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Mirh

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  1. Like
    Mirh reacted to RaTcHeT302 in Availability table overhaul   
    What about the OS? http://pcgamingwiki.com/wiki/User:Soeb/Sandbox
     
    And the centered notes look kinda odd to me.
  2. Like
    Mirh reacted to Satsun in Audio APIs and EAX   
    This makes sense. Without the HAL, the game falls back to software / stereo mode but I assume this only happens in DirectSound3D games. DirectSound games that don't use the DirectSound3D component, work normally in software with surround sound. An example of that would be Fallout 3 and New Vegas. Those games use just DirectSound (no DS3D) and their surround sound works fine in NT6. 
    Maybe it is different usage of DS and DS3D. Most DirectSound games I have tested that don't use EAX have functioning surround sound in software mode but most games that have EAX seem to fall back to stereo in software mode and of course EAX is disabled. I have assumed that if a game did not use EAX, then it should use software-based DirectSound but it seems that perhaps some games use DirectSound3D even though they do not use EAX or audio hardware features. The trend I have seen is with Miles Sound System games like DNF, Half-Life 2, and Team Fortress 2, they don't use EAX but maybe they use DS3D because using ALchemy fixes surround sound problems. Source engine games with MSS have environmental audio effects but I assume it is done in software with MSS. I'm not sure if DS3D did any type of reverb effects in software outside of EAX. DS3D games that have EAX sound very dry with EAX disabled so it seems that those games depended entirely on EAX to provide environmental effects. 
    In short, if a game was programmed for DirectSound in software mode, everything works fine in NT6, but if the game was programmed for DirectSound3D then audio breaks in NT6 regardless of if it used EAX.
     
    I think it basically comes down to if a game is trying to use DS features that were affected by NT6 then the audio breaks in NT6, but if the game was programmed using the most basic (software) DS features then it is unaffected.
     
    I think this is just an issue with DOOM 3. When DOOM 3 was initially released it used DirectSound. They later releast a patch (1.3) that added EAX 4 support and OpenAL (OpenAL not mentioned in patch notes). My guess if that they left the DirectSound portion as-is and just implemented the EAX stuff with OpenAL so the game will only recognize EAX when OpenAL is available.
  3. Like
    Mirh got a reaction from Garrett in Audio APIs and EAX   
    As you said, plain DirectSound games work on NT6 ,due to an emulation layer which still emulate it through WASAPI (with possibly a quality reduction). 
     
    But then you have DirectSound3D, which since 1996 standardizes...needless to say 3D audio.
    I guess precisely for this ancient origin it always expected an hardware accelerator to work.
     
    And with no Hardware Abstraction Layer left in Vista and newer, and an already mentioned emulation layer which is simple as hell, the only possible result is to use plain software fallback mode.
    This of course as we know just support stereo audio
    It does indeed support multichannel audio, at least on my 7
     
    I find difficult though to believe there exist games which support surround sound in this mode.
     
    And there's no shoddy coding in just DS3D required to have surround sound , it's the only theoretically needed component (which btw is what alchemy/xear3d restore, not plain DS).
    Instead I would call shoddy coding to require EAX to just have 5.1 or 7.1 sound.
     
    Finally I'm not sure for EAX 5, but at least for EAX 4 I think there are games which are not openAL, I recall medieval 2: total war being one of these
  4. Like
    Mirh reacted to Satsun in Audio APIs and EAX   
    I want to explain what i know about gaming audio so that it's clear why I write what I write in the wiki. What I've learned is from observation, since I don't program games I don't know the finer details; it would be nice if someone that knew such info could chime in.
     
    DirectSound
    DirectSound seems to have been the basis for Windows-based games between 1996 and 2007. What I mean by that, is that there were other audio tools or APIs, such as Miles Sound System, but it pretty much piggybacked on DirectSound. Unreal's audio plugin was Galaxy Audio, which also used DirectSound. It seems like every audio API of the time routed back to DirectSound. Also, if a game had EAX, it used DirectSound.
     
