An Open Letter to Microsoft: Do the Right Thing for the 3D Game Industry

Total Page:16

File Type:pdf, Size:1020Kb

An Open Letter to Microsoft: Do the Right Thing for the 3D Game Industry Attention: This material is copyright 1995-1997 Chris Hecker. All rights reserved. You have permission to read this article for your own education. You do not have permission to put it on your website (but you may link to my main page, below), or to put it in a book, or hand it out to your class or your company, etc. If you have any questions about using this article, send me email. If you got this article from a web page that was not mine, please let me know about it. Thank you, and I hope you enjoy the article, Chris Hecker definition six, incorporated [email protected] http://www.d6.com/users/checker PS. The email address at the end of the article is incorrect. Please use [email protected] for any correspondence. BEHIND THE SCREEN by Chris Hecker An Open Letter to Microsoft: Do the Right Thing for the 3D Game Industry debate is raging in the game development community on an incredibly important topic: 3D APIs for the PC, and specifically, Direct3D versus OpenGL. This debate has its share of contentless flames, but at its core A is an issue that will affect the daily lives of 3D game developers for many years to come. Being one of vendors have voting seats). In the My opinion started to change last 14 these developers, I care deeply about space I have here, I’m not going to be year, after a few important events. how this issue is resolved. To put it able to describe either API, so I’m going First, a bunch of people at SGI got fed very bluntly, I believe it would be best to assume you’re familiar with both up with Microsoft’s game evangelists for the 3D game industry if Microsoft (check the references at the end of the telling developers that OpenGL was canceled Direct3D Immediate Mode article for more information on the inherently slow. They decided to and put all their 3D immediate mode APIs themselves). prove that it was at least as fast as resources behind their OpenGL team. Next, the history: This debate has Direct3D — if not faster — with a This article will give my rationale for been going on for a long time. I demo at Siggraph ‘96. This event got that statement. stopped looking for the original everyone’s attention, and indeed, The API issue has many twists and “Direct3D versus OpenGL” Usenet post- focused it on Microsoft’s implementa- turns. Debating it is like wrestling Jell- ing when I found one (a reply, no less) tion of OpenGL, which was starting to O; every time you think you’ve got it dating all the way back to March 1996. get pretty fast as well. I took an inter- cornered, it squeezes out somewhere The conventional wisdom used to be est in the issue at this time, and start- else. For this reason, I’m going to pro- that OpenGL was inherently slow — ed reading Usenet posts by knowl- ceed very methodically and lay out a too slow for games — and that edgeable 3D engineers from many logical framework for my opinion. I’m Microsoft had to design their own API. I different companies. Eventually, I sure to leave some holes through bought into this wisdom when I was at became convinced not only that which someone can squeeze if they are OpenGL wasn’t inherently slow, but intent on disagreeing with me, but I Where’s Physics, Part 4 ? that it was inherently faster than think I’ll provide a vast preponderance I’m going to take a short break from our Direct3D at the limit, for reasons I’ll of evidence to back up my claims. Note physics series to cover a topic of great detail below. Next, as everyone proba- that most of the ideas I’ll present have importance to the 3D game industry. bly knows, John Carmack of id been stated by other people in various I’ll be back with physics next issue. Software released a position statement places, so I can’t claim to have origi- in which he made known his choice nated many of these arguments myself. of 3D API: OpenGL. He ported Quake Microsoft (and even helped spread it to OpenGL to prove that the API has there) about two or three years ago. In what it takes for the highest end game Background fact, everyone I knew was convinced programming. Finally, Microsoft irst, some clarifications: When I OpenGL was big and slow, and the only announced plans to update Direct3D F refer to Direct3D in this article, I solution for games was a new and dif- to address some of the issues people mean Direct3D Immediate Mode, not ferent API. In retrospect, I realize that were raising. Retained Mode. Retained Mode will be didn’t understand the technical issues; That’s the history in two paragraphs. useful to some developers, but high- what’s worse, I didn’t know that I did- You’ll notice I keep using the term end 3D games probably won’t use it n’t understand the issues. Even worse “inherent” with regards to perfor- since they need more control over yet, no one within earshot understood mance. I should describe what I mean database traversal and culling. Just to the technical issues well enough to by this. When I say API A is “inherent- be totally clear, Direct3D is a explain why we were all wrong. The ly faster” than API B, I mean that on Microsoft-designed API; OpenGL was people who really understood OpenGL the vast majority of hardware, the dri- originally designed by SGI, but is now