DirectX won't let me use D3D_DRIVER_TYPE_HARDWARE despite having a DirectX11 capable Graphics adapter - windows-7-x64

I'd like to use SharpDX for the rendering Engine of a WPF project (Windows 7, 64 bit, DirectX10 / 11) but i'm running into problems getting the samples to work. I can use the DirectX 9 samples though. The problem is likely not directly related to SharpDX since i'm also seing similar problems with SlimDX and the other DirectX samples.
The only DirectX driver types that work when using Direct3D 10 / 11 are D3D_DRIVER_TYPE_REFERENCE and D3D_DRIVER_TYPE_WARP. D3D_DRIVER_TYPE_HARDWARE does not seem to be working. This does not only affect SharpDX, C++ samples also let me only choose between RFERENCE and WARP drivers.
My understanding is that those drivertypes are merely software rasterizers. Which implies that my directx installation is not working properly. But i don't see any errors, the latest drivers are installed and the system is reporting the DirectX 11 drivers and the Graphics adapter supports DirectX 11.
dxdiag is not reporting any errors
dxdiag confirms that DirectX 11 drivers are installed
I'm using a GT 460, which should support DirectX 11
System is Windows 7 (64bit) / VS2013
SharpDX is able to create the devices but as soon as a VertexShader is created or a SwapChain is set up i get DXGI_NOT_SUPPORTED or E_NOINTERFACE errors.
I already swapped Graphics cards from a Radeon HD 5450 to a Nvidia Geforce GT 460 to no avail. The sharpdx samples run fine on another computer with Windows 7 and Intel on board graphics. Can anyone give my an idea what is going on here? Why can i only use Warp and Reference drivers despite having a DirectX11 capable Graphics adapter?
Any help is greatly appreciated. The only references i found online to such an issue was someone running the IDE inside a VM that did not have proper 3d drivers.

Related

DLL not found error using uFllex in Unity

I have bought, downloaded and then installed uFlex for Unity. The install seemed to go without any errors, but when I try to run any of the example scenes I get lots of errors. The first and most serious sounding of which is:
DllNotFoundException: flexRelease_x64
uFlex.FlexSolver.Start () (at Assets/uFlex/Scripts/Solver/FlexSolver.cs:102)
Also the scenes don't seem to run/work. Have tried googling to see if it's a common error but that didn't show up anything. Tried finding the missing DLL but not sure where to put it, or whether it's platform/version specific?
Any thoughts on how to troubleshoot this
Anyone else have similar issues?
Not sure if it's relevant but I'm running Unity Version 2017.2.ob11 Personal, and my OS is Ubuntu 16.04.5 LTS. I have windows installed as well - is switching to running Unity under Windows likely to help?
It won't and shouldn't work on Linux at this point.
Read the requirement from the plugin page:
NVidia GPU with at least CUDA 3.0 compute capability
Windows 64 bit (Win 32bit experimental, Android and Linux support planned)
The support is currently for Windows. You get the exception because the dll for Linux has not been provided. It can't load Windows dll on Linux. If the native side (C++) of the plugin is open-source, you can compile it for Linux and include it in your project then it should work. Since it's not, your only option at this moment is to switch to Windows.

Windows Mixed Reality is not supported on operating systems prior to Windows 10 Fall Creators Update (Redstone 3)

I'm trying to launch my first application for Hololens using Unity and I'm getting error when clicking Play in Unity
Windows Mixed Reality is not supported on operating systems prior to Windows 10 Fall Creators Update (Redstone 3)
I'm using Windows 8.1 (don't know if it matters, theoretically Windows 10 Fall Creators Update is supported on Win 8.1)
Does anyone have any idea how to solve this issue?
Upgrade to the latest Windows 10 version as the error says.