    In the past, EAX was a component of DirectSound 3D (DirectSound 3D was a component of DirectSound). When DirectSound 3D stops working properly (Vista and newer), EAX stops working and, as a side effect, surround sound stops working. In DirectSound games that don't use EAX or DirectSound 3D, surround sound works fine in newer Windows versions without the need for DirectSound restoration software; I don't exactly know why that is but I assume that DS3D simply depends on something that was cut off after Vista. Some games that don't use EAX still need DirectSound restoration software for surround sound to work properly; I assume this is because of shoddy coding, but it's typically games that use Miles Sound System (Duke Nukem Forever, Source engine games to some extent).
     
    XAudio2 replaced DirectSound. XAudio2 has its own software-based environmental effects and I've not seen mention of it having any Creative EAX features.. RAGE, Wolfenstein TNO, Far Cry 3, Watch Dogs, and the Windows versions of Metro 2033 and Last Light use XAudio2, just to name a few games.
     
    OpenAL
    OpenAL was initially created by Loki Software, a Linux software developer, and later obtained by Creative. OpenAL is able to access hardware features of sound devices in newer operating systems, it is its own audio API, no DirectSound required. I think that Creative hoped to use OpenAL as a vessel to keep EAX alive through the changes made to Windows Vista but I have a feeling that a lack of support (surprise!) and lack of tools provided by Creative has lead to OpenAL not being very popular and lead to the death of EAX. I'm under the impression that EAX 4 and 5 only work with OpenAL and not DirectSound. DOOM 3 (not BFG edition) refuses to activate EAX 4 unless you have OpenAL installed.
     
    Some OpenAL-based games seem have a DirectSound dependency (UT2004, Postal 2) that makes it seem like the game's OpenAL software isn't properly communicating with your audio drivers. UT2004 and Postal 2 seem to respond to DS3D restoration software; I get EAX effects in UT2004 and surround sound restored in Postal 2. Doesn't make much sense to me since an OpenAL game shouldn't need DirectSound, I just try various things and go with what works.
     
    FMOD
    FMOD is a fairly popular API because it includes tools (a GUI) that make integrating audio into games fairly simple for audio creators and not just programmers. FMOD is an audio API that primarily does audio on the CPU but can access EAX features and offload to audio hardware. Some examples of FMOD using EAX would be Cryostasis and the first BioShock. You may notice that both of those games mention OpenAL. What is likely happening is that FMOD is leveraging OpenAL to access EAX 4/5 features. FMOD is still doing the hard work, it's just accessing OpenAL for help. Of course, now days with stronger CPUs, hardware-based audio processing isn't really necessary and FMOD is very good at doing its own environmental effects in software on the CPU. The Crysis games use FMOD with software mixing and I thought that Crysis 2 and 3 sounded very good.
     
    Wwise
    Wwise is similar to FMOD in that it's easy for audio creators to use but I don't think that it can access EAX features. That doesn't matter, though, because I've been fairly impressed with Wwise's environmental effects. My only complaint with Wwise was that they didn't initially support 7.1 output but they added that feature in October 2013. I think that Thief (2014) was the first Wwise-based game to support 7.1 and then the Outlast developers seemed to have updated the game's Wwise implementation and it now outputs at least 7.0 audio.
     
    Wwise and FMOD are both pretty good with their software-based environment effects, some games do sound ugly but it seems to depend on the person implementing the audio.
     
