Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 3310300
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 17, 20262026-05-17T21:44:37+00:00 2026-05-17T21:44:37+00:00

I’m wondering if someone can help with this or has had a similar problem.

  • 0

I’m wondering if someone can help with this or has had a similar problem. I am trying to make a basic game in WP7 using Silverlight and I can’t get the GPU acceleration to kick in.

The frame rate counters are visible which would indicate the GPU is being used, directx versions is 10 and directx driver versions is WDDM 1.1.

I’ve tried cutting the code right back to something simple like:

    <Canvas x:Name="LayoutRoot" CacheMode="BitmapCache">
    <Rectangle x:Name="test" Fill="Green" Width="100" Height="100" Canvas.Left="50" Canvas.Top="200" CacheMode="BitmapCache" />
</Canvas>

and the rectangle still has the blue tint to it indicating it is not being GPU accelerated.

Any ideas why this may be?

Thanks for your time

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-17T21:44:38+00:00Added an answer on May 17, 2026 at 9:44 pm

    Are you sure you got the idea right?

    Another great way to see what is getting cached visually is to use the EnableCacheVisualization flag mentioned earlier. Again, this is not available in the Public Preview release, but will be available in a future version.
    Turning this on will add a blue tint and some transparency on every texture we hand off to the GPU. The result of this visualization is a heat map where the darkest shades of blue correspond to multiple textures being overlaid on top of each other. This allows you to see some hidden objects that might not be an obvious contributor to fill rate on first inspection. The larger the area covered by adding up each rectangle here, the more pixels being handed off to the GPU.
    Note that turning on the EnableCacheVisualization flag causes the GPU to do extra work and therefore can degrade the frame rate, depending on the current fill rate and how many textures are being shaded. The frame rate counters will not indicate the true frame rate of the application when this flag is used. Also, as mentioned previously, the behavior of the EnableCacheVisualization flag is different on Silverlight for Windows Phone and Silverlight for other platforms. On Windows Phone, textures that are accelerated by the GPU are tinted. On other platforms, the tinted regions show textures that are not accelerated by the GPU.

    Why did you add CacheMode=”BitmapCache” to these objects? I would add this only to the object that uses animation based on callbacks updates. Other animations (storyboards animations) uses caching by default as well as ScrollViewer, Listbox etc.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

No related questions found

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.