VOGONS


Reply 20 of 25, by The Serpent Rider

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X1000 has adaptive MSAA/SSAA mode which significantly improves quality of alpha-blended textures and 16-bit dithering overall.

I must be some kind of standard: the anonymous gangbanger of the 21st century.

Reply 21 of 25, by vvbee

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You can make a compatibility list of adaptive AA in DX3-7 with these cards. I'd prefer 8x FSAA.

Reply 22 of 25, by bakemono

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I don't have any of these games but I wonder if there is a driver or direct3d hack to limit the amount of video memory reported, to fix some of these buggy games without having to patch the games themselves.

GBAJAM 2024 submission on itch: https://90soft90.itch.io/wreckage

Reply 23 of 25, by vvbee

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Presumably you could simply write a DirectDraw wrapper that intercepts GetAvailableVidMem and/or GetCaps and fills in a more suitable VRAM count. But if this worked reliably you'd assume it'd be available already. Of course the idea in finding a compatible card is that you don't need wrappers and workarounds to begin with.

Reply 24 of 25, by vvbee

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In the case of Thief the problem looks to be not VRAM size but how VRAM is managed. I'm guessing the game expects CreateSurface to result in an immediate VRAM allocation since that call is followed by GetAvailableVidMem and the game exiting with an error message if the amount of free VRAM hasn't gone down. Simply catching GetAvailableVidMem and forcing lpdwFree to report lpdwTotal subtracted by a byte for every surface created lets the game run.

Reply 25 of 25, by vvbee

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Adaptive MSAA tested with the X1300. Compatibility not good. Texture seams and menu flicker in Die Hard Trilogy, texture seams and low quality fonts in Darkstone, texture seams in Homeworld. Ok in Monster Truck Madness 2.