     
    My page has info about what games us what API: http://satsun.org/audio/
  5. Like
    Mirh reacted to Expack3 in Recognized developer program   
    As stated by Mirh and Soeb on IRC, "Looks awesome on a developer's resume" isn't exactly a selling point - we'd get laughed at if we tried to use it as such. Instead, a more appropriate response would be something like "Do you know something about tessellation?" or "Can you help me with this project?" I feel both my documents do just that - they basically say "hey, we're looking to re-implement ATI TruForm, which is an old form of tessellation, on modern hardware. Interested in helping us out?" - albeit in a more contractual way. If the staff thinks it would be better to move from a contractual statement to a more informal statement - or something else I'm overlooking - I could make the appropriate changes.
  6. Like
    Mirh reacted to Satsun in Audio Settings - Surround Sound   
    Under 'audio settings' I've been checking 'true' if a game has surround sound and then I realized that I wasn't taking that heading literally enough and decided that I need to be checking 'false' if the game doesn't actually have an option for various speaker configurations. Most games now days just auto detect the user's speaker configuration based on how they have their speakers configured in the operating systems sound device configuration. I'll be going back through and cleaning up changes I've made in the past and updating notes.
  7. Like
    Mirh got a reaction from Expack3 in Question regarding ATI Truform (pre-DX11 tessellation implementation)   
    Ok.. I spent the entire day trying to figure out how to make dolphin demo start [mirror]
    In my opinion all effort should be focused there, since it explicitly requires truform and just truform, no RT patches, nothing else. Then it's also free and it's a really light benchmark
    Even though it was a Radeon 8500 demonstration, it is perfectly capable to run on software implementations, provided they expose the required functions
    If we would be able to make this run, everything else will be fixed too I'm sure
     
    It must be noted then that some games or demos had something like an hardcoded truform subset which was completely software and handled by the application graphical engine itself (w/o nothing requested to the operating system or any drivers action). I couldn't really get out some other reasons to explain why there's so many mess like here. Newest games (with proper hardware requirement) or further patches (like in serious sam case or as happened for goldsrc games in last post) had to really confuse people of that time
     
    These are probably the kind of things which led me to believe my 7500LE could unflinchingly and flawlessly do it.... Instead I tried every freaking driver released between september 2001 (card wasn't even in the stores then!) and february 2002.. without any result -links are ordered by date btw-
    And if I were less lazy I could even realize before that, as per 8500 demos release notes, first completely truform working driver version was 7.63.01 (aka 6.13.10.3286 on WXP) = 14 november 2001 -.-
     
    Said this, now it's the even worse news time
    First, we should separate directx early tessellation support from opengl early tessellation support
    With the former the situation is better, take a look at the -crappy- scheme
     
    Drivers ==> [optional drivers-settings] ==>> direct3d (N-Patches/Rectangular & Triangular Patches) ==> application ("truform enabled")
    ps: the net is overcrowded of opinions, I couldn't really get to understand if RT-patches are (besides a competitive algorithm) also a kind of n-patches fallback mode (for nvidia graphics cards), or instead games simply supported nvidia cards because they supported both HOS methods (this later hypothesis is easier to think, but it's harder to believe)
     
    Now, in this case we only miss the driver support for high order surfaces d3ddevcaps -even though it had to be a mandatory feature for DX8.0 compliance-
    -is DDSCAPS2_NPATCHES perhaps used in non-8500 software emulating cards??-
    I see we could have some options for this (this list doesn't claim to be exhaustive):
    1) Figuring out how to make our own DX8 general software renderer:
    a) By making somewhat use of the good old WineD3D on Windows
    b) By using Direct3D reference device (and as somewhat suggested here)
    2) Take corresponding modern ati/nvidia dlls and literally throwing/hacking D3DDEVCAPS_NPATCHES (or at least D3DDEVCAPS_RTPATCHES) in. Difficultty? Probably abnormal
     
    But with OpenGL we have a different situation (even though previously mentioned serious sam 1.04 complete opengl truform emulation may be worth an additional look)
     
    Drivers ==> [optional drivers-settings] ==>> opengl (GL_ATI_pn_triangles) ==> application ("truform enabled")
     
    As you may notice, here, besides drivers issues, we would have even an OGL problem..
    I'll better explain: windows has no sort of proper opengl implementation. Microsoft, in all its kindness, decided vanilla windows had to be only OGL 1.1 compliant. So to reach decency, it's usually up to the graphics cards manufacturer to provide updated OGL versions and drivers
    And now we should take their place
    Writing an implementation for an opengl extension is nothing really impossible certainly (I'm sure people enjoy this kind of work on mesa3d.org for example) but a skillful developer is required
    -nvidia had it's own HOS ogl extension but afaik nobody has ever used it-
     
