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Re: 64bit replacement of ntvdm

in DOS
Not surprising, WHPX/KVM can only accelerate when it was kept busy. Exiting and re-entering hardware VM incur a huge latency. Hardware VM is a batch machine, if there wasn't enough work accumulated to hide the latency, then the application/games are more suited to pure emulation such as TCG or …

Re: 64bit replacement of ntvdm

in DOS
VESA LFB mode: 1024x768/32 LFB various QEMU - 744-934 MB/s VirtualBox 5.2 - 18452 MB/s Vmware 15 - 19112 MB/s DOSEMU 1.4.0.7 - 22943 MB/s Your QEMU results did not seem to be obtained from running with acceleration that leverages Intel VT/AMD-V technology. VirtualBox and VMWare support Intel VT-x/ …

Re: 64bit replacement of ntvdm

in DOS
QEMU is not fast with VGA/VESA graphics (no-HAXM), similar to Dosbox. BTW I benchmarked various VMs and emulators specially for graphics performance and sound support of DOS games but I don't have results handy just now and didn't publish it on my web yet. But there was a big differences. E.g. …

Re: Tie fighter svga

Depend on the date/make/model of S3 cards, some may not have updated VBE 2.0 support for SVGA games. If this is the issue, then you can run a TSR called UNIVBE to fix it. Most SVGA games should have bundled a copy of OEM customized version of UNIVBE with the installation media.

Re: 64bit replacement of ntvdm

in DOS
You could have use a VM for compiling codes with DOS-based compilers or use cross-compliers that support DOS. I have MS C/C++ 8.x, MASM and TASM on QEMU for legacy DOS codes. Watcom C compiler has a WIN32 version and runs fine on Win10-x64 for cross-compiling. Same applies for DJGPP, I built a …

Re: Why can't older 3D games be rendered at higher resolutions?

in Milliways
I can easily render Super Mario Sunshine, for example, in 1440p! No, you don't. If you are referring to the GameCube version, then the most it can do is 480p. Anything higher than the console can support, the emulator is essentially doing scaling/stretching, too. DOSBox can do the same for any DOS …

Re: Half-Life Performance Issues

pixel_workbench wrote on 2020-06-04, 20:56: With OpenGL you don't get overbright lighting on textures (a type of early bloom lighting effect). I would rather play it in D3D or Glide. I wasn't aware of such difference of OpenGL render. Do you have screenshots to show what it really means?

Re: Half-Life Performance Issues

the D3D renderer still works, at least when I last tried in on windows 10 with a GCN radeon I copied the files from my P3 and it loaded fine, in windowed mode at least I tested D3D, OGL and Software modes, it all worked D3D was also pretty fast, but OGL was faster, I was kind of impressed that such …

Re: Half-Life Performance Issues

This game is more than 20 years old. Thanks to its future-proof OpenGL support, it can still be played on any modern system and you really don't need a very expensive system to play it nowadays. A used/renewed laptop ($99~$149) with Intel HD Graphics for the last 7 years can easily handle it at …

Re: Expendable (by Rage) bump mapping issue

in Windows
The game can now be fully restored on QEMU WHPX/KVM running Win9x/ME VM with WineD3D. Frame rate is exceptional. Tried up to 1280x960 32bpp and over 90 FPS average measured in the game's timedemos with max video options. I am trying to see if the EMBM can be enabled, too, with WineD3D, which would …

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