   How do you avoid redrawing unchanged tiles with a dynamic vertex buffer?
  I am using C++ and Direct3D and have a dynamic vertex buffer.Right now, I draw everything that's visible, whether it has stayed the same for the last few frames or not. The vertex buffer discards everything when it is done, then redraws everything the next frame.Is there much to gain performance wise, by avoiding redraw of unchanged tiles with a dynamic vertex buffer, or does discarding remove the need for trying to avoid redraw of unchanged tiles?How do I implement this system where unchanged tiles are not redrawn, while still using the dynamic vertex buffer?   
  To add functionalty toward keeping static tiles, you have another buffer that has the all the static unchnaged tiles rendered to it, then treat this as a single entity. Though there might be a problem with sorting it, and which in that case, it's prectically imposible, not sure if this helped.   ;Hi,I am not sure if I understood your question correctly. I assume that you mean that you don't want to update your dynamic buffer for the unchanged data. Naturally you'll still have to draw the tiles every frame. - Could you describe your tile mechanism a bit so that it would be easier to point out possible performance problems ? - Passing 1 MB of dynamic data isn't too bad. With a high-end machine you can pass around 8MB of dynamic data per frame and still get a decent frame rate. With Athlon XP 2100 + AGP8X + DDR333 memory I could pass over 200 MB of data per second through the Vertex Buffers.- So, check how much data you are transferring to the buffers per frame and per second. 