    Some nice tool to check your actual support for one of these "standards" are DXcapsviewer (included with last DX SDK, check HAL=> devcaps) or gpu caps viewer respectively for DX and OGL, and KluDX or lavalys's EVEREST for both
     
    Said this, I end here with some random chatter as always
    -R8500 supported rt-patches too
    -Registry hacks exist[ed?]
    -I don't know how and when, but nvidia rt-patches support was added back in drivers [could be this?] (I had even another reference but I can't found it anymore)
    -Nvidia describes here its superior but never used technology
    -This guy it's a sort of graphics driver monster (check its curriculum). Also, its website has lots of cool demo. One day it may be worth to listen to him
    -Dx8.1 actually introduced some other tessellation techniques
    -This demo run very good. Everything works but tessellation though
    -Matrox Parhelia supported n-patches, in silicon and even with DX9
    -FIFA 2002 eventually supported n-patches too
     
    That was all... good night
  8. Like
    Mirh reacted to RaTcHeT302 in Default Gamepad/ KB & Mouse Bindings field   
    It feels like it would simply clutter the article, couldn't you just take a screenshot instead?
     
    (this is just my opinion tho, you can always wait to see what the others think about it)
  9. Like
    Mirh got a reaction from Nocta in Introduction to fixes for a newb'   
    Anisotropic filtering: fix texture blur in the distance. 16x is the almost always the recommended value, it has a very low performance hit
     
    Vsync (=vertical synchronization) locks your framerate to the actual refresh rate of your screen.
    But take note. If you have 50 FPS and your screen refresh 60hz.. framerate will be cut to the greatest common factor. So 30 FPS (video card simply scrapes extra frames)
     
    Triple buffering: GPU can now store additional frames (with v-sync).
     
    Windowed fullscreen: a fullscreen window without borders on the top of your desktop
  10. Like
    Mirh reacted to RaTcHeT302 in Resident Evil 4 HD Texture Project   
    A note could be added about it being incomplete.
  11. Like
    Mirh reacted to Nocta in Quick selection of graphics mods for GTA 3 to the 4.   
    Thanks a lot guys.
    I will most likely get it on steam Mirh, I'll tell you as soon as I get it.
    For the moment, I have to play the IV and I'm waiting for the sales because I find the price of those "old" games as bit too much.
  12. Like
    Mirh reacted to Garrett in standardising game data   
    As suggested I have updated the template to support Steam and Uplay relative path placeholders.
     
    Specific path details will be covered on game data as usual.
  13. Like
    Mirh reacted to Suicide machine in We need a partial value for proprieties   
    Are there even people that are annoyed by subtitles being displayed? Cause seriously, I'd say - the importance with subtitles should be put on "whatever there are subtitles and if so, if there are places where they are missing" - as many people (like me) like to play their games in English, but they still need subtitles to understand everything. And so - it's annoying to find out that X game has subtitles option, but it only applies to dialogues, but not in-game cutscenes or pre-rendered cutscenes.That's why I'd propose:
    If there are subtitles - true and a note if where the option is located (launcher, under graphics options etc. not required if it's under audio settings).
    If there are subtitles, but there is no option to disable them - true and a note that they can not be disabled.
    If there are subtitles, but for example the subtitles are missing in pre-rendered cutscenes or other important places - partial and a note.
    No subtitles at all - false (unless there is no use for subtitles in the game at all - then n/a [mostly applies only to old racing games]).
     
    I'd also advise to focus with Vsync, Anti-aliasing, Anisotropic filtering and similar options to an option just being there. If not - as usually editing config file, forcing them off/on -hackable (Vsync is not objectively good thing). I'm not sure what to do for example with games which have Vsync, but cap the framerate always to 60fps (instead of actual refresh rate of the monitor) or games where anti-aliasing is connected to other options (Sniper Ghost Warrior for example has post processing anti aliasing linked with bloom, depth of field etc. as post processing). But both would make sense to me to be counted as partial, as the option to disable or enable them is theoretically there, but is not what it should have been (e.g. someone may be annoyed by depth of field, bloom, etc. but one may not mind FXAA).
     