were in the workstation business at this ver and application writers for A will handled by an independent time, and didn’t realize 3D games were have more opportunities for optimiza- Architecture Review Board (the ARB, about to become an important market tions, and programs running on top of where Microsoft, SGI, and several other segment. A will be faster in general, than equiva- http://www.gdmag.com APRIL-MAY 1997 GAME DEVELOPER BEHIND THE SCREEN lent programs running on B. So, clearly Performance Direct3D, I’ll still cover the specific a bit of hand waving and faith is technical reasons that OpenGL is an involved in saying one API is inherent- et’s start with performance. The inherently faster immediate mode API. ly faster than another. Still, I think it’s L first and most telling thing about If you already agree that OpenGL is possible to take knowledge of the prob- the performance issue is that no one at inherently as fast or faster than lem domain and make a convincing Microsoft (or anywhere, actually) has Direct3D and you just want to see all case for “inherent speed” based on been able to give me a single technical the other overwhelming reasons why things like memory bandwidth and reason why Direct3D is even OpenGL’s OpenGL is superior, you can skip this access patterns, bus speeds, existence equal in 3D performance, let alone its whole next section. It’s going to be proofs embodied in current high-end better. I’m talking about technical heavy reading — remember, I need to hardware, and so on. The inherent engineers on the Direct3D team; when try to prevent the Jell-O from squeez- speed is important, since we don’t asked point blank for an architectural ing out. want to run into performance ceilings reason why Direct3D is (or could be) The performance comparison has imposed by our API. inherently faster than OpenGL, they two aspects. First, we’ll compare This argument takes place on many admit they have none. The only people OpenGL to Direct3D execute buffers. levels. I’m going to show that OpenGL who routinely say Direct3D is faster for Then, we’ll compare OpenGL to the is inherently faster than Direct3D. games are the Microsoft game evange- new Direct3D DrawPrimitive API. However, even if they’re just equal in lists, and they’re marketing people, not performance, the conclusion that technical engineers. Microsoft con- 16 OpenGL is superior still holds, as you’ll stantly refers to Direct3D as being Execute Buffers see. I’m reminded of one of Dave “designed for games,” but when hen comparing OpenGL’s out- Baraff’s dynamics papers that I read pressed, no one seems to be able to Wput model to Direct3D’s execute recently. To paraphrase, “We can always come up with how that translates into buffers, we must consider the three solve this problem because A is never actual performance improvements over types of 3D vertex data: static data, singular, but even if it is singular we can OpenGL. where the vertices of the model don’t solve the problem anyway for this other Although this lack of technical change relative to one another (like the reason.” response is pretty damning for fuselage of an airplane or the arm of a hierarchical model); dynamic data, sible — for the driver writer who’d like the card by the CPU. In DMA-based where most vertices change every frame to optimize for performance. Direct3D hardware, the 3D card starts up an (like undulating water, morphing geom- simply does not allow 3D hardware asynchronous memory transfer to read etry, or a continuous-skinned animating manufacturers the flexibility they need the data directly from main memory figure); and finally, partially static data, to optimize static vertex data render- without needing the CPU. There are, of which is a mix of the previous two.
Recommended publications
  • Introduction to the Vulkan Computer Graphics API
    1 Introduction to the Vulkan Computer Graphics API Mike Bailey mjb – July 24, 2020 2 Computer Graphics Introduction to the Vulkan Computer Graphics API Mike Bailey [email protected] SIGGRAPH 2020 Abridged Version This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License http://cs.oregonstate.edu/~mjb/vulkan ABRIDGED.pptx mjb – July 24, 2020 3 Course Goals • Give a sense of how Vulkan is different from OpenGL • Show how to do basic drawing in Vulkan • Leave you with working, documented, understandable sample code http://cs.oregonstate.edu/~mjb/vulkan mjb – July 24, 2020 4 Mike Bailey • Professor of Computer Science, Oregon State University • Has been in computer graphics for over 30 years • Has had over 8,000 students in his university classes • [email protected] Welcome! I’m happy to be here. I hope you are too ! http://cs.oregonstate.edu/~mjb/vulkan mjb – July 24, 2020 5 Sections 13.Swap Chain 1. Introduction 14.Push Constants 2. Sample Code 15.Physical Devices 3. Drawing 16.Logical Devices 4. Shaders and SPIR-V 17.Dynamic State Variables 5. Data Buffers 18.Getting Information Back 6. GLFW 19.Compute Shaders 7. GLM 20.Specialization Constants 8. Instancing 21.Synchronization 9. Graphics Pipeline Data Structure 22.Pipeline Barriers 10.Descriptor Sets 23.Multisampling 11.Textures 24.Multipass 12.Queues and Command Buffers 25.Ray Tracing Section titles that have been greyed-out have not been included in the ABRIDGED noteset, i.e., the one that has been made to fit in SIGGRAPH’s reduced time slot.
