Is Direct3D 12 supported on Windows 10 Mobile (phone)? I've recently upgrade my personal project to Direct3D 12 under the impression that it runs on all versions of Windows 10 Universal Apps. My phone ran my old Direct3D 11.1 code just fine, but D3D12CreateDevice() fails with the error that the specified feature level (11_0, 11_1, 12_0, or 12_1) or interface (ID3D12Device) is not supported. Am I doing something wrong, or is D3D12 really not supported on phones? If it isn't supported, will it ever be? I don't mind just developing on PC for now, but I'd rather know now it will never be supported.
https://msdn.microsoft.com/en-us/library/windows/desktop/dn899228(v=vs.85).aspx says:
Direct3D 12 provides four main benefits
[...], and cross-platform development for a
Windows 10 device (PC, tablet, console or phone).
https://msdn.microsoft.com/en-us/library/windows/desktop/dn899118(v=vs.85).aspx says:
To program with Direct3D 12, you need these components:
A hardware platform with a Direct3D 12-compatible GPU
Display drivers that support the Windows Display Driver Model (WDDM) 2.0
Related
I have dx11 app which drops performance on win7 when linked with steam.dll.
App hangs in dx11.device->CreateDeferredContext for ~8ms in ~75% frames in main thread.
No such issue in app built without steam. Also cannot reproduce on win10.
I suspect that Steam hooks DirectX calls and does something to them, like adding additional synchronization or something.
Any help is appreciated.
App info:
32 bit app built on Windows 10 with visual studio 2017 (version 15.4.5)
command buffers with deferred context are created each frame (hang is there)
Swapchain present mode for Windows 7: DXGI_SWAP_EFFECT_SEQUENTIAL with VSync
Problem environment:
Lenovo laptop with Windows 7
NVidia GeForce 840m with 378.66 driver
DirectX feature level 11.0
Disabling "steam overlay" in steam client settings doesn't help
GPU frame time according to performance queries is low (~5ms)
I want to develop an activex control running on windows 7,which use bluetooth 4.0(ble) to communicate with portable devices.It seems that only windowd 8.1 can support ble development.So how can i develop such ocx running on windows 7 ?
As documented under Bluetooth Low Energy Overview:
Windows 8 introduces support for the Bluetooth Low Energy technology.
Prior to Windows 8, you cannot use Bluetooth Low Energy, irrespective of whether this is for an ActiveX control or any other implementation. You need Windows 8 to use the Bluetooth Low Energy technology.
I am looking to implement the use of a Bluetooth 4.0 Smart Ready device (Polar H6/H7 Heart Rate Sensors) in my application. I am forced to target Windows 7 OS. However, I'm only seeing Windows 8 support for Smart Ready devices. I will not be able to upgrade clients to windows 8 in order to use these devices.
The first problem I found is that Windows 7 does not even see the device in order to pair with it. This might be the dongle I'm using. I have tried 2 different ones. The first is a CSR V4.0 (I'm not sure the actual model number). The second is StarTech USBBT1EDR4. Both seem to be using a CSR chipsets. Maybe I should try a different chipset based dongle? Such as Broadcom or TI?
I do see and can pair with the device with my Windows 8.1 Surface Pro.
Is there no way to get Bluetooth Smart implementation for Windows 7 OS platform?
I've recently faced the same problems! I need to run an application in o older version of windows (win xp) and I cannot find any support to that with my dongle (one based in broadcom bcm20702).
What I've found is that windows prior to windows 8, has no bluetooth low energy support, so you would not be able to use the windows bluetoth stack, and broadcom doesn't have a sdk for BLE (I've contacted them, and they said it).
So I've looked for other alternatives and BlueGiga bluetooth 4.0 dongle has a C SDK that you can use to develop your applications in Windows XP and 7. In that page (after register) you can find all the documentation you need.
I've also found a C# Wrapper and a Java Wrapper to its API.
Hope it can help.
[EDIT] : just received my dongle, tried it with win XP and it worked. Guess this is a solution for you also!
Strange thing is, I installed windows 10 and I could use bluetooth smart from my Logitech MX master mouse, but I had to go back to windows 7 because of display drivers and now it does not support it anymore. Windows 7 does not support smart bluetooth. It's just a driver I would presume, but Logitech does not provide it.
I find it realy strange that the old bluetooth device in my laptop worked fine with bluetooth smart devices in Windows 10 but in windows 7 it can only connect to plain old bluetooth devices.
I downloaded the new SDK (7.1) for Windows Phone 7 development. When I try to run a Silverlight application I get a message telling me my graphics card isn't supported so the experience is downgraded. I can't run XNA programs at all.
I have a GeForce 6600 family card, which I thought would be good enough but I guess not. Can anyone tell me some graphics cards that are suitable that are also inexpensive and will support dual monitors at 1920*1280?
The Windows Phone Emulator requires a DirectX 10 or later graphics card with WDDM 1.1 driver. AFAIK the latest certified drivers (certainly for Windows 7) for the GeForce 6600 family of graphics cards fit these requirements, so you may just need to update your drivers.
Did you have the newest graphic card drivers installed? I can run XNA games (tested with a Windows phone) on a Intel onboard graphics (Intel HD3200 I think).
If the driver doesn't help choose from a current card or the previous generation. How much many do you want to spend?
I am fairly new at windows 7 graphics creation. My understanding is that all Windows phone 7 and Windows tablet graphics should be created at 96 ppi, not 72 like iPhone and android. Is this correct?
The sample graphics from windows and also another icon pack seem to support this idea as does this article (even though it's older):
http://blogs.msdn.com/b/expression/archive/2007/10/31/trick-or-treat-resolution-96-ppi.aspx
Before moving forward, I just want to make sure I don't have any wrong ideas about Windows phone/tablet graphics.
Thanks in advance for any responses!
Sticking to 96dpi shouldn't give you any problems on Windows or Windows Phone 7.
While not a wrong idea about graphics you do potentially have a wrong idea about Windows Phone (7) being comparable to a tablet:
Widnows Phone 7.0 (& 7.1) OS(es) are not and will never be tablet operating systems. All existing Windows based devices which are advertised as "tablets" either run a version of Windows (XP, Vista or 7) or are based on Windows CE.
If you try and create images which you can use across all of them without modification you are likely to run into issues.