Matlab profiler text is not rendered properly in Ubuntu

I am accessing the MATLAB on a server by X2Go on Ubuntu 14.04. The server itself runs on CentOs 6.7.
While running the MATLAB profiler, the text does not get rendered properly.
When I access the server on Windows, the issue does not happen. I have attached a screenshot of it.
Is there a fix for this issue?
Though this comes a bit late: I had the exact same issue and I think it's related to Intel's graphics drivers (HD 530 on a Skylake i7 here). On my other computer with an NVIDIA GPU I never had this issue.
I fixed it by enabling font antialiasing in Matlab:
Preferences -> Fonts -> [x] Use antialiasing to smooth desktop fonts (requires MATLAB restart)

What is required to develop using Unreal Engine 4?

I have just paid the $19 fee to start using Unreal Engine 4 and have been playing around with the interface for a few hours now.
I've decided that it's finally time to start writing some code, but I'm worried I may not be equipped to do so.
My machine is 5 or 6 years old and running Windows Vista, I have Visual Studio 2008 Professional installed. I've noticed that Unreal seems to only support Visual Studio 2012 and 2013 (Professional only, not Express).
Do I need Visual Studio 2012 or 2013 to write code for Unreal 4? I looked around for Visual Studio 2012 but it doesn't seem to support Vista, and I don't really want to drop $399.99 on 2013 unless there is no other option.
I'm really excited to start work on a game with Unreal Engine 4, but can I? If I should be asking this question somewhere else please let me know and I will gladly move it.
The system requirements are listed here:
System Requirements
Desktop PC or Mac
Windows 7 64-bit or Mac OS X 10.9.2 or later
Quad-core Intel or AMD processor, 2.5 GHz or faster
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
8 GB RAM
So it would seem that Windows Vista simply isn't supported at all. Presumably, this means Epic cannot guarantee that the engine, if it happens to run, or any version of VS that happens to work on Windows Vista is supported either. Unfortunately, you may be out of luck.
I ended up buying a copy of Windows 7 and downloading a student version of Visual Studio 2013 from DreamSpark.
This seems to be the only comfortable way to develop using Unreal Engine 4 as they support Visual Studio 2013 very well, including intellisense. It seems that UE4 and VS2013 go hand in hand.
My computer ended up being just too slow in the end though, where it would take almost 2 minutes for VS2013 to fire up, and over 4 hours to compile the UE4 source code.
A friend of mine ended up bringing over a beast of a machine and we set up our game dev environment on it, including UE4 and VS2013, and I managed to compile the UE4 source on it in about 20 minutes.
In the end, the answer is NO, my old machine as it was could not run the tools necessary to develop using UE4 "comfortably".
Ideally you would have a beast of a machine running 64 bit Windows 7 or higher, and VS2013 seems like a natural fit.
PS: I feel bad answering my own question.
"Do I need Visual Studio 2012 or 2013 to write code for Unreal 4? I looked around for Visual Studio 2012 but it doesn't seem to support Vista, and I don't really want to drop $399.99 on 2013 unless there is no other option."
You don't need to have vs2012 or 2013, generally you will just need the redistributables (I think this is what they are called) which are free to download and should automatically download when you install UE4.
You can start things off by using their graphical script builder Blueprints. The amount of things that you can accomplish with Blueprints is fairly amazing and they are actively adding in new features literally by the day. My opinion is that it should keep you satiated until you decide whether to get VS or not.

Windows Phone 7 emulator on a VM?

