Learn more at www. Skip To Main Content. Safari Chrome Edge Firefox. Figure 1. An annotated screenshot of the sample application Swap Chain Parameters These are the parameters used to investigate D3D12 swap chains. Parameter Description Fullscreen True if the window covers the screen i. Vsync Controls the SyncInterval parameter of the Present function. Without waitable object, the effective Maximum Frame Latency is 3. Multiple game frames can point to the same swap chain buffer. Additional Parameters These parameters were included in the swap chain investigation.
Parameter Description Exclusive mode SetFullscreenState is never called in the sample because the present statistics mechanism does not work in exclusive mode. App version The source code includes a project file for building the sample as a Windows 10 Universal App. Product and Performance Information 1 Performance varies by use, configuration and other factors.
Give Feedback. True if the window covers the screen i. The cards are brightly-colored with fun patterns on them and they're pretty stiff and glossy. That makes them a bit hard to shuffle but it ensure that you can't see through the cards, which is very important in the game. Each card has one of the five colors on each side — the front and back could match or they could be different. The card holders are sturdy plastic and come in two pieces that notch together, and each holds six cards upright in a slight curve.
Since that's all that comes in the box, it does mean there's a lot of empty space around the plastic divider, but it would've been hard to make it all fit neatly into a smaller container, so I guess I'll give Gamewright a pass on this one. The rules are quite simple and can be explained in a few minutes so you can get to playing right away. The goal of the game is to accumulate the most cards by collecting sets of 4, 5 or 6 adjacent cards of the same color.
The game ends when you run out of cards, and whoever has the biggest stack of cards wins. For a two-player game, there's an additional action: draw the top card from the center deck and swap it with one of yours, which goes back to the bottom of the deck.
I love games with unique mechanics, and FlipOut is certainly unlike other card games I've played. It can be pretty fascinating and sometimes frustrating not knowing what's on the backs of your cards. A swap chain is a collection of buffers that are used for displaying frames to the user. Each time an application presents a new frame for display, the first buffer in the swap chain takes the place of the displayed buffer.
This process is called swapping or flipping. A graphics adapter holds a pointer to a surface that represents the image being displayed on the monitor, called a front buffer. As the monitor is refreshed, the graphics card sends the contents of the front buffer to the monitor to be displayed. However, this leads to a problem when rendering real-time graphics. The heart of the problem is that monitor refresh rates are very slow in comparison to the rest of the computer.
Common refresh rates range from 60 Hz 60 times per second to Hz. If your application is updating the front buffer while the monitor is in the middle of a refresh, the image that is displayed will be cut in half with the upper half of the display containing the old image and the lower half containing the new image. This problem is referred to as tearing. The process of moving the back buffer to the front buffer is called surface flipping. Because the graphics card simply uses a pointer to a surface to represent the front buffer, a simple pointer change is all that is needed to set the back buffer to the front buffer.
When an application asks Direct3D to present the back buffer to the front buffer, Direct3D simply "flips" the two surface pointers. The result is that the back buffer is now the new front buffer, and the old front buffer is the new back buffer.
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