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KernelAPI reference

Enum GpuPreference

Namespace: MicroEngine.Core
Assembly: MicroEngine.dll
Guide: Game lifecycle and time

Which GPU a game prefers on machines with an integrated and a dedicated one. The system has the last word: on Windows, Direct3D 11 and OpenGL use the adapter Windows assigns to the application (Settings, Display, Graphics), which no backend overrides; SDL passes the preference to its Metal (macOS, iOS) and GPU (Direct3D 12, Vulkan, Metal) renderers; raylib’s OpenGL ignores it.

C#
public enum GpuPreference

Fields

Automatic = 0

The backend’s and system’s default (the high-performance GPU for SDL’s Metal and GPU renderers).

HighPerformance = 1

Ask for the high-performance (usually dedicated) GPU where the backend can choose.

PowerSaving = 2

Ask for the low-power (usually integrated) GPU where the backend can choose: light games on laptops.