    And don't you dare saying that SMAA sucks :P
  14. Like
    Mirh reacted to Andytizer in We need a partial value for proprieties   
    We are thinking about completely reworking our templates to work with VisualEditor (the WYSIWYG editor currently in beta on Wikipedia). I saw 'we' but the reality is that Soeb will be doing majority of this work :D.
     
    There is space for a 'Partial' value. Also this may be a good time to clarify/add/disabiguate when something is turned on and there is no option to turn it off, not sure what to call this. We need to add icons as well.
  15. Like
    Mirh got a reaction from Suicide machine in We need a partial value for proprieties   
    Now that mediawiki has been updated, i think it could be time for this
  16. Like
    Mirh reacted to ThatOneReaper in Avoiding Filefront.   
    Adding to this, I think we should stop linking to FilePlanet. Since IGN is no longer updating it, the site is effectively living on borrowed time.
     
    All of the links can be found here: fileplanet.com
  17. Like
    Mirh got a reaction from Expack3 in We need a partial value for proprieties   
    @Sigma 7
    that's more a game bug I suppose, and notes could nicely address this
     
    Two effective example of why partial value is needed could be silent storm and hitman 2
    The first has widescreen support only in the expansion, so it's both true and false, whilst the latter comes with always forced on v-sync, which you cannot disable (and imo, if every player's taste isn't satisfied we shouldn't be content)
     
     
    btw, we had better to talk about this in a few weeks, when soeb will have finished to update the website mediawiki version
  18. Like
    Mirh reacted to Nicereddy in Soundtracks in the Audio Section   
    I put it there due to its relevance for so many of the fixes in the "Issues fixed" section. It's an exception to the rule, and I felt like it was better to include it in that section than place it elsewhere on the page.
     
    As to the topic of the thread, I don't see any huge issue with this as long as it's simply a link and not a tracklist or something similar. Preferably, this'd be added as a parameter in the Audio Settings template to be added at the top/bottom of the table as a note. That way we don't end up with a bunch of random styles for including this and relieves the Availability table of potential clutter.
     
    I think the wiki has been, and honestly should be moving toward a general resource rather than just fixes. That's not to say we should become "Wikipedia for video games", as that'd be rather repetitive. Rather, I think we would benefit from allowing easy tracking and categorization of games with X or Y feature using Semantic MediaWiki. In theory, we could become a singular resource for a large number of use-cases in PC gaming, and I think that's somewhat vital to the longevity of the wiki. Assuming, of course, that that doesn't lead to pages filled with bloat and useless information.
  19. Like
    Mirh reacted to Expack3 in Question regarding ATI Truform (pre-DX11 tessellation implementation)   
    As requested by Mirh, below is an archive containing our discussion on this topic for the sake of future reference.
     
    Sent 06 January 2014 - 01:01 AM
    Mirh,
     
    I was wondering if you could give any insight into getting ATI's Truform technology working using modern graphics cards - no programming, mind you, more like hacks, wrappers, or other such programs. Judging from your wiki commits, you seem to be the most familiar with older PC gaming standards, hence why I'm asking you, specifically. If you could please get back to me regarding this, I'd greatly appreciate it!
     
    -Expack3
     

     
    Sent 06 January 2014 - 12:30 PM
    Expack3, on 05 Jan 2014 - 8:01 PM, said:
    Oh
    Ahah, lol
    The funny thing was that i was only 3 at the time of all those Aureal 3D stuff.. but now i understand what has been lost with time.. and i don't think there are so many others people on the Earth who know this. So this is why i'm trying to making old things restoring as plain as possible
     
    Anyway, back to business
    In what game did you need truform? if i have not misunderstood, last ati cards with enabled hardware support were the 9000series
     (another funny thing: the first GPU i bought was a 9250)
     
    I found this (for morrowind), this (for UT2004)
    And, if all games were this easy (you just need to edit an .ini file for UT).. i think we should have done with this :p
    But probably this won't be enough for most game (like i found here)
     
