   Direct3D and Direct3DEx on Vista
  Can someone please tell me the major differences between an instance of Direct3D with its corresponding Device instance, and an instance of Direct3DEx with its related DeviceEx instance. I'm currently working on a project which is using SlimDX with the D3DImage feature of WPF. I'm testing it on Vista, but am noticing some performance issues. I'm currently NOT trying to use the Ex versions, so I'm wondering if it's likely to be related since the project isn't particularly graphically intensive.Thanks.   
  The main difference between the two is that the IDirect3D9 interface basically emulate the old "device lost" behaviour which means you need to re-create all your non system-memory backed resources when you lose focus in a full-screen app, and you have to worry that you might run out of VRAM, etc.Direct3D9Ex provides those couple of extra features - basically, just simplifying things a bit for you: you don't have to recreate resources after your full-screen app loses focus, it exposes the "virtual" VRAM so you don't have to worry about running out of VRAM, etc.In terms of performance, though, they should be practically identical.   ;  I've just been reading Dr. WPF's article on D3DImage which states:Quote:Vista Requirements for a Performant D3DImage Solution•WDDM Driver•D3D 9Ex Device•32-bit RGB or 32-bit ARGB surface (preferably non-lockable)I guess I'll give it a go, and see if it makes any difference... Supporting both Device types is just a bit of a pain!   ;Quote:Original post by BarguastI've just been reading Dr. WPF's article on D3DImage which states:Quote:Vista Requirements for a Performant D3DImage Solution•WDDM Driver•D3D 9Ex Device•32-bit RGB or 32-bit ARGB surface (preferably non-lockable)I guess I'll give it a go, and see if it makes any difference... Supporting both Device types is just a bit of a pain!This is for WPF interop, though, which you're not doing.   ;  I am! :p   ;  Oh whoops, I missed that bit in your OP :p~Carry on!   