    [Show full text]
  • Release Notes for X11R6.8.2 the X.Orgfoundation the Xfree86 Project, Inc
    Release Notes for X11R6.8.2 The X.OrgFoundation The XFree86 Project, Inc. 9February 2005 Abstract These release notes contains information about features and their status in the X.Org Foundation X11R6.8.2 release. It is based on the XFree86 4.4RC2 RELNOTES docu- ment published by The XFree86™ Project, Inc. Thereare significant updates and dif- ferences in the X.Orgrelease as noted below. 1. Introduction to the X11R6.8.2 Release The release numbering is based on the original MIT X numbering system. X11refers to the ver- sion of the network protocol that the X Window system is based on: Version 11was first released in 1988 and has been stable for 15 years, with only upwardcompatible additions to the coreX protocol, a recordofstability envied in computing. Formal releases of X started with X version 9 from MIT;the first commercial X products werebased on X version 10. The MIT X Consortium and its successors, the X Consortium, the Open Group X Project Team, and the X.OrgGroup released versions X11R3 through X11R6.6, beforethe founding of the X.OrgFoundation. Therewill be futuremaintenance releases in the X11R6.8.x series. However,efforts arewell underway to split the X distribution into its modular components to allow for easier maintenance and independent updates. We expect a transitional period while both X11R6.8 releases arebeing fielded and the modular release completed and deployed while both will be available as different consumers of X technology have different constraints on deployment. Wehave not yet decided how the modular X releases will be numbered. We encourage you to submit bug fixes and enhancements to bugzilla.freedesktop.orgusing the xorgproduct, and discussions on this server take place on <[email protected]>.
    [Show full text]
  • GLSL 4.50 Spec
    The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions.
    [Show full text]
  • GPU Developments 2018
    GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR.
    [Show full text]
  • Opencl on the GPU San Jose, CA | September 30, 2009
    OpenCL on the GPU San Jose, CA | September 30, 2009 Neil Trevett and Cyril Zeller, NVIDIA Welcome to the OpenCL Tutorial! • Khronos and industry perspective on OpenCL – Neil Trevett Khronos Group President OpenCL Working Group Chair NVIDIA Vice President Mobile Content • NVIDIA and OpenCL – Cyril Zeller NVIDIA Manager of Compute Developer Technology Khronos and the OpenCL Standard Neil Trevett OpenCL Working Group Chair, Khronos President NVIDIA Vice President Mobile Content Copyright Khronos 2009 Who is the Khronos Group? • Consortium creating open API standards ‘by the industry, for the industry’ – Non-profit founded nine years ago – over 100 members - any company welcome • Enabling software to leverage silicon acceleration – Low-level graphics, media and compute acceleration APIs • Strong commercial focus – Enabling members and the wider industry to grow markets • Commitment to royalty-free standards – Industry makes money through enabled products – not from standards themselves Silicon Community Software Community Copyright Khronos 2009 Apple Over 100 companies creating authoring and acceleration standards Board of Promoters Processor Parallelism CPUs GPUs Multiple cores driving Emerging Increasingly general purpose performance increases Intersection data-parallel computing Improving numerical precision Multi-processor Graphics APIs programming – Heterogeneous and Shading e.g. OpenMP Computing Languages Copyright Khronos 2009 OpenCL Commercial Objectives • Grow the market for parallel computing • Create a foundation layer for a parallel
    [Show full text]
  • 3Dnow! Technology in Microsoft Directx
    AMD WHITE PAPER ™ 3DNow! Technology in Microsoft DirectX 6.0 Delivering Leading-Edge 3D Graphics Performance for the New Era of Realistic Computing ADVANCED MICRO DEVICES, INC. One AMD Place Sunnyvale, CA 94088 Contact: Dale Weisman Public Relations (512) 602-5820 Anne Camden Public Relations (512) 602-2120 Page 1 52588A May 28, 1998 AMD WHITE PAPER Overview This white paper explains how 3DNow!™ technology improves upon the mature x86 instruction set (now more than 20 years old) to provide PC users with a richer, 3D-enhanced computing experience. The benefits of 3DNow! technology can be achieved with minimal impact on existing and emerging x86 software thanks to the support of an industry standard: the DirectX application programming interface (API). This paper provides an overview of DirectX, a review of the graphics pipeline and how it is enhanced by 3DNow! technology, and a summary of how the 3DNow! instruction set is used in different software layers, as well as the impact of the new 3D instructions on each layer. Introduction: What is DirectX Technology? The DirectX API is a group of technologies designed by Microsoft to make Windows® based computers an ideal platform for running and displaying applications rich in multimedia elements, such as full-color graphics, video, 3D animation, and surround sound. Built directly into the Microsoft® Windows family of operating systems, DirectX is an integral part of the Windows 95/98 and Windows NT® 5.0 operating systems, as well as Internet Explorer 4.0. DirectX components may also be automatically installed on a PC by advanced multimedia games and applications written for the Windows 95 operating system.