    I saw you have an Intel Core i7 950 @ 3.07GHz, so at a guess, i think you are the first person who interested to the problem with the right chances to succeed (in 2002 they hadn't those 4 4ht cores monsters)
    Give a try to 3DAnalyze too. it's not bad when it comes to emulated graphics cards
     
    And tomorrow school is starting again, so I don't know if I'll have times in the following days
     

     
    Sent 06 January 2014 - 02:54 PM
    Loool
    While I was going on with my usual research on past 3D audio
    i spotted this. So after a quick search between google and web.archive.org i found UnrealTorunament Truform render (whom zip is mirrored here)
    Then, i was able to spot Serious Sam enforcing way too
    Instead in the original Half-Life typing "ati_npatch 1" in the console should be enough to made the trick
     
     
    Last but not least, after finding this i made a quick scan of my registry with "Truform" key and i found that at
    HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Class\{random numbers}\0000\UMDthen
    HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Video\{random numbers}\0000[0001 and even 0002]\UMDand then
    HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\amdkmdag\UMDI have a string called TruformMode_DEF which is set to 0
    ... I wonder what could happen if i would set it to 1
     
    EDIT: i see you have an nvidia GPU.. so i think that for this last thing i'm alone(nevertheless try to do the same search). Thanks Steam i own Serious Sam the first encounter (the original version).. so I could try later
    ps. various, others, links
     

     
    Sent 12 January 2014 - 04:38 PM
    Hey Mirh,
     
    Sorry I haven't gotten back to you - the forum messenger never notified me of your responses for some reason.
     
    I've got several games which have TruForm support: UT2004 and C&C Renegade. The first one doesn't work with a simple switch of the NPatches line or modifying the tessellation amount - and the OpenGL driver patched for TruForm gives me the error "The procedure entry point GTimestamp could not be located in the dynamic link library Core.dll" and a final error that the OpenGLDrv file cannot be found (see EDIT). The latter has NPatches support which - apparently - is stripped from the game when using the latest Tiberium Technologies patches, so I'll have to re-install the game to re-enable TruForm support before I come to a conclusion. Also, emulating DirectX 8.1 in software using 3D-Analyze doesn't seem to do anything for TruForm support, even when tricking games into thinking I'm using a Raedon 8500, and I'm unable to find any truform keys in my system registry. It's a frustrating dead-end, to be sure!
     
    However, the fact that AMD's current drivers still seem to have TruForm references in its registry entries seems promising for you - I hope it ends up paying out (metaphorically)! Furthermore, in the event it does pay out, be sure to post the results (pictures and video included) on other sites besides PCGamingWiki, such as the Reddit sub r/games and YouTube - if TruForm can still be used on modern AMD GPUs, the world needs to hear about it as it would be a colossal boon for retro games!
     
    Good luck, and I hope to be able to be of some use in getting TruForm to work.
     
    Expack3
     
    EDIT: I have no idea why I thought an OpenGL driver for the original Unreal Engine would work on an Unreal Engine 2 game...stupid me! :(
     

     
    Sent 13 January 2014 - 01:07 AM
    Ahah, the hugeness of the improvements of this technology seems to be second only to mine Aureal 3D restoration :p
    For this latter, the only place where i thought I could find fellow audiophiles was head-fi.org
    But I wouldn't know were to post about truform. And.. how to say? I'm "hesitant" when facing the biig reddit
     
    Anyway, let me sum up:
    Truform should be a toggleable setting in the in-game options? Or it's something driver force-able in every Dx8 game (like antialiasing for example)? Because i was thinking the first.. but I gave a look to serious sam and i couldn't find it (even though it's listed in the readme file as present there..)
    I tried forcing it through the console.. but I got no answers.. so without errors or any other thing, I can't try
     
    Going with madden NFL 2004 demo tomorrow.. I hope it will be easier to find the setting.. but it seems even 10 years ago they had their problems
     
    If i'm not nosey, could i ask where you first see this technology?
    And  if you know, is it really this graphical improvement?
     

