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Re: Optimization Flags for Build DOSBox

coreswitch patch on my page will show number of emulated cycles in the titlebar. It also adds a timesync mode where dosbox will only emulate the number of cycles it can thus making benchmarks produce valid results (and allowing to set cycles unreasonably high, without overloading the host machine). …

Re: Making DosBox .0.61 faster ?

first of all, try to find which output is fastest on your system. Start dosbox with different options (surface, overlay, opengl...) and check processor usage - then use the one with the lowest usage. Also, use dynamic core whenever possible. If the game doesn't start with dynamic core and uses a dos …

Re: Alpha version of Direct3D support

All LCDs are only made to display their native (==highest) resolution. All other modes are just scaled-up (which LCDs do a pretty poor job, you're better off with dosbox scaling I guess). What I was trying to say is, no matter what resolution you use in fullscreen IMO all games should be exactly the …

Re: Alpha version of Direct3D support

Well...I thought there must be a utility to change the dos exender, but I didn't bother to check :happyhappy:. This is turning into quite interesting discussion. I recompiled SDL yesterday (but not dosbox, so some problems might be because of that) and I also was not pleased with the results. It was …

Re: Alpha version of Direct3D support

Well, since you are using my version you can start the game with normal core and then switch to dynamic (ctrl-3) as soon as the intro video starts playing. I only played it for a short time, but the game seems to be working ok with dynamic core. Also - sometimes it helps if you use a dos32a extender …

Re: Alpha version of Direct3D support

heh...haven't even noticed all the edits :p If you haven't compiled yet, could you reapply my patch? I have made some code cleanups, fullscreen is handled a bit different (not sure if stretching you noticed has been fixed - AFAIK without fullfixed D3D should display fullscreen AS IS) and the mouse …

Re: Alpha version of Direct3D support

Well...I haven't checked all this configure stuff, so I don't know how to properly add it...fixing Makefiles seemed like a better and faster idea to get it running 😊 Yes, my builds are compiled with ddraw, but all I'm getting is Failed to create ddraw surface, back to normal surface.

Re: Alpha version of Direct3D support

Well, I have the headers in c:\MinGW\msys\1.0\include\dxinc and copied the .lib files to c:\MinGW\msys\1.0\lib. My compiling line looks something like this: CXXFLAGS="-march=athlon-xp -O3 -pipe -fomit-frame-pointer" CPPFLAGS="-I/usr/include/dxinc" ./configure; patch -p1 < ../dosbox_direct3d_makefile …

Re: Alpha version of Direct3D support

1. fulldouble=true turns on tripple buffering (since double buffering is always used anyway). This should improve framerate when vsync is set, since the application can render to a third buffer while waiting for vsync. For now, vsync is disabled and this option is merely there to do something : …

Re: Alpha version of Direct3D support

Another update on my page. It makes D3D mode a whole lot faster on DX8.1+ hardware and it works with any scaler. Unfortunately, all those of you with older graphics card this is somewhat of a bad news, since it makes D3D quite slow. I don't know yet how to solve this...any feedback appreciated.

Re: Alpha version of Direct3D support

Well, I'm compiling with -march=athlon-xp in order to use 3dNOW! and SSE support so I'd guess this cpu is required. I don't want to support every cpu type out there (and using correct cpu flags when compiling will gain at least a few % of speed for free) since everybody can compile dosbox to their …

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