Hi Guys,
thanks for the new reports.
Unfortunately I cannot fix bugs and share new WIP versions for now because the current state of dgVoodoo doesn't make it possible. 😁
I'm doing base developments and refactoring on dgVoodoo nowadays, when I have time.
The point is, it's not abandoned. 😀
daniel_u wrote:I tried to put the desired refresh rate in(to) the resolution combox but it doesnt get set. Do you mean selecting the resolution with desired resfred rate?
Yes. If I type e.g. "1280x1024, 12" into the Glide resolution combobox, then Glide rendering will be going at 12 FPS, in 1280x1024.
But this type of forcing of refresh rate won't work for DX rendering, I don't know why. Refresh rate always seems to be rounded to the nearest one that the display supports (60 Hz, 72Hz, ...).
gameragodzilla wrote:the first time I put on night vision and the first time I put on thermal causes the game to stutter briefly before going back to smooth.
It's a real mystery for me. Anyone else maybe, experiencing this?
willow wrote:I have on question.
I have readen the readme but I don't understand what means ISF (integer scale factor) in resolution options? […]
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I have on question.
I have readen the readme but I don't understand what means ISF (integer scale factor) in resolution options? What are the differences betwaeen max FHD and max FHD ISF?
Maybe is that my english is limited.
Thanks.
Yes, as ZellSF said, overridden resolution will be an integer multiple of the application resolution if ISF mode is selected.
Say, if your display (desktop) resolution is 1920x1080 natively (FHD), and your game uses resolution 640x480, then dgVoodoo does the following calculations for max available forced resolution:
1920/640 = 3
1080/480 = 2.25
So, if aspect ratio is wanted to be kept, then the lower value, 2.25 in this case, can only be used for scaling for both X and Y direction,
640*2.25 = 1440
480*2.25 = 1080
so the application reso will be scaled up to 1440x1080.
If we are in an ISF mode then only the integer part of 2.25 is used instead, so
640x2 = 1280
480x2 = 960
the application will be scaled only to 1280x960 instead.