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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-12-23 23:38:42 +0000
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-12-23 23:38:42 +0000
commitb10c8d6e4747a94ee93d7f6748c48319782dcc83 (patch)
treeafd3d4a5ba6e98146888ea227d50102bbbafaf61 /NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
parent246d058c2c9e1dddff3072f0293de5b5e361b8c7 (diff)
downloadNorthstarLauncher-b10c8d6e4747a94ee93d7f6748c48319782dcc83.tar.gz
NorthstarLauncher-b10c8d6e4747a94ee93d7f6748c48319782dcc83.zip
last minute changes before release
Diffstat (limited to 'NorthstarDedicatedTest/dedicatedmaterialsystem.cpp')
-rw-r--r--NorthstarDedicatedTest/dedicatedmaterialsystem.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
index a05eb8de..7097e11a 100644
--- a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
+++ b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
@@ -13,6 +13,8 @@ HRESULT __stdcall D3D11CreateDeviceHook(void* pAdapter, int DriverType, HMODULE
// note: this is super duper temp pretty much just messing around with it
// does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't really call gpu much even with renderthread still being a thing
// will be using this hook for actual d3d stubbing and stuff later
+
+ // atm, i think the play might be to run d3d in software, and then just stub out any calls that allocate memory/use alot of resources (e.g. createtexture and that sorta thing)
if (CommandLine()->CheckParm("-softwared3d11"))
DriverType = 5; // D3D_DRIVER_TYPE_WARP