    [Show full text]
  • It's Meant to Be Played
    Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform.
    [Show full text]
  • Rredline™ Programming Guide
    RENDITION . 1675 North Shoreline Blvd. Mountain View, CA 94043 650-335-5900 . http://www.rendition.com . .Rendition. .......... RRedline™ Programming Guide Guide to the RRedline HAL for Vérité™ Graphics Rendering​ RRedline​ Programming Guide GETTING STARTED ​4 WHAT IS THE VÉRITÉ? ​4 WHAT IS RREDLINE? ​4 SUPPORTED PLATFORMS ​4 SUPPORTED COMPILERS ​5 VERITE VS. REDLINE ​5 THE BUILD ENVIRONMENT ​6 BUG REPORTING ​6 TRADEMARKS ​6 HELLO TRIANGLE ​7 SOME BOOKKEEPING ​7 WRITING ERROR HANDLERS​8 INITIALIZING RREDLINE ​10 Creating the Command Buffers ​11 Surfaces ​13 Other Data Structures ​16 Specifying the Source Function ​16 UTILITIES ​16 Issuing the Command Buffer ​17 Issuing the Command Buffer ​17 Page Flipping ​18 Clearing the Back Buffer ​19 RENDERING THE TRIANGLE​20 Choosing a Vertex Type​20 Drawing Triangles ​23 SHUTTING DOWN THE VÉRITÉ ​24 MODIFICATIONS TO HELLO TRIANGLE ​26 MODIFICATION ONE: SWITCHING BETWEEN FULL SCREEN MODE AND WINDOWED MODE ​27 PAGE FLIPPING IN A WINDOW ​27 INITIALIZING BUFFERS FOR A WINDOWED APPLICATION ​28 DISPLAY SWITCHING ROUTINE ​30 DE-ACTIVATING AND RE-ACTIVATING THE APPLICATION ​31 MODIFICATION TWO: DRAWING A TEXTURE MAPPED TRIANGLE ​34 CREATING AND LOADING THE TEXTURES ​34 FILTERING THE TEXTURES​36 SETTING THE SOURCE FUNCTION ​37 RENDERING THE TRIANGLE​38 FREEING THE TEXTURES ​40 RESTORING THE TEXTURES AND PIXEL ENGINE STATE ​41 MODIFICATION THREE: Z BUFFERING AND PERSPECTIVE CORRECTION ​42 CREATING AND USING A Z-BUFFER ​42 CLEARING THE Z-BUFFER ​43 RENDERING THE TRIANGLE​43 MODIFICATION FOUR: ALPHA BLENDING
    [Show full text]
  • History and Evolution of the Android OS
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Springer - Publisher Connector CHAPTER 1 History and Evolution of the Android OS I’m going to destroy Android, because it’s a stolen product. I’m willing to go thermonuclear war on this. —Steve Jobs, Apple Inc. Android, Inc. started with a clear mission by its creators. According to Andy Rubin, one of Android’s founders, Android Inc. was to develop “smarter mobile devices that are more aware of its owner’s location and preferences.” Rubin further stated, “If people are smart, that information starts getting aggregated into consumer products.” The year was 2003 and the location was Palo Alto, California. This was the year Android was born. While Android, Inc. started operations secretly, today the entire world knows about Android. It is no secret that Android is an operating system (OS) for modern day smartphones, tablets, and soon-to-be laptops, but what exactly does that mean? What did Android used to look like? How has it gotten where it is today? All of these questions and more will be answered in this brief chapter. Origins Android first appeared on the technology radar in 2005 when Google, the multibillion- dollar technology company, purchased Android, Inc. At the time, not much was known about Android and what Google intended on doing with it. Information was sparse until 2007, when Google announced the world’s first truly open platform for mobile devices. The First Distribution of Android On November 5, 2007, a press release from the Open Handset Alliance set the stage for the future of the Android platform.
