Reply 1600 of 3949, by lowenz
wrote:@Lowenz
Could you attach a savegame plz where the texture corruption is present in Splinter Cell?
Which corruption?
wrote:@Lowenz
Could you attach a savegame plz where the texture corruption is present in Splinter Cell?
Which corruption?
Clearly visible in Mortyr:
http://i.imgur.com/ypTFwxi.png
Also the screenshot should be 1920x1200 instead of 1920x1080. I'm seeing black bars on the top and bottom.
Different issue (no aspect ratio) with Earthsiege 2. In the fullscreen mode there's a problem with the cinematics and the cursor is inaccurate in the main menu.
Free Earthsiege 2:
http://www.tribesuniverse.com/
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wrote:
No save needed! Chaos Theory -> Versus (multiplayer) -> Launch a LAN game playing the spy
It happened before in other games too(old versions of dgvoodoo, it's not strictly related to new scaling code only), hotswitching the resolution in game. Maybe it's a problem related to dgvoodoo<->driver talking.
Here it is (corruption still present, IMHO due to an automatic resolution switching after the game launch)
*AMD Settings -> scaling with centered image
*1280x960 -> 1680x1050 thanks to "Stretch with Aspect Ratio Kept":
*AMD Settings -> no scaling
*1280x960 -> 1600x900 thanks to "Stretch with Aspect Ratio Kept":
As before, the behaviour is really strange!
My monitor has a 1920x1080 panel.
Using "scaling with centered image" in AMD Settings and "Stretch with Aspect Ration Kept" gives me a 1680x1050 frame
Using "no scaling" in AMD Settings and "Stretch with Aspect Ration Kept" gives me a 1600x900 frame
I dare to re-ask 😁 Why not simply use a brutal Lanczos filter to Windows Desktop (if you can't find the "native" values of the monitor) resolution instead of searching the best next fitting resolution?
So an issue with dgVoodoo in JK/Mots is the hud/map. It seems to really take the FPS off. Though of course this is partly a Jedi Knight issue. But if you dont use dgVoodoo the fps is cut less, and i mean way less.
wrote:Clearly visible in Mortyr:
http://i.imgur.com/ypTFwxi.pngAlso the screenshot should be 1920x1200 instead of 1920x1080. I'm seeing black bars on the top and bottom.
I'm using the latest version of dgVoodoo and didnt noticed any problem so far. Here are some shots using dgV
Even with the WS patch and _inmm patched executable. Works great. Windows 10 64-bit.
wrote:wrote:I have some problems with Metal Gear Solid (Integral), if i set the dgVoodoo adapter in graphic options the water looks corrupted (some kind of weird dithering noise effect), menus are overlaped and the performance is bad in general, setting the maximum resolution.
This port could be the weirdest PS to PC port ever since it is an emulator of PS (at least the GTE part).
Is there a demo of this game?
I'm not familiar with Metal Gear but it seems it's not the same as I have as Metal Gear Solid (It has only sw and D3D support).
Yes, i'm talking about that SW/D3D version. I'm trying D3D support, i guess its Direct 3D 7/8 (it was released in 2000), to D3D 11.
Pages ago another user said it worked properly.
wrote:Even with the WS patch and _inmm patched executable. Works great. Windows 10 64-bit.
GeForce? Radeon HD 5770 & Windows 8.1 here.
WIP17: Blood 2 & Shogo crash or hang after quitting a game. v2.5 is OK. However, both versions of dgV are crashing randomly Blood 2 (I haven't played Shogo yet) while playing. Unsurprisingly, still get those damn frame drops. With DDrawCompat the game is fast and stable... but obviously there's no dithering. Sad.
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wrote:I'm using the latest version of dgVoodoo and didnt noticed any problem so far.
Hotswitch the resolution in game (=without exiting the game).
wrote:wrote:Even with the WS patch and _inmm patched executable. Works great. Windows 10 64-bit.
GeForce? Radeon HD 5770 & Windows 8.1 here.
WIP17: Blood 2 & Shogo crash or hang after quitting a game. v2.5 is OK. However, both versions of dgV are crashing randomly Blood 2 (I haven't played Shogo yet) while playing. Unsurprisingly, still get those damn frame drops. With DDrawCompat the game is fast and stable... but obviously there's no dithering. Sad.
Remove any sound wrappers if you have any.
wrote:Clearly visible in Mortyr: http://i.imgur.com/ypTFwxi.png […]
Clearly visible in Mortyr:
http://i.imgur.com/ypTFwxi.pngAlso the screenshot should be 1920x1200 instead of 1920x1080. I'm seeing black bars on the top and bottom.
Different issue (no aspect ratio) with Earthsiege 2. In the fullscreen mode there's a problem with the cinematics and the cursor is inaccurate in the main menu.
Free Earthsiege 2:
http://www.tribesuniverse.com/
Hmm, 😒 , checked it on my nVidia and AMD and both of them render properly. I never encountered that problem. 😕
wrote:I dare to re-ask Why not simply use a brutal Lanczos filter to Windows Desktop (if you can't find the "native" values of the monitor) resolution instead of searching the best next fitting resolution?
Because Lanczos filter is a smoothing lowpass filter. How does it come into resolution detection? 😀
As for detecting the native/desktop resolution: DXGI seems to be total crap. Citating from the SDK, IDXGIOutput::FindClosestMatchingMode :
If a field is unspecified, FindClosestMatchingMode gravitates (haha) toward the values for the desktop related to this output. If this output is not part of the desktop, then the default desktop output is used to find values. If an application uses a fully unspecified display mode, FindClosestMatchingMode will typically return a display mode that matches the desktop settings for this output.
In spite of that, in practice, I get 1280x800 for my monitor with native res 1280x1024 (AMD).
