Bubba, shouldnt you be asking for the screen resolution and depth? i dont think knowing their RAM and CPU speed is gonna help much... (just a suggestion )
and yeah worked for me,
1024x768 at 32 bit geforce fx 5600
EDIT: for the stencil buffer problem the other guy had, why dont you do something like this:
Code:
if (g_D3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, DisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32) == D3D_OK)
{
g_PresentParameters.EnableAutoDepthStencil = true;
g_PresentParameters.AutoDepthStencilFormat = D3DFMT_D32;
Debug.LogInfo("<li>32-bit depth buffer selected");
}
else if (g_D3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, DisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8) == D3D_OK)
{
g_PresentParameters.EnableAutoDepthStencil = true;
g_PresentParameters.AutoDepthStencilFormat = D3DFMT_D24X8;
Debug.LogInfo("<li>24-bit depth buffer selected");
}
else if (g_D3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, DisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16) == D3D_OK)
{
g_PresentParameters.EnableAutoDepthStencil = true;
g_PresentParameters.AutoDepthStencilFormat = D3DFMT_D16;
Debug.LogInfo("<li>16-bit depth buffer selected");
}
else
{
g_PresentParameters.EnableAutoDepthStencil = false;
Debug.LogInfo("<li>No depth buffer selected");
}
I use it in all my dx apps, and they run fine on all comps, well all the comps that i know of anyway...