    [Show full text]
  • Depth Buffer Test
    Computer Graphics – OpenGL – Philipp Slusallek History: Graphics Hardware • Graphics in the ‘80ies – Framebuffer was a designated memory in RAM – „HW“: Set individual pixels directly via memory access • Peek & poke, getpixel & putpixel, … • MDA ('81: text only but 720x350 resolution, monochrome, 4 kB of RAM!) – Character code was index into bit pattern in ROM for each character • CGA ('81: 160x200: 16 colors w/ tricks; 320x200: 4 col; 640x200: 2 col) • EGA ('85: 640x350: 16 from 64 col, CGA mode) • VGA ('90: 640x480: 16 col @ table with 2^18 col, 320x200: 256 col), with BIOS extension – Everything done on CPU • Except for driving the display output History: Graphics Hardware (II) • Today (Nvidia Ampere Flagship GA 102, RTX 3090) – Discrete graphics card via high-speed link • e.g. PCIe-4.0 x16: up to 64 GB/s transfer rate – Autonomous, high performance GPU (more powerful than CPU) • 10,496 SIMD processors • Up to 24GB of local GDDR6X RAM (A6000: 48 GB, x2 via NVLink) • 936 GB/s memory bandwidth • 35.6 TFLOPS 16bit floats • 35.6 TFLOPS single precision (SP) + ? TFLOPS doubles (DP) • 35.6/142/284/568 TFLOPS in FP32/16/Int8/4 via 328 Tensor Cores (RTX) • 20? GigaRays/s, 84 RT Cores • Dedicated ray tracing HW unit (BVH traversal & tri. interpol & intersect) • Total of 28.3 Billion transistors at 350 Watt – Performs all low-level tasks & a lot of high-level tasks • Clipping, rasterization, hidden surface removal, … + Ray Tracing • Procedural geometry, shading, texturing, animation, simulation, … • Video rendering, de- and encoding, deinterlacing, … • Full programmability at several pipeline stages • Deep Learning & Matrix-Multiply (sparse x2): Training and Inference Nvidia GA102 GPU History: Graphics APIs • Brief history of graphics APIs – Initially every company had its own 3D-graphics API – Many early standardization efforts • CORE, GKS/GKS-3D, PHIGS/PHIGS-PLUS, ..
    [Show full text]
  • (RUNTIME) a Salud Total
    Windows 7 Developer Guide Published October 2008 For more information, press only: Rapid Response Team Waggener Edstrom Worldwide (503) 443-7070 [email protected] Downloaded from www.WillyDev.NET The information contained in this document represents the current view of Microsoft Corp. on the issues discussed as of the date of publication. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information presented after the date of publication. This guide is for informational purposes only. MICROSOFT MAKES NO WARRANTIES, EXPRESS OR IMPLIED, IN THIS SUMMARY. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form, by any means (electronic, mechanical, photocopying, recording or otherwise), or for any purpose, without the express written permission of Microsoft. Microsoft may have patents, patent applications, trademarks, copyrights or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. Unless otherwise noted, the example companies, organizations, products, domain names, e-mail addresses, logos, people, places and events depicted herein are fictitious, and no association with any real company, organization, product, domain name, e-mail address, logo, person, place or event is intended or should be inferred.
    [Show full text]
  • Rowpro Graphics Tester Instructions
    RowPro Graphics Tester Instructions What is the RowPro Graphics Tester? The RowPro Graphics Tester is a handy utility to quickly check and confirm RowPro 3D graphics and live water will run in your PC. Do I need to test my PC graphics? If any of the following are true you should test your PC graphics before installing or upgrading to RowPro 3: If your PC shipped new with Windows XP. If you are about to upgrade from RowPro version 2. If you have any doubts or concerns about your PC graphics system. How to download and install the RowPro Graphics Tester Click the link above to download the tester file RowProGraphicsTest.exe. In the download dialog box that appears, click Save or Save this program to disk, navigate to the folder where you want to save the download, and click OK to start the download. IMPORTANT NOTE: The RowPro Graphics Tester only tests if your PC has the required graphics components installed, it is not a graphics performance test. Passing the RowPro Graphics Test is not a guarantee that your PC will run RowPro at a frame rate that is fast enough to be useful. It is however an important test to confirm your PC is at least equipped with the necessary graphics components. How to run the RowPro Graphics Tester 1. Run RowProGraphicsTest.exe to run the test. The test normally completes in less than a second. 2. If any of the results show 'No', check the solutions below. 3. Click the x at the top right of the test panel to close the test.
    [Show full text]