It's not a texture size issue, I *think*, because Cars95 doesn't work with the MIP reduced Mexico. It does work with other MIP reduced carsets, most of which have much larger textures. Cars95 is relatively lightweight.
I noticed the same thing with CARS95 which I initially used for baseline testing since it's light. But Mexico wouldn't load - tho did with the other heavy carsets.
The cars 95 issues threw me off for a while as well. It's a ridiculously simple carset and 4bit cars95 doesn't work as well.
Tested Rebel Moon 1996 version only - runs fine.
But 1995 version isn't run - don't recognise 3d blaster and auto-closes.
Cgl support isn't there yet.
Rebel moon 1996 will run in Speedy3D mode. It can be forced to run in cgl mode with the -3dblaster switch or using reb3d.exe, where it will fail with rready.
The 1995 version is designed for the 3d blaster VLB, which isn't a rendition board.
Mip files have a magic value for each mip level which according to the docs indicate how many images come after the current image.
I've found that this is a bit more than that. It's also the texture coordinate scaling factor. While reducing the mips, adjusting the magic number results in distorted textures.
The ICR2 slowdown with high poly carsets is definitely caused by the dosbox CPU emulation not being fast enough. I timed everything and everything from the DMA transfer to buffer swap runs fast enough to hit 40 fps (80 fps interpolated) instantaneous fps (frame rate per individual frame instead of a 1 sec average). The problem is that the next DMA buffer isn't available for a long long time and causes the wrapper to idle. I tried increasing command buffer sizes, so that there's more room, but it had no effect. The next bunch of DMA commands are delayed for a long while. The weird thing is that software rendered ICR2 runs just fine with the -h switch.
QEMU time, if I can just get the thing to build instead of complaining about missing libraries which are already installed.
1Microseconds for one run through Dhrystone: 0.14 2Dhrystones per Second: 7373272 3VAX MIPS rating = 4196.51
QEMU HT WHPX
1Microseconds for one run through Dhrystone: 0.13 2Dhrystones per Second: 7424594 3VAX MIPS rating = 4225.72
In every single benchmark on Windows the Ryzen 2700X is faster in HT mode. The only exception is under FreeDOS .
Ryzen 1000 and 2000 are anomalies when it comes to hyperthreading. The extra functional units are underutilised due to low IPC so having HT turned on boosts performance (allows higher utilisation of functional units). On all Intel and Ryzen 3000+ this isn't the case, HT performance is load dependent. Knocking the cores down to 4 and running in a single core cluster will also speed things up because of higher boost clocks and no inter-cluster comms. I'm not going to test all that. I can't realistically expect an RReady user to disable HT and all that.
ICR2 stutters badly when I crash into a wall with F32/B32 without HT, so in my case I should probably keep HT turned on. In face there're sudden frame jumps as well.
Last edited by sharangad on 2025-04-17, 10:26. Edited 1 time in total.
Thanks! I'll check that out in a couple of days. I followed two different guides, I guess they were both out of date.
I'll be prepping for a minor store release with the Scorched Planet fix. Not releasing even minor bug fixes causes problems down the line because multiple fixes end up there and it all gets confusing very quickly.
[EDIT] Another thing to note is that some RRedline games like Interstate '76 have issues when WHPX is enabled.
I've finished testing ICR2 for the next release and here's what I've found:
1) Some custom tracks produce unknown page errors in the logs. In fact just scrolling through the track list slowly, waiting for the background images to load, will produce a crash as soon as you try to exit the menu. I ran through my ICR2 test suite multiple times and it only worked when I tested a stock installation. I think some tracks like Houston or something else is causing this. I don't have time to isolate the exact one, at least until this release is done.
2) The increased heap size DOS4/GW based versions of ICR2 can run all the MIP reduced tracks+carsets. So I guess the question of whether heavy tracks and carsets have too many individual mip maps or whether they're too big is resolved. It would seem to me that they only work when they fit into 64 MB (48 MB texture heap in the previously patched ICR2 with DOS4GW). I would still recommend the DOS32/A version. Some of the ultra high-res mip maps I was playing around with wouldn't load with the 48 MB build though.