     
    Sent 14 January 2014 - 11:12 PM
    Mirh, on 12 Jan 2014 - 8:07 PM, said:
    Sounds like a plan, my good fellow. :)
     
    Since you aren't being nosey at all (seriously - you raised a good, valid question!), I first saw TruForm when I stumbled across a rather unusual set of commands while digging through theFallout New Vegas config file for things to tweak. Given as I don't have a graphics card which would actually run TruForm, I can't say whether TruForm actually works with the game or if it was disabled by the developers. However, I did some preliminary research, and then, being a UT2004 owner, I thought to myself, "I can has tessellation in mah Unreal Tournament?! Made of epic win!!!" (Translation: There's tessellation in UT2004? Awesome!)
     
    Also, as you might have noticed in your research, it depends on the game. Some games, like C&C Renegade, seem to have models designed explicitly for TruForm - thus resulting in a dramatic quality increase when the technology is turned on. Those whose models which weren't optimized for TruForm, such as Serious Sam, tend to have issues like absurd, balloon-like objects caused by models having too sharp of angles. (This behavior was corrected in TruForm 2.0, but by then, no-one cared about the technology anymore.)
     

     
    Sent 15 January 2014 - 04:44 PM
    Expack3, on 14 Jan 2014 - 6:12 PM, said:
    Fallout new vegas .ini file entries must date back to the TES:morrowind engine
     
    Anyway, NFL demo really sucks for what i'm looking for
    So, fortunately, i found neverwinter nights and rainbow six raven shield demos (it's incredible how common game trials where years ago)
     
    It seems Turform on nvidia was possible but i can't understand how. Even more, truform support has been cut off from ATI drivers itself, so I don't think registry hack could work (even though i haven't tried yet)
     
    I would try DXTweaker if i had the time. I has a plugin which "Forces global activation for N-Patch Tesselation if available on the graphics adapter."
    But probably we would need another step, something like a wrapper... Dunno..
     
    I'm starting thinking this summer (ie, when i have plenty of free time) i could resurrect my old 9250(and windows xp :/) and see there what variables i'm missing
     
    we'll see
    ps. technical reading here
     

     
    Sent 28 January 2014 - 02:18 PM
    Ok sorry for the delay.
    School is back again and so on..
    Anyway, when I'll finish the other stuff i'm working on I'll focus on this (ETA ..1 month?)
    For now I just wanted to report I found this tool which let you spoof graphics card vendor
    Rivatruner should made your day if you an nvidia gpu too
     
    If I'm not wrong Radeon 8500 should be our target GPU (since it was that with more truform capabilities, please check)
    According to pcidatabase.com, AMD's vendor id is 0x1002, while the specific gpu one is 0x514C or 0x516C
    Let me know any your other progress ;)
    Cheers
     

     
    Sent 25 February 2014 - 03:48 PM
    Would you mind moving this private chat to your original public thread?
    I mean, for future references
     
    I count to finish my endless A3D odyssey in a week or so, and then I could even start looking into this
    If this doesn't mind you of course, otherwise I could do this when I'll found time
  20. Like
    Mirh reacted to Nicereddy in Random slogans   
    Here are some I've thought of over the past few days, I got a bit tired of seeing the same taglines every time.
    Yes, our wiki runs at 120 FPS. (Reddit's /r/pcmasterrace and similar communities) Yes, our wiki has an FOV slider. (/r/pcmasterrace) If PC is so great, why is there no PC2? (/r/pcmasterrace) Try PCGamingWiki with the Oculus Rift for full immersion! But can it run TurboTax? (/r/pcmasterrace) Patent pending. No, even we can't fix Duke Nukem Forever. (The internet in general) Also, here are my favorites from Newmansan's previous post:
    PCGamingWiki: Helping you smash bugs and not your keyboard. Yes, it runs Crysis. This is my PC. There are many like it, but this one is mine.
  21. Like
    Mirh reacted to Newmansan in Random slogans   
    PCGamingWiki: Unbreaking your games Since 2012.
    PCGamingWiki: The Wiki : The Forum
    PCGamingWiki 2: Electric Bugaloo 
    PCGamingWiki: Fixing games for everyone, even Mac users
    PCGamingWiki: Now Tux Friendly
    PCGamingWiki: More game fixes than you can shake a stick at.
    PCGamingWiki: Let us help you.
    PCGamingWiki: Good Site, Such Help, Many Fixes
    PCGamingWiki: We can make even BF4 run better.
    PCGamingWiki: Gamer Tested, Kotaku Approved
    PCGamingWiki: Check out our Blog! Or the Forums!
    PCGamingWiki: Even bigger than sliced bread.
    PCGamingWiki: It's kind of a big deal.
    PCGamingWiki: More helpful than a google search.
    PCGamingWiki: Greater than the sum of its parts.
    PCGamingWiki: It goes up to Eleven.
    PCGamingWiki: Over 87 Bazillion game fixes
    PCGamingWiki: No Bugs for you!
     
