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Posts Tagged ‘Intel Display Adapter Management Tool’

Improving Intel On-board VGA Game Playing

June 21, 2010 6 comments

Ok folks, it was a long time since my last post but itā€™s nice to have more than 500 visits to my blog. Sorry for the long layoff as I was quite busy with my dads website n some other programming stuff. Any way this is the second part of my Intel GMA game enabling article & on my endless journeys in the vast Internet Ocean I have found out a nice hefty tool which would help you to play games on your onboard VGA which was previously impossible. Now for years this process was a painful registry editing process.

Simply to explain what is happening here I need to tell you few more things. So take a deep breath šŸ˜€

What is vertex Processing Mode ??

Vertex processing is one of the fundamental parts of theĀ Direct3D pipeline. TheĀ geometric information passed to the drawing calls is passed through several stages before it enters the rasterization? stage.

As the underlying hardware has evolved different routes through theĀ pipeline exist. Originally allĀ vertex data was processed by theĀ CPU, then Hardware Transform and Lighting? moved the calculations over to theĀ GPU. The latest set of revisions have enabled graphics programmers to write short “Vertex Shader?” programs that operate directly on theĀ geometry.

What’s the difference between hardware and software vertex processing?

Hardware versus Software vertex processing applies to HAL? devices. When you push vertices through the pipeline?, they need to be transformed? (by the world?, view?, and projection? matrices in turn) andĀ lit (by Direct3D‘s built-in lights?) – this processing stage is known as T&L? (for Transform & Lighting). Hardware vertex processing means this is done in hardware, if the hardware supports it; ergo, Software vertex processing is done is software.

The general practice is to try creating a Hardware T&L? device first, and if that fails try mixed?, and if that fails try software. If software fails, give up and exit with an error.
From – http://nexe.gamedev.net/directKnowledge/default.asp?p=Vertex%20Processing

I simply wanna tell you now in Intel GMA although some games require hardware vertex processing Intel is not supportingĀ  this feature, So there is a way around it & simply what we do is that the games which require Hardware Vertex processing ( Which are unplayable ) we alter the registry settings come by default to Software Vertex Processing which would enable you to play the games. As an example following games which are by default unplayble on Intel GMA can be made playable through this registry hack.

  • Farcry
  • Call Of Duty 2
  • GTA Saint Andreas
  • F.E.A.R
  • FIFA 2010
  • GOD Father 2

So this is the way to do it

Download This Software – http://theprogrammingheaven.blogspot.com/2010/02/intel-display-adapter-management-tool.html

N Thanlk Isair for this software Ok.

Minimum requirtements to use the software

.NET Framework 3.5

Visual C++ 2008 Redistributable Package

Get Them n install them if you donā€™t have ok

Then follow these instructions

1)Double click the executable, it should automatically detect your display adapters.

2)If your display adapter’s vendor is Intel then go to the “Vertex Processing Modes For Specified Executables” tab.

3)Press “Add Executable” button and select your game’s main executable.

4)After adding it find it in the list, click it, then click on “Change Vertex Processing Mode” button.

5)There you go, your game should now use Software Vertex Processing instead of HWVP. If this doesn’t increase your

FPS then you should switch back to HWVP by clicking “Change Vertex Processing Mode” button again. Also you don’t

need to restart for your changes to make effect.

*** In this version Isair has added Bunch of games so just check before you play