AvailVidMem() is cool for returning an AGP cards video memory. However, I'm having issues with my laptop which uses a shared memory setup. The card only has 16 MB available for display. If you set the res and screen depth to high for the display you get strange artifacts all over the screen. Generally I can run the game in 1024 X 768 X 16 but if I go to 32 bit depth even at 800 X 600 X 32 I get strange effects.
AvailVidMem() reports 41 MB which stinks because I'm trying to create a quick profiler so that players won't have to set up their options to get ideal settings for their system (unless they want to tinker).
How can the amount of memory dedicated to the actual on screen display be calculated?
AvailVidMem() reports 41 MB which stinks because I'm trying to create a quick profiler so that players won't have to set up their options to get ideal settings for their system (unless they want to tinker).
How can the amount of memory dedicated to the actual on screen display be calculated?