, DirectX, CUDA, OpenCL or ...
Rubayet Bijoy's user avatar
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0 answers
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I'm trying to make a stenotype-teaching game using the stenoboard as input. The Stenoboard emulates an NKRO keyboard, using this code: https://github.com/caru/StenoFW/blob/master/StenoFW.ino, with an ...
Lorenstone's user avatar
8 votes
1 answer
440 views

If you have a volume texture with mipmaps, GL_LINEAR_MIPMAP_LINEAR texture sampling will perform quadrilinear texture sampling. Is that implemented in hardware like bilinear texture sampling is? Or ...
Alan Wolfe's user avatar
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2 votes
0 answers
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I've checked this question but I wasnt satisfied. So basically I'm a one man indie team and I wanted to have custom sounds, dialogues and maybe music (I have a few friends who are musicians) in my ...
K.L.'s user avatar
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4 votes
2 answers
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My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind. My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...
NeoZero's user avatar
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A lot of these things are usually behind NDAs and tricky to gauge. Is there any information and ranges on how much these thing costs? For example, the PS1 had the "Net Yaroze", which according to ...
Vaughan Hilts's user avatar
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12 answers
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Quick note: I know this is a game development Q&A site but I guess you guys most of all know and have experience with graphics cards so I address this question to you. If you think this is ...
NPS's user avatar
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1 answer
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When distributing my game, I am going to compile all the resources and level data into a single binary package file, which is loaded from by the game. Do I have to worry about my machine being a ...
jmegaffin's user avatar
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12 votes
1 answer
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I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in ...
Ken's user avatar
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32 votes
4 answers
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Is it only a matter of code optimization? Do game developers plan to start small on a new hardware, to have space to evolve while creating a series of that game? Are computer graphics breakthroughs ...
Roberto's user avatar
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3 votes
2 answers
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So I was writing a simple 2D game with OpenGL and SDL and had this problem when there was awful tearing when running in windowed mode (even though I explicitly asked SDL_SetVideoMode to use double ...
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6 votes
4 answers
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So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup: ...
Anon's user avatar
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3 votes
1 answer
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I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) ...
ashes999's user avatar
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I'm coming from a background of Android. I would like to figure out what kind of iBlah device hardware I need to support for iPhone game development; something like Android's OS distribution stats, ...
ashes999's user avatar
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1 vote
1 answer
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I am trying to make thousands of instanced cubes, each with a unique texture on each side. Am I going to have to split each cube into 6 instanced faces, or can I unwrap it in such a way the the ...
Nifty255's user avatar
28 votes
2 answers
48k views

I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My ...
Publius's user avatar
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I know that SDL 1.2 does software rendering (CPU) and not hardware rendering (GPU). My question is, how do I use SDL but with hardware rendering? How do I not use its rendering API (software) and ...
hullot's user avatar
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4 votes
2 answers
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Currently I am working on a 3D visualization app. A requirement of my app is that host's graphics card supports Shader Model 3. How can I check for Shader Model 3 support? I know that these versions ...
Synxmax's user avatar
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3 votes
2 answers
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I have some friends who want to make the music for a game I'm developing. We have no idea where to start. I've seen software like Reason (way too expensive at $450). I've also seen stuff like ...
Matthew's user avatar
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4 votes
6 answers
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I made a circuit, which acts like a digital dice using diodes 1N4148, IC 555, IC 4017, 8 & 16 pin IC socket, LED, push-to-on switch, resistors & connecters. By pressing the push button, 4017 ...
Roshan's user avatar
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i've just scored 8 Dell 2950's and a Dell Blade Chassis with 10 Dell 1855 Blades, including a NetApp NAS. i'm interested to hear what other game devs would do with the gear. :)
cthulhup's user avatar
4 votes
2 answers
364 views

I have had trouble getting the money together to buy a digitizing tablet, and it would cheer me up to know what kind of digitizing tablet the artists were using to create classic games like Super ...
ixtmixilix's user avatar
2 votes
3 answers
554 views

Seeing as today's machines have insane computing power and near endless memory, it's tough for a hobbyist programmer to actually hit the limits of his machine without doing something totally ...
drowsy's user avatar
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2 votes
3 answers
801 views

So I'm planning to get into iPhone dev (2D games). I understand that my only real option is to get a Mac. I'll probably go the MonoTouch route. I'm not sure what hardware to buy; I just want the ...
ashes999's user avatar
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1 vote
1 answer
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I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been ...
notlesh's user avatar
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7 votes
4 answers
496 views

The XBLIG submission check-list asks to ensure all gameplay-critical graphics be visible in the 'TitleSafeArea'. I've received a bug report during play-testing that says parts of my scrolling 2D map ...
Steve Dunn's user avatar
6 votes
6 answers
2k views

Can anyone point me to some information on what a modern video card architecture looks like? I'm particularly interested in understanding how my rendering engine will be executed by the GPU. Ideally, ...
notlesh's user avatar
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