    Most of the above could work with or without the preceding PCGamingWiki.
     
    And of course:
    Thank you for helping us help you help us all.
  22. Like
    Mirh reacted to Newmansan in Patch notes/ Title Updates   
    Agreed with Garrett. They should go on the individual files' page, not on the articles proper.
  23. Like
    Mirh reacted to Suicide machine in 2D games and antialiasing   
    Ok, so here's a raw example.
     
    Here's a box:

    Here's what happens to that bunch of pixels, when you apply rotation (on only axis available in 2D space).

    And when you smooth it out:

    It's a rare example, yes. But I'm guessing, if you'd have a 2D platformer (based on sprites), where a ground is entirely flat. And then you'd turn a camera just a bit - you'd see exactly that. And so started thinking, was there a 2D platformer, where that would be the case.... yes, there was:

    Found on YouTube (hence a bit of upscaling) - the game is "I wanna be the boshy".
     
    Indeed it's pointless to apply anti-aliasing to most old games, which were designed with a fixed camera perspective and already had "anti-aliasing" in spire alpha channels. But I just wanted to give an example, that yes - antialiasing applies also to 2D game, even if its graphics are not based on vectors.
  24. Like
    Mirh reacted to Suicide machine in PCGamingWiki turns 2 today   
    Thanks Mirh for "missing" the like button. I'm not going to try to remind myself what I really wrote yesterday - I'm too lazy for that. So...
     
    Happy birthday, anyway. Too bad, I'm running about of games that I could write about.
  25. Like
    Mirh reacted to Suicide machine in We need a partial value for proprieties   
    I personally disagree with stating "partial" high-framerate, if fps is capped during cut-scenes - it's not affecting the gameplay and it adds another layer of testing that has to be done, so I don't really like the idea. Plus, do we really need to distinguish that and dig whatever a cut-scene is rendered in-game or pre-rendered? Cause if it's prerendered, it's naturally not going to be rendered at 60fps or especially higher. Instead, I'd say we would need it for situations, where going over 60fps adds some negative effects to a game - like affects mouse acceleration etc. but still doesn't make it unplayable.
     
    Other examples - there have been games, which had 2 volume sliders. One for overall volume, the other for music volume - this is what I'd mark as limited / partial. You should be able to see the problem with it - since the volume of a game in general can be set in Windows mixer (so at current point, this slider is mostly for convenience), but if you'd like louder music, you can only go to 100% and you can't lower the volume of the rest of the game, to hear that music better.
     
    I'd not put limited / partial in widescreen resolution, if a game renders menu in 640x480 (or other 4:3 resolution), but renders the rest of the game in proper widescreen (just true). Nor, I'd put limited/partial in games, where setting a widescreen resolution makes the game stretched (yes, it's usually rendered at higher resolution - but stretched is stretched) - notes should be enough.
     
    Also - an ability to enable windowed mode on Linux or Mac, but luck of such ability on Windows (like with Anomaly: Warzone Earth... at least that's what I got from testing) - that could also be limited / partial. (yes, Windows is after all main gaming platform).
     
    That would be all that comes to mind, I guess.
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