Quote: "well this example only tests text printing. what about other more important functions like 3d?"
I haven't had the time to do further testings...
If the difference with just text is this, well it must affect DGDK libraries as well, that are already compiled using August 07 SDK.
However, this doesn't means that the raw power for 3d is different. Enough polygons will always kill your fps.
Quote: "also why is the summer04 exe double the filesize of the august07 exe? "
Well, I don't have the answers, I'm wondering as well. Perhaps August 07 is optimized for size, while Summer 04 is more optimized for fast code...
If you look to the 'd3dx9.lib', August 07 has a few Kb, while Summer 04 is around 5 Mb, uh.
Quote: "~60fps/~5fps
My video card is very underpowered so maybe the older libraries offloaded text processing to the cpu?"
Wow, great difference in fps, but I really doubt that the program is managed differently just because of the hardware.
Quote: "text.cpp: void AAText(int nFont, int x, int y, int nAlign, LPSTR pString) ... dbDrawSpritesFirst (); -> make Sprite (dbSprite...) invisible ->
//dbDrawSpritesFirst (); "
adastras, are you ok?
I've read that DirectX 2004 SDK was the last pure unmanaged code library. Since then, all libraries are built to support managed code. Microsoft stated that managed code libraries only hit a 2% in performance, but for whatever the reason, the difference is higher here (1200% for Mistrel numbers).
Obviously (ajem), if we could take advantage of this, then we could have a much higher performance with DGDK.
Also, it reveals that performance can be different from one SDK to another, so it would be good to find the fastest (and compatible) one, if possible.