BEEN_Nath_58 wrote on 2023-08-26, 15:09:
Your original post still mentions that Myth and I76 doesn't work. You could change that.
I intend to do an interim release soonish. Will update that entire post. The laucher seems to have an acquired a nasty bug where the sdk/rredline demos populate the wingames tab.
BEEN_Nath_58 wrote on 2023-08-26, 15:09:
Btw I noticed that the crash when using DxWnd, happens only with RReady. No other APIs crash in such a manner. It is likely a DxWnd problem, but you could analyse better. Gho mentioned he fixed "historical bugs" before this problem came up, so I don't know if RReady is also working correctly over a "bug". You could try his wip23 release and test a game with RRedline: Mech2, I76, Soda OFF Road Racing, Quake 2,...
Crash with which app? I'll test with Wip 23. Do you have a link?
BEEN_Nath_58 wrote on 2023-08-26, 15:09:I had some suggestions about the RReady Launcher: […]
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I had some suggestions about the RReady Launcher:
- You said that the requirement to have the launcher open would go away in the later release. That's good.
- You should replace it with a configurator, like dgVoodoo2 or nGlide does.
- The new RReady Configurator could open straight to the application control panel, instead of "Information" tab.
- In Application setting, you probably can remove the resolution list beside "Force fullscreen". There is already a resolution list beside the "Remap all fs resolutions", that could be used in both cases simultaneously.
- The "Force fullscreen" becomes an option to the above.
- You could trim the frame rate part from the resolutions. RReady would use some OpenGL method to enumerate all possible render resolutions.
- The frame rate part is set to another setting. This is to ensure the resolution list doesn't get flooded with frame rate variants of a single resolution.
- RReady can also have a fallback resolution and frame rate list if enumeration fails. It is unlikely, but who knows, in some years...
Some apps have to be launched with a specific command line line, like "Team Apache." So the launching part probably won't go away. The others are good suggestions and I will implement them as soon as I get Apache going. It's not going very well at the moment.
Rready uses a Win32 API call to enumerate resolutions and refresh rates. The refresh rates are per resolution, which is why I grouped them together. Yes, they could be separated, but it's not a priority at the moment.
BEEN_Nath_58 wrote on 2023-08-26, 15:09:
Since you are working on OpenGL, I had this question: is it possible to output OpenGL on 16-bit color mode? I always see OpenGL output at 32-bit now, it used to do on 16-bit, but that was a Riva 128 accelerator.
When an opengl context is created you can specify the bit depth including if necessary individually for rgb channels. That's how 30 bit colour contexts are created R10G10B10A2 (2 bit alpha). The 16 bit capability (I think) is emulated. Back in the 90s the gpus physically supported 16 bit framebuffers R5G6B5. OpenGL still supports 16 bit textures natively. RReady uses that support for a lot of RRedline games, even though it could convert everything to R8G8B8A8 internally. On modern GPUs all textures are converted to 32 bit RGBA (with the exception of floating point textures. I've not dealt with them much).
You can still request 16 bits, but deep down the framebuffer will be 32 bit. Windows 16BITCOLOR compatibility feature just reports 32 bit modes as 16 bit. The actual modes when switched will be the 32 bit ones.
BEEN_Nath_58 wrote on 2023-08-26, 15:09:
An extra news: I used to have a black screen at launch. This could be fixed using DXPrimaryEmulation -DisableMaxWindowedMode shim. Enable it with ACT or Compatibility/Disable max windowed mode in DxWnd. With RReady I also needed to have single core affinity and it was fine.
Is this with Heavy Gear 1?
Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda