yes old build is 26 fps max at starting position of Scorched planet vs 33 fps max at last build.
DMA still faster
Try adding this to the joystick section. On dual core machines this needs to be added. I don't know what the situation will be on your machine.
[joystick]
multithreaded=false
Early Attempts to test Formula 1:
The game can be installed trough otvdm , thanks.
And it seems could not detect Randition, and doesnot installs f1red.exe file.
So i extracted it by UniExtract Tool a archiver which supports way nearly all archive types.
placed f1red.exe into newly installed formula1 game and ready to go.
in Game:
Performance variety goes from 19 fps, average 35 fps, max 60 fps(vsync).
The game seems rendered perfectly.
Only suspicious 2 things:
Wheels at far distance on foggy weather , not fogged , stays dark .
Cars very rarely 'jumps' off of their positions a little bit up.
RaVeN-05wrote on 2025-12-06, 17:04:Early Attempts to test Formula 1:
The game can be installed trough otvdm , thanks.
And it seems could not detect Randition, and […] Show full quote
Early Attempts to test Formula 1:
The game can be installed trough otvdm , thanks.
And it seems could not detect Randition, and doesnot installs f1red.exe file.
So i extracted it by UniExtract Tool a archiver which supports way nearly all archive types.
placed f1red.exe into newly installed formula1 game and ready to go.
in Game:
Performance variety goes from 19 fps, average 35 fps, max 60 fps(vsync).
The game seems rendered perfectly.
Only suspicious 2 things:
Wheels at far distance on foggy weather , not fogged , stays dark .
Cars very rarely 'jumps' off of their positions a little bit up.
Ok, I'll test this on the v2200 tomorrow. The v1000 still has issues rendering file explorer, randomly locks up, with rredline drivers. I saw a post here where someone said v1000 struggles to render the desktop with the full acceleration slider set to max on an Athlon xp, but works fine on older, slower cpus.
RaVeN-05wrote on 2025-12-06, 17:04:Early Attempts to test Formula 1:
The game can be installed trough otvdm , thanks.
And it seems could not detect Randition, and […] Show full quote
Early Attempts to test Formula 1:
The game can be installed trough otvdm , thanks.
And it seems could not detect Randition, and doesnot installs f1red.exe file.
So i extracted it by UniExtract Tool a archiver which supports way nearly all archive types.
placed f1red.exe into newly installed formula1 game and ready to go.
in Game:
Performance variety goes from 19 fps, average 35 fps, max 60 fps(vsync).
The game seems rendered perfectly.
Only suspicious 2 things:
Wheels at far distance on foggy weather , not fogged , stays dark .
Cars very rarely 'jumps' off of their positions a little bit up.
There's also a problem with the water spray texture from the rear of cars under wet weather not being sized correctly sometimes. I'm going to try to fix that today.
The cars jumping *might* just be LOD for the model changing. On real hardware it changes, but the framerate is low so it's less dramatic. I'll also see what's up with the fogging on the wheels.
Early Attempts to test Formula 1:
The game can be installed trough otvdm , thanks.
And it seems could not detect Randition, and doesnot installs f1red.exe file.
You have to tick the checkbox manually for all the versions you need. I reinstalled this earlier today, on my W98 machine, because the F1 wrapper, (RReady.V2k), wouldn't work with the reference drivers. I had to revert to Diamond drivers to get this to work. I should probably update the thread F1 V2k.RReady thread.
1Each of the INT n, INTO, and INT3 instructions generates a general-protection exception (#GP) if the CPL is greater than the DPL value in the selected gate descriptor in the IDT. In contrast, the INT1 instruction can deliver a #DB
This seems to be preventing me from patching bits of code out of ICR2.
It also seems to block port IO, this also throws an exception without every calling my code. There doesn't seem to be any bits of empty space to add code.
compared two videos:
Yes everything rendered correctly.
The game rarely CTD.
Do not use Alt+tabbing. Hangs app.
