Maxthecat
Maxthecat

Reputation: 1328

DirectX 11/12 without UWP possible?

I've haven't looked at DirectX since the DX9 era. Is it possible to make DX11/12 applications without having to also make them UWP applications?

I'm a little concerned about the overhead of UWP-- for fun, I made an empty application, and I noticed it uses ~30MB just to draw a blank window.

Upvotes: 1

Views: 1484

Answers (1)

Chuck Walbourn
Chuck Walbourn

Reputation: 41057

I'm guessing by "WUP" you mean the Universal Windows Platform (UWP). Direct3D 11 is supported for Win32 classic desktop apps on Windows 7, Windows Vista SP2, Windows 8.x, and Windows 10. Direct3D 12 is supported for Win32 classic desktop apps on Windows 10. Both are also supported for UWP and Xbox One.

To catch up on the modern story for DirectX, you should see: MSDN, Where is the DirectX SDK (2015 Edition)?, and Getting Started with Direct3D 11, as well as the DirectX Tool Kit tutorials tutorials

There are three basic appmodels for UWP: XAML, XAML+DirectX, and DirectX (i.e. no XAML). A basic DirectX app for Direct3D 11 with just a swap chain and device has an EXE of about 100 KB as an x86 application in Release mode. A DirectX+XAML 'empty' app is around 347 KB.

UPDATED: The basic DirectX app for Direct3D 11 as Release mode for x86 has a RAM footprint of around 6.1 MB in full-screen mode. A DirectX+XAML 'empty' app in Release mode for x86 is 11.2 MB. That's pretty good since a 1920 x 1080 BGRA32 render target texture is 8 MB of VRAM.

Upvotes: 2

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