In spite of that, in practice, I get 1280x960 for my secondary monitor with native res 1280x1024 (AMD).
In spite of that, in practice, I get 1680x1024 for my monitor with native res 1680x1050 (nVidia).
(Win7, but newer Windows seem to have the same issue.)
I don't know where those idiot values come from and why I don't simply get the current desktop resolution, but it's definitely "inaccurate". 😁
I also experimented with DXGI with 'mode switching disabled' (built-in borderless window mode without switching display mode). In this case DXGI seems to stretch the window output by preserving the aspect ratio. But, not always, there are cases where I experience the same mismatching aspect ratios as with FindClosestMatchingMode. And of course, a mouse emu would always be needed for this mode, without that one could give up for hw cursors.
So, 😵
But, I don't need the native or desktop res, after all, for the internal scaling.
I only need a display mode that physically fits the display without stretching, or has the same aspect ratio as that of the native resolution.
So, if you have a display output with native res 1980x1080 and dgVoodoo switches to 1600x900, it's still good because the aspect ratio is 1.78 for both.
wrote:Yes, i'm talking about that SW/D3D version. I'm trying D3D support, i guess its Direct 3D 7/8 (it was released in 2000), to D3D 11.
Pages ago another user said it worked properly.
Ok, I'll check it again.
wrote:So an issue with dgVoodoo in JK/Mots is the hud/map. It seems to really take the FPS off. Though of course this is partly a Jedi Knight issue. But if you dont use dgVoodoo the fps is cut less, and i mean way less.
Didn't checked myself, but I'm aware of that. Unfortunately it's still an issue but I'm planning to improve vidmem access in the future.
wrote:wrote:Even with the WS patch and _inmm patched executable. Works great. Windows 10 64-bit.
WIP17: Blood 2 & Shogo crash or hang after quitting a game. v2.5 is OK. However, both versions of dgV are crashing randomly Blood 2 (I haven't
played Shogo yet) while playing. Unsurprisingly, still get those damn frame drops. With DDrawCompat the game is fast and stable... but obviously there's no dithering. Sad.
Indeed, thanks! I fixed it. Also, Alt-Tabbing was broken.
However from random ingame crashes, it would be nice to see a crash dump. When I experienced a crash, it always turned out that it crashed in a music/sound(? or sg like that) dll so wasn't a wrapper related issue.
wrote:wrote:Even with the WS patch and _inmm patched executable. Works great. Windows 10 64-bit.
GeForce? Radeon HD 5770 & Windows 8.1 here.
Yes, 970.
wrote:Hotswitch the resolution in game (=without exiting the game).
I havent tried since i can choose whatever resolution with the patched executables of WSGF.
wrote:Because Lanczos filter is a smoothing lowpass filter. How does it come into resolution detection? 😀
As for detecting the native/desktop resolution: DXGI seems to be total crap. Citating from the SDK, IDXGIOutput::FindClosestMatchingMode :
Not for the detection! For a brutal upscaling!
Example:
Original frame (1280x960)->aspect ratio calculation (4:3)->Desktop resolution detection (1080p)->Upscaling the original frame to Desktop resolution with Lanczos (1280x960 -> 1440x1080 + 2 black bars to fill 1920x1080)
wrote:wrote:For some reason, for Bejeweled Twist, 3D acceleration is not able to be enabled in the ingame options. Thus, high resolutions and 3D screen transitions are unable to be used.
Isn't accelerated mode driven by D3D9? Or I may mess that with Bejeweled 3.
Its interesting. Has DirectDrawCreateEx calls and seen some string references to IID_Direct3D7. Has some mix of PopCap and Valve DRM it seems.
wrote:Not for the detection! For a brutal upscaling! […]
wrote:Because Lanczos filter is a smoothing lowpass filter. How does it come into resolution detection? 😀
As for detecting the native/desktop resolution: DXGI seems to be total crap. Citating from the SDK, IDXGIOutput::FindClosestMatchingMode :
Not for the detection! For a brutal upscaling!
Example:
Original frame (1280x960)->aspect ratio calculation (4:3)->Desktop resolution detection (1080p)->Upscaling the original frame to Desktop resolution with Lanczos (1280x960 -> 1440x1080 + 2 black bars to fill 1920x1080)
Ok, but that's an extra, "nice to have" feature. 😀
Issue of the internal scaling now is about detecting a resolution to upscale to.
But, since I cannot see any solution for now, I think I'll stick to the current state.
wrote:Its interesting. Has DirectDrawCreateEx calls and seen some string references to IID_Direct3D7. Has some mix of PopCap and Valve DRM it seems.
When I switch to 3D accelerated mode (natively) and attach to the popcapgame.exe (or sg like that) to see what modules are load then D3D9.dll is clearly there.
I think Bejeweled 3 and Twist uses DDraw for the unaccelerated case (raw drawing, maybe some hw blitting) and D3D9 for the accelerated mode.
wrote:Do not detect (the native/maximum res), use the entry selected in this list! :D […]
wrote:Issue of the internal scaling now is about detecting a resolution to upscale to.
But, since I cannot see any solution for now, I think I'll stick to the current state.Do not detect (the native/maximum res), use the entry selected in this list! 😁
And what about Glide?
The resolution selector has effect on that (also, I'd like to implement resolution overriding for DX some day).
(we have 2 resolutions here, one used for size of buffer(s) rendering goes to, and one for upscaling to)
Is the DirectX tab list influencing the Glide tab one? 😐
Would it not be possible to read the current or native resolution from the registry?
Blood 2: That game crashes frequently unless you set it to single core affinity.
Lanczos scaling suggestion: Please don't do that lanczos looks terrible for pixel art games. Only scaling algorithm that looks decent with everything is bilinear. Though ideally there'd be a choice between scaling options..