Reply 180 of 195, by lowenz
Exactly!
Exactly!
Is it possible to use DSOAL for OpenAL+EAX emulation *without* the directsound wrapping part?
Right now, OpenAL-Soft (used by DSOAL) barely supports EAX (I think reverb), but mostly supports EFX. EFX is what the DSOAL wrapper is using, and unfortunately it seems no one has added support for EAX even though EFX has a number of similar features. There is a possibility of some games supporting the EFX features of OpenAL where you can use OpenAL-Soft instead of the Sound Driver's OpenAL, but that would be more recent games since EFX came after EAX 5 I believe.
wrote:Right now, OpenAL-Soft (used by DSOAL) barely supports EAX (I think reverb), but mostly supports EFX. EFX is what the DSOAL wrapper is using, and unfortunately it seems no one has added support for EAX even though EFX has a number of similar features. There is a possibility of some games supporting the EFX features of OpenAL where you can use OpenAL-Soft instead of the Sound Driver's OpenAL, but that would be more recent games since EFX came after EAX 5 I believe.
https://pcgamingwiki.com/wiki/Glossary:Sound_card
EAX effect is converted into EFX, with partial support for EAX 1.0, 3.0, and 4.0 and full support for EAX 2.0
So which is the truth?
It's more like DirectSound EAX converted to OpenAL EFX, completely bypassing the OpenAL EAX features that OpenAL-Soft doesn't have. So for now, EAX on OpenAL is still tied to Creative hardware/software. I'm not certain how OpenAL EAX is handled by other OpenAL hardware/software, this is just how I understand it to be.
EDIT: The main programmer for OpenAL-Soft explains how it handles EFX and why there isn't EAX support in a GitHub issue. https://github.com/kcat/openal-soft/issues/62
Tested EAX support of DSOAL (lastest build by vaporeon) with the good old SiN+Wages of SiN ( 😀 ).....it's awesome! And yes, it restores:
1) 4 channels sound (like IndirectSound if EAX fake support is enabled)
2) EAX effects
Man, it's incredibile but it seems SiN can run with s_khz set to 48!
Hi,
apparently there is new Swiftshader Vulkan software renderer. Can you, please, upload the .dll files here or on the website (both x32 and x64), as I have problems with compiling.
https://github.com/google/swiftshader
With the 32 bit DLLs (being X64 the LLVM target machine)?
Yes, both.
No problem with 64 bit version.
https://github.com/elishacloud/dxwrapper/releases
Has had a ddraw to d3d9 wrapper since July apparently. Still has the "doesn't support 3D rendering" asterisk most ddraw wrappers have, but it's potentially useful if you want to use d3d9 tools on a ddraw title. I got it to play a title or two cnc-ddraw didn't, which is otherwise the most compatible ddraw to d3d9 wrapper I know of.
Someone asked about Mesa3D on 9x and I remembered compiling Mesa3D for 95+
Re: DOSBox Compilation Guides
https://msfn.org/board/topic/181378-mesa3d-or … r-windows-98se/
Need to get around to uploading this to the site.
I removed the logo from SwiftShader 3.0.0.5003. I think this is the best version, better than the version from Google (TransGaming sold bad source codes to Google).
Please add my hack to the collection of wrappers.
Stiletto wrote on 2013-07-29, 15:18:I'm thinking of building up a huge package of 3D graphics wrappers somewhere with previous-current revisions, if you want to help. The early Glide wrappers have basically vanished from the Internet (well, they were harassed by 3dfx at the time...). I definitely have some oddities already.
HTTP access to browse the files is available here: http://www.vogonsdrivers.com/wrappers/
/EDIT Added URL - DOSFreak
Hello, swiftshader fully cracked.
If you need d3d8 support, you can use the wrapper "d3d8to9", it works much more accurately than all the available Direct3D 8 implementations in SwiftShader.
Since I did not find an automatic way to start games using WARP, I created 2 scripts. Scripts were tested on Windows 7 x64. Please test them on Windows 10 (check out the games D3D10, D3D11 and D3D12).