   Adjusting DirectX depending on computer's power
  I've been working with some rendering demos in DirectX and have noticed that they run at different speeds depending on the power of the machine I run it on. Obviously my render method is being called more frequently on the powerful machines and I am not compensating for that. Does anyone have any thoughts on the best way to implement adjusting for the computer's speed? Is the best way to simply measure the time between render calls and adjust based on that? Are there any DirectX builtin features that deal with this issue?Thanks   
  You can calculate elapsed time between consective frames, and use this time interval to animate everything in the game, so that no matter what your FPS is, your game would be running at the same "game speed". Then the animation speed in your game(and everything else which has to do with time) would not be affected by hardware difference. In other words, your game may be running at 20 FPS on an low-end machine, 200FPS on a high-end machine, the speed of your game world(how fast your character runs, how frequent your chrarcter shots) remain the same.   ;  In addition to what Victor17 said, what you can do (and indeed some games do) is adjust the quality of your graphics output based on the frame rate. That way players don't end up with 300 FPS - which is indistinguishable from 60 FPS, and get better graphics if their machine is more powerful. The trick is getting a reasonable balance, and also accounting for the CPU and GPU seperately, so people with a fast CPU but slow GPU don't end up with the CPU doing nothing while the GPU strains away.   ;Quote:Original post by Evil SteveIn addition to what Victor17 said, what you can do (and indeed some games do) is adjust the quality of your graphics output based on the frame rate. That way players don't end up with 300 FPS - which is indistinguishable from 60 FPS, and get better graphics if their machine is more powerful. The trick is getting a reasonable balance, and also accounting for the CPU and GPU seperately, so people with a fast CPU but slow GPU don't end up with the CPU doing nothing while the GPU strains away.A Very good point indeed, what I did in my terrain rendered is make a global multiplier called TesselationiMult and then simple multiplied the calculated detail of tesselation with that before rendering. So a fast machine would have 50 000polies while a slower one 10 000 but the best part is that say there is a lot of activity on the map, lots of sprites. The multiplier will lower enabling gameplay to continue at a smooth 30-60fps, then once all the units killed each other the multiplier increases.   