It seems that the Windows Phone 7 SDK doesn't support running inside a VM. On Parallels, the entire VM simply crashes when the emulator is starting up.
Around the web, though, a few people have reported that they were able to use it by changing a lot of the VM settings.
What do I have to change to be able to run it? I'm specially interested in Parallels, but VMWare or any other simulator that run on OSX if fine for me!
The WinPhone7 (and WinPhone8) emulator is itself a VM and few (if any) general-purpose VM's will host another VM infrastructure, which is why it crashes Parallels etc.
If you want to have the emulator run from within a different VM to the one MS provides, then you're into the realm of extracting images, toggling bits and trying to tack it into your VM of choice. Of course, the chances of the emulator then working as expected with no residual issues is as close to nil as makes no difference ;)
[Update 2013-01-30] VMWare5 & Parallels Desktop 8 now support running Hyper-V guest VM's. This is particularly useful for those wanting to develop against the Windows Phone 8 SDK which runs Windows Phone 8 guest VM's on Hyper-V.
Here's a guide to how to run Visual Studio 2012 & Windows 8 SDK (inc. the Windows Phone 8 Hyper-V-based emulator) in VMWare5 or Parallels desktop 5: Link
Note: Running Windows & Hyper-V inside a VM will be slower than running natively. Dual-booting into Windows (using Boot Camp on OSX) is stil the recommended method of developing for the Windows platform, especially if you want to use Hyper-V guest VM's.
I'm working in VMware Fusion with Expression Blend 4 RC AND the emulator.
works like a charm!
As others have said, WP7 is itself a virtual machine. Even if you can get it to run inside a virtual machine like Parallels, the performance will be abysmal. If your computer supports hardware virtualization, the emulator runs really smooth, without it it's very very sluggish. Running it inside another VM will make it even more sluggish - I am guessing to the point that it's unusable.
I know this is not the answer you want to hear, but I would recommend running Windows in Bootcamp, you will have much better experience developing and emulating.
I'm not so sure about compatibility for long term development, but in last september, I remembering trying the Windows Phone 7.1beta SDK on VirtualBox (I'm using mac SL), a free virtual machine from oracle (previously by Sun) and it works well there.
I just do a regular install of Windows 7 Home Basic (any Win7 except Starter will do, CMIIW) in the VBox with no tweaking at all, install the GuestAddition inside win7 (provided by VBox), then install the SDK. I create new WP project, arrange UI, make some codes as usual, then run it in emulator. Surprisingly, the emulator works fairly well and showing the app I've developed.
I'm not even experience any lag (my macbook is i5, 4GB ram, the VBox setting is dual core, 2GB ram, note that no other heavy mac process is on the run, so I solely run the VBox ... and iTunes for listening musics).
So if you still want to try WP SDK 7.1 on VM, why don't you try VirtualBox? My current VBox is installed with Windows 8 and have no extra space to reinstall the win7+WPSDK. If you do give a try on VBox, please report the result here to inform everyone.
I've run the Android emulator inside a VM before. It was slower, but still usable to test basic apps. Also, the Android emulator was then slow to where you couldn't tell a difference from between native or from within running Eclipse from within a virtual machine running Linux
x86-to-x86 emulation tends to be pretty fast nowadays due to both Intel and AMD CPUs having hardware to help it along. A lot of x86-to-x86 emulation also doesn't do a full emulation (see Android's emulator to see how a full emulator runs in comparison). In the x86-to-x86 case, the faster ones will try to pass as many instructions to the host OS so that a chunk of the code runs natively
People have made claims like 80-95% performance, which is pretty good. If you have a 3.2 GHz CPU, you get knocked down to around a 2.4 GHz equivalent of your CPU. That's not bad at all, and I honestly don't notice that much overhead running in a good x86-to-x86 VM
The biggest reason why the WP emulator has problems with VMs doesn't have to deal with it being a VM-in-a-VM, but it's most likely that it requires DirectX 10. This might have to do with XNA, which is Microsoft's really nifty gaming API that lets you easily port between Windows, WP, and the Xbox 360. A lot of VM programs don't support hardware 3d acceleration
On another note: if you want to use a low-end system, AMD CPUs may fare better since AMD doesn't tend to disable hardware virtualization features in their lower-end CPUs
If you're deploying to a device, you should be able to use a VM, since it's the emulator that has issues being a VM itself.
We have successfully deployed, and performance is acceptable in our environment, virtual Windows 8.1 Pro Desktop under VMware vSphere 5.5 (ESXi 5.5), and have the Windows 8 SDK and Emulator working correctly with no performance issues. (In Education - to University Labs for Windows Phone development).
The issue experienced by most, is you most have the Hypervisor pass through the Intel-VT into the VM, to effecticely create Nested Hypervisors. This is possible using VMware vSphere 5.5.
This option is available in virtual machine version 10, enabled in the vSphere Web Client - Enable Hardware Virtualisation.