@Dege
Can you do something about fullscreen resolution change, it's very slow, much slower than normal. It almost looks like resolution changes few times in a row, not once, my display blanks for about a 2s and sometimes I missing some screens (movies/logos etc.).
PS: You have R7 360 ? I too, and it feels for me slower that my R.I.P. HD6850 😒
EDIT: Somebody know why gmail always filter notifications from vogons to spam ? I have clicked "it's not a spam" few times and it did not help.
And last but not least, I found an interesting behaviour in Diablo 2.
When you load a game (Act I, rogue camp) the framerate is @50 FPS but after 5 seconds, NOT moving around but standing still, it decreases to 24.9/25 and there remains.
Maybe is it due to some bottleneck (in DDraw wrapping)?
And last but not least, I found an interesting behaviour in Diablo 2.
When you load a game (Act I, rogue camp) the framerate is @50 FPS but after 5 seconds, NOT moving around but standing still, it decreases to 24.9/25 and there remains.
Maybe is it due to some bottleneck (in DDraw wrapping)?
I think 25FPS is Diablo 2 limit, and framelimiter has little drift at loading. Check on nGlide.
Diablo II runs at 25 frames per second. If your machine can display more than that, from 26 up to 125 or infinity, you'll see the game running at full speed. If your machine can't display that many, you'll see some stuttering and jumping of objects on the screen. More explanation below.
Diablo II runs at 25 frames per second. The /fps will only display 25 (or less) on single player. On multiplayer it will display however fast your machine can handle. Values above 25 have no affect on game performance, since the game only updates every 1/25 seconds. A machine that displays at 150 FPS will not differ in any way from one that displays at 25 FPS. The difference comes when a slower machine drops below 25 when there are a lot of objects to track on the screen. Visually-busy effects, such as flames, eat up a lot of computer power and drop the frame rate appreciably.
There is one large difference between single player and multiplayer.
Single Player
When the action grows too fast for your machine to maintain 25 frames per second, things seem to move in slow motion, since your machine takes more than 1 second to show 25 frames. The speed is locked in single player, so all (or most) of the 25 frames will be shown. Eventually. (This is much less of a problem now than it was back in 2000 when the game was first released, and computers were much less powerful.)
Multilayer
Multiplayer Diablo II runs at 25 FPS, regardless of how well your machine can keep up. If your machine's FPS falls below 25, the game continues running at the normal 25FPS (since it must keep in synch with other machines it might be playing with) and this results in choppy, slide-show style action. The lower your FPS drops, the choppier the display.
A slow machine with a lot of action to track might drop to 5 FPS, which means the display would only refresh 5 times a second, rather than 25. This means for every frame you saw, 4 would pass unseen. Since monsters, projectiles, etc, continue moving at 25 FPS, they will seem to jump from place to place, just like cars moving down the street when your vision is periodically blocked. Or like dancers under a strobe light.
In fact Multiplayer is UNLOCKED! (got 60 FPS)
BTW nice improvements in SC1 and SC2 (~20%)
I've done tests but didn't tested yet everything of course.
Edit: Pandora Tomorrow are locking surface(s) during rendering which is a general bottleneck, so it doesn't run at max GPU usage, but fast vidmem access helps a bit.
SC1 and SCPT look the same to me. No new issues.
I'm about to finish the SC 1 campaign. The only bug that i think we will be seeing is the shiny texture bug. It will be awesome if you can a have a look at this bug.
Do you think you can have a last look at SC1 bug?. I know you want to be done with SC1. 😀
Some other interesting numbers (thanks to MS, Windows 10 AE solved several bugs with legacy D3D8 handling: Unreal Engine 2 now doesn't need anymore tweaks or wrappers to run in fullscreen mode and it seems it can correctly recognize VSync too).
On AMD hardware (Radeon 7850 @1050/1200 MHz) dgVoodoo2 can now achieve a 60% native performance, with no complex shaders involved (typical DX7-8 game). Intel hardware (HD 530 @1100 MHz + System RAM DDR4 2600) a 25% .
And finally our beloved Splinter Cell 1 (heavy modified Unreal Engine 1.5) with Projector Shadows (to keep compatibility with actual D3D8 native drivers)
AMD -> 46% native
AMD D3D8:
AMD dgVoodoo2 (D3D11 - FL 10.0):
Intel -> 25% native
Intel D3D8:
Intel dgVoodoo2 (D3D11 - FL 10.0):
P.S.: Dege, take a look to the car windows! Your implementation give the same shading difference on AMD and Intel vs native. I think the native D3D8 ones are the "correct" ones, judging by the scene lighting!
