Dege wrote on 2022-05-28, 13:52:Finally I could check this out (altough I used my old DosBox Ykhwong build). The cursor flashing occurs because the game kinda ' […]
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Finally I could check this out (altough I used my old DosBox Ykhwong build). The cursor flashing occurs because the game kinda 'emulates' the hardware cursor and draws it directly into the front (visible) buffer.
Even with built-in Glide emulation I get some flashing.
For the framerate problem, an option 'Batched update for front buffer' like the one for DX could help but it wouldn't solve the flickering.
The flickering is non-deterministic anyway, it is minimal for me with the D3D11 backend and strongly comes with D3D12 (because of the underlying frame presentation model).
Thanks for taking another go at this issue! Trying the D3D 11 backend certainly does make a significant improvement to the mouse flickering over D3D 12. Much more playable.
On a side note, the way the cursor flickering gets worse for me as it gets higher in postion on the screen reminds me of Might and Magic Xeen, where you have to dial in the CPU cycles to avoid flickering or the cursor completely disappearing once it hits the top of the screen.
willow wrote on 2022-05-03, 17:49:
If you select voodoo graphics and 1024kb in memory size in dgvoodoo 2 options, there is no teleporter bug. The teleporter bug arrive with 2048kb memory (same problem with 4096 kb).
The 1024kb memory size setting certainly fixes the teleporter effect for me. Nice find!
EDIT: For my own system, using the GOG included DOSBox build with glide enabled still gives better performance (no video stuttering) than ECE does.
EDIT:Also, for some reason the mouse flickering gets much worse if I do NOT do any resolution upscaling with dgVoodoo, even with the D3D 11 backend. Weird.