Hi,
I am developing a game (using VS 2005, C#, and Managed DirectX) as a final project for programming course. Although the game runs fine on my PCs, several of the people who have tried it (including my professor) have complained that it works sluggishly or not at all for them.
I suspect that the system requirements of my program are simply too high, but because both of the computers I have ready access to are fairly high-end, I don't have a reliable way of testing whether changes that I make are actually improving the situation. I know that programs to simulate different hardware setups exist, but I'm not sure what my options are or how to go about using them with Visual Studio.
1. Does Visual Studio include any built-in ways to simulate different hardware platforms (different amounts of RAM and different processor speeds probably being the biggest issues)
2. If not, are there any other programs (plug-in or standalone) that you could recommend for this In my situation, cost and ease-of-use are the biggest factors-- I'd really like something free that I could get working in the next few days.
Thanks,
Steve

Hardware Simulation
Pmcg
As far as I can tell, the system requirements for my game are just so ridiculous (current best guess at the system requirements: 2.5+ Ghz processor, 1 GB RAM, video card with 128 MB RAM) that the game just isn't functional on systems with anything less. I do have some ideas on how to optimize this, but I don't have any reliable way of testing them.
If this isn't the best forum to ask about hardware simulation, could you point me to a better one
Thanks,
Steve
AJayH
The problem most likely stems from the GPU, not the system memory or CPU. I have no idea what your game is doing, but you can certainly take a look at the hardware features you're trying to use. For instance, when creating the device, do you specify CreateFlags.HardwareVertexProcessing If so, graphics cards without this ability simply won't run your app unless they have the SDK installed, then it will drop to the reference rasterizer. This probably explains why some people have it running slowly and others won't run at all.
Mastering device capabilities ("caps" as well call them) is the bane of game developers. If you're writing a game that needs to run on many different devices, you need to make sure your game has fallback approaches for rendering. At the very least, you run tests to see what capabilities your game needs and gracefully exit by posting a failure message to the user saying they need to upgrade their card.
Fivekeepers