Rarely tire trails on asphalt gets corrupted texture.
Rarely shadow under cars gets corrupted texture.
The performance is variable fps.
Sometimes tire trails seen trough road.
Sometimes water splash effects has seen trough other polygons. Those two probably not fixable due to nature of how Rredline API works.
The game rarely CTD.
Do not use Alt+tabbing. Hangs app.
Thanks Raven for taking a look.
Having task manager running does the same thing, such as when starting a race.
On newer faster CPUs, F1 runs at a solid 60 fps. I think there was a user here who has a 14the gen Intel CPU who gets a solid 60 fps everywhere. It's mostly CPU bound.
There is a problem with the water spray texture having the wrong size. It's intermittent and I have trouble reproducing it. I also can't tweak the performance of this game. Profiler's crash because of the mixed calling convention.
Still chugging along with widescreen. Progress is a bit slow. The player car can be moved to *almost* match the camera. This mirroring of position will have to be matched exactly:
Die by the Sword:
Seems everything perfect.
One thing is suspect - game prints messages on top of screen , when text message visible game drops their performance twice.
on your videos this is not happens, it have solid fps, could be drops by VL_LockBuffer and VL_UnLockBuffer?
Die by the Sword:
Seems everything perfect.
One thing is suspect - game prints messages on top of screen , when text message visible game drops their performance twice.
Thanks for testing this!
What's the frame rate like? The problem with the text is that it repeatedly calls V_LockBuffer/V_UnlockBuffer to render parts of each character (maybe entire characters at a time). This forces the CPU to stall until the GPU finishes what's it's doing and then the GPU stalls until the CPU calls V_UnlockBuffer. It's used to directly read from or write to GPU RAM. Unlike with DOS where games directly write to video RAM (Descent 2 Speedy3D has a problem with this at the moment) , with RRedline you need to lock the buffer (and stall the GPU and then stall both). Usually this is used with the front buffer and not a texture surface. To make matters worse, DBTS calls this repeatedly per frame. I looked at making this synchronous, but that runs into all sorts of issues with synchronisation. I'll see if I can speed it up a bit tomorrow. Oddly enough this runs without much of an issue on real hardware.
From the RRedline SDK docs (page 52 of the Word doc):
1Use of this call can severely hurt performance. Performance penalties of 50% have been observed due to inappropriate use. Never use this call to do blits or drawing with the CPU in a scene that the Vérité also draws to. Either draw everything with the CPU, or draw everything with the Vérité, but absolutely do not attempt to draw with both at the same time. 2The problem is that when V_LockBuffer is called, the CPU stalls until the Vérité has finished processing all issued commands. The Vérité stalls while the CPU performs operations on the locked surface. Typically, the Vérité continues to stall while the CPU transforms and lights the next batch of polygons. The Vérité starts working again when the polygon commands are issued. Regardless of the optimization of the assembly code for the CPU, the resulting overall throughput of the graphics system is severely reduced.
ah this is very frequently used in Quake engine games.
Well game capped at 18 fps and when text prints it halfes fps and then 9 fps.
VQuake 2 and vHexen 2 call this infrequently. Vq2 uses it for the screenshot function. Vh2's screenshot doesn't work with rready. I think it uses some other win98 way of capturing the screen buffer, which I can't trap. Vq1 has no equivalent of this but it might be querying registers to simulate it. That might be why it's slow.
The v_lockbuffer call doesn't come back until rendering has finished. It returns a pointer in system memory to a copy of the GPU space buffer. Verité has stopped rendering at this point. The app can read or modify what's in the buffer and then call v_unlockbuffer. Verité then updates the buffer in GPU memory with the system buffer and then v_unlockbuffer comes back.
Monster Truck Madness 2 uses it for HUD and hud edge antialiasing (rready cheats here because the game expects a 640x480 16 bit buffer) but calls it only once per frame, so doesn't slowdown. Yes, the game does rendered frame and HUD edge intersection antialiasing using the cpu.