Tested Rebel Moon 1996 version only - runs fine.
But 1995 version isn't run - don't recognise 3d blaster and auto-closes.
Cgl support isn't there yet.
Rebel moon 1996 will run in Speedy3D mode. It can be forced to run in cgl mode with the -3dblaster switch or using reb3d.exe, where it will fail with rready.
The 1995 version is designed for the 3d blaster VLB, which isn't a rendition board.
Could be possible to make CGL wrapper anytime later?
I didn't try to test your Verite wrapper with other games yet but its good thing.
Tested Rebel Moon 1996 version only - runs fine.
But 1995 version isn't run - don't recognise 3d blaster and auto-closes.
Cgl support isn't there yet.
Rebel moon 1996 will run in Speedy3D mode. It can be forced to run in cgl mode with the -3dblaster switch or using reb3d.exe, where it will fail with rready.
The 1995 version is designed for the 3d blaster VLB, which isn't a rendition board.
Could be possible to make CGL wrapper anytime later?
I didn't try to test your Verite wrapper with other games yet but its good thing.
I will be moving on to cgl support once I get icr2 running at full speed. I'm still not convinced that this is a dosbox CPU limitation. It may well be a timing bug in dosbox-rendition. [edit] Some register updates only occur during pic (programmable interrup controller) cycles. This could be slowing down dosbox's cpu. [/EDIT]
But I've pushed out the scorched planet fixes to the store (it should be there within the next 3 days) and the alpha release of that will be out tomorrow.
My first task for tomorrow is to have a working build setup for qemu.
But I will be working on the cgl support when I need a break.
*******************************************************
RReady Alpha (19 April 2025, fully tested alpha build)
Upcoming store release 1.0.41
******************************************************* https://nirvtek.com/downloads/RReady.Alpha.20250419.001.7z
MD5: e16250091019bbf03e69a539d7a9011c
Minor update:
- Corrects all Scorched Planet rendering defects
- Allows disabling Rendition AA in the Nascar games. It can already be disabled in ICR2, vQuake1+2, vHexen II.
RReady's Rendition AA (edge AA) is broken and should be disabled in a lot of case. It can't be disabled in apps where it works correctly.
[EDIT] Reading comprehension failure, please ignore.
[EDIT2] Nope it still complains about WHPX not being availale.
[EDIT3] WHPX is enabled and the pre-compiled builds of QEMU run with it.
Last edited by sharangad on 2025-04-20, 00:28. Edited 2 times in total.
sharangadwrote on 2025-04-19, 18:36:*******************************************************
RReady Alpha (19 April 2025, fully tested alpha build)
Upcoming store re […] Show full quote
*******************************************************
RReady Alpha (19 April 2025, fully tested alpha build)
Upcoming store release 1.0.41
******************************************************* https://nirvtek.com/downloads/RReady.Alpha.20250419.001.7z
MD5: e16250091019bbf03e69a539d7a9011c
Minor update:
- Corrects all Scorched Planet rendering defects
- Allows disabling Rendition AA in the Nascar games. It can already be disabled in ICR2, vQuake1+2, vHexen II.
RReady's Rendition AA (edge AA) is broken and should be disabled in a lot of case. It can't be disabled in apps where it works correctly.
sharangadwrote on 2025-04-19, 18:36:*******************************************************
RReady Alpha (19 April 2025, fully tested alpha build)
Upcoming store re […] Show full quote
*******************************************************
RReady Alpha (19 April 2025, fully tested alpha build)
Upcoming store release 1.0.41
******************************************************* https://nirvtek.com/downloads/RReady.Alpha.20250419.001.7z
MD5: e16250091019bbf03e69a539d7a9011c
Minor update:
- Corrects all Scorched Planet rendering defects
- Allows disabling Rendition AA in the Nascar games. It can already be disabled in ICR2, vQuake1+2, vHexen II.
RReady's Rendition AA (edge AA) is broken and should be disabled in a lot of case. It can't be disabled in apps where it works correctly.
Is it available non the store?
I've submitted it for certification, so I guess it should be there by late Monday, Wednesday at the latest.