Should I be using Reach or HiDef profile if I have large spritesheets?



I'm working on a platformer in monogame, that I want to use a large number of sprites for making up items and objects in the background. The main spritesheet I've created is 4095x3734, when I tried to convert it into xmb using XNA Content Compiler, I received an error that Reach Profile only supports 2048x2048. I've read that I can use HiDef which will support 4096x4096, which will be sufficient for my requirements, but I am a bit concerned about what the potential pitfalls will be - will le

Related to : Should I be using Reach or HiDef profile if I have large spritesheets?
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Reach profile requires TextureAddressMode to Clamp but I've already set that
Game Development

I'm now writing a game on WP7 using XNA Framework 4.0.


There are some pictures that needs to be tiled.


So I set the SamplerState[0] to LinearWrap before rendering these pictures and I switch it back to LinearClamp once done.


However, the game still throws exceptions when it has finished all the tiled pictures and is about to create a VertexBuffer for the first non-tiled (i.e. not wrapped) picture.


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Reach to HiDef XNA 4.0
Game Development

I was converting one project from XNA 3.1 to XNA 4.0 and i was getting this error:


Error 1 XNA Framework Reach profile does not support vertex shader model 3.0. J:UtadMestrado2AnoDisserteçãoNovos softwaresxnaCodigoVisualizadorXNAVisualizadorXNAVisualizadorXNAContentBumpCylinder.fx VisualizadorXNA


And after some research i found out that i had to change from Reach to HiDef in my project. After that the error desapeared but others have showed up. I don't never saw this kind of errors, and can't find a solution anywhere in the internet, the error was the following:


Error 17 Argument 1: cannot convert from 'Microsoft.Xna.Fra

XNA 4 reach profile causes exception and Hidef doesn't compile
Game Development

I want to run Xna project on my laptop ,when I run the project using HiDef profile
I have a massege


No suitable graphic card found. Couldn't find Direct3D device that support the XNA Framework HiDef profile


And when I change the profile to Reach the project run but throw an exception


XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two.


Is there any way to run the project using Hidef profile? I am sure that the graphic driver works correctly. I have Intel Graphics Media Accelerator 4500MHD.


XNA Framework Game Profile HiDef / Reach
Game Development

You saw this question before but I can't understand the issue.


My graphic card was handling HiDef profile before I formatted my pc. I create a simple 2D game using XNA Game Studio 4.0 with HiDef profile. The game still exist at http://sourceforge.net/directory/os:windows/freshness:recently-updated/?q=survival-zombie .


After formatted my pc, I installed graphic drivers of course and I installed VS2010 then XNA Framework but now my pc cannot handle Hidef profile even the game I developed before.


I am using Windows 7 Ultimate x64, Intel 4 Series Express Chipset Familied Graphic Card.


edit : I installed XNA Game S

Should I be using Reach or HiDef profile if I have large spritesheets?
Game Development
I'm working on a platformer in monogame, that I want to use a large number of sprites for making up items and objects in the background. The main spritesheet I've created is 4095x3734, when I tried to convert it into xmb using XNA Content Compiler, I received an error that Reach Profile only supports 2048x2048. I've read that I can use HiDef which will support 4096x4096, which will be sufficient for my requirements, but I am a bit concerned about what the potential pitfalls will be - will le

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