P.S.: Dege, take a look to the car windows! Your implementation give the same shading difference on AMD and Intel vs native. I think the native D3D8 ones are the "correct" ones, judging by the scene lighting!
Or the correct one is yours? Because there is a light in that point of the garage, out of the camera view, to the left. OK, maybe tomorrow I'll replug the old FX 5200 system to see :p
OK, found another game with possibly the same issue about cubemap reflection shader (as Splinter Cell).
Chrome Specforce! With its nice 80% performance ratio!
Native D3D8:
dgVoodoo2:
As you can see Dege, the cubemap shader of the weapon skin gives a different result.....and I think the correct one is the *NATIVE* one, because in that scene the sun is @right, so the weapon left side must be in the shadows! In fact rotating the player/camera, dgVoodoo2 D3D8 implementation gives TWO sun reflection on the weapon skin: the one correct, in front of the sun AND the 180° opposite.....is this a dgVoodoo2 bug?
Dege, I contacted the company holding the rights of the old and no more supported Virtu MVP ( http://www.anandtech.com/show/5728/intel-z77- … s-and-biostar/2 ), to ask them to release the source code on github.....maybe you can include some elements of it to optimize the handling of the integrated GPU if the monitor is only connected to a dedicated GPU.
You're crazy, they'll never go for it. 😁
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen
Dege, I contacted the company holding the rights of the old and no more supported Virtu MVP ( http://www.anandtech.com/show/5728/intel-z77- … s-and-biostar/2 ), to ask them to release the source code on github.....maybe you can include some elements of it to optimize the handling of the integrated GPU if the monitor is only connected to a dedicated GPU.
You're crazy, they'll never go for it. 😁
It's why I totally enjoy my life :v
Actually they answered me that the problem is strictly legal.....so prey.
Dege, I contacted the company holding the rights of the old and no more supported Virtu MVP ( http://www.anandtech.com/show/5728/intel-z77- … s-and-biostar/2 ), to ask them to release the source code on github.....maybe you can include some elements of it to optimize the handling of the integrated GPU if the monitor is only connected to a dedicated GPU.
You're crazy, they'll never go for it. 😁
It's why I totally enjoy my life :v
Actually they answered me that the problem is strictly legal.....so prey.
Huh, go figure! Kudos to you. 😉
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen
I've managed to dump ddraw output via 'apitrace' for F18.exe, with their debug ddraw.dll , but it crashes just after it starts.
Maybe you'll see something interesting/helpfull inside. (text file inside is only readable text dump of trace)
The attachment f18trace.rar is no longer available
Dege wrote:I've just tested 2.52 and WIP25.1 with MCM2 (my cd image was crap) but I didn't encounter any problem.
The wrapper was recognize […] Show full quote
stranno wrote:I have tried it and dgvoodoo DX renderer is recognized by the game, aswel as ddraw for menu, i guess. […] Show full quote
willow wrote:
Motocross madness 2 doesn't work with dgvoodoo 2.52.
If I don't use dgvoodoo2 I can select between software mode and directx mode (gtx780) but in directxmode with my graphic cards The only resolution is 640x480. If I use dgvoodoo 2.52, I have dgvoodoo watermark but the only option is software mode but I can select 1080p resolution.
I have tried it and dgvoodoo DX renderer is recognized by the game, aswel as ddraw for menu, i guess.
Anyway, it seems it is totally broken. Some events do not work (unlocked framerate related, maybe) and some others work with lots of graphical problems, most of the field is invisible, etc.
Note: WIP24 & Windows 10 64-bit
Note2: Terrain pass seems to affect this graphical problems but none of the three options (you can choose single pass with gforce4) makes it really accurate.
I've just tested 2.52 and WIP25.1 with MCM2 (my cd image was crap) but I didn't encounter any problem.
The wrapper was recognized, resolutions were avaiable, there were no rendering glitches, shadows and particle systems were OK, too.
'Single pass' rendering for terrain was disabled but when I opened graphics settings between events then interestingly it became avaiable.
I have find the problem with dgvoodoo
If i turn on show 3d renderer selector at startup, I have only software renderer with dgvoodoo watermark. If i turn off this option, I have dgvoodoo directx wrapper.
I have a problem. Floor texture are different between native direcxt and dgvoodoo. With dgvoodoo texture seems like have less details
This performance thing is a little bit strange though. I checked SC1 in the garage, near the car, and on my HD7850 (Win7 + latest Crimson), according to FRAPS, it turned out that dgVoodoo (WIP25.2) was faster (~170 fps) than native DX (~140 FPS) (projective shadowing). 😕
As for the rendering differences: well, I can't tell if they are bugs or not. Probably they are, but the shininess on the gun can be a missing element on modern hw. But it should be checked on a contemporary card.