Reply 2660 of 3949, by Dege
wrote:wrote:There are lot of differences between the 2 systems. The original(consoles) was buffer. The projector is fallback. […]
wrote:So the scene shadows are clearly wrong from 2002 in shadowbuffer mode 😁
Projector mode shadows must be there in shadowbuffer too, with different positions of course, but must be there (they're the shadows of the window and plants beyond it).There are lot of differences between the 2 systems. The original(consoles) was buffer. The projector is fallback.
For ages people have been playing with this one(projector) and think this is normal.
Projector mode has been wrong since 2002. 😉
I spent most of my time playing projector that I found some of my tactics I used to ghost past areas didn't work anymore and had to come up with new ones. Still a beautiful looking game.
I just wish dgVoodoo 2 didn't stutter like it did. It's not unplayable but it's still annoying nonetheless.
When starting a new level then the game gets dropped back to windowed mode (game window is resized by the game to the game resolution and also positioned to the top left corner - DXGI does this automatically and so it doesn't like resizing/positioning the window when it's in fullscreen mode).
(Somehow that window resize code should be removed from the game...)
If the game resolution is the same as that of your desktop then it seems to be running in fullscreen but it's borderless windowed in fact. So, stuttering can be caused by a temporary interfering with the desktop composition, sometimes I experienced such phenomenons in general.
What about enabling Alt-Enter for DX and forcing back the game to real fullscreen right after starting a level?
wrote:
Projector- and shadowbuffer-shadows are completely different in general.
For example, shadowbuffering can handle multiple shadow-covering because it works with distances and comparison sampling, while projector mode requires additional logic (in fact, reverse-logic) and steps to achieve the 'ALMOST same'.
I could show bunch of places where the two modes produce different results. Even in the training room there is a place where projector generates a shadow on the floor but shadowbuffer doesn't.
Thicker light beams: the light beams are always rendered with the same thickness, but with shadow buffer mode, the game renders a few very thick beams over the thinner ones, so they kinda gets blurred (like with dgVoodoo).
If very thick ones are missed then you get the pure, sharp thin ones. Very thick ones are dependent on a specific GPU-feature and I take the one from GF4, by a screenshot posted by Lowenz earlier.