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Everything posted by JPulowski

  1. NVIDIA flags are just compatibility bits. They are used for anti-aliasing, SLI, ambient occlusion etc. Basically they just tell the video driver how to render. Unfortunately only NVIDIA knows the real meaning/purpose of each bit. Optimal bits are usually provided by NVIDIA or found by the community via trial and error. In general, the games which share the same engine have similar or the same bits. I don't know if AMD drivers have similar compatibility bits. But theoretically speaking, they must have. I sometimes post specific fixes for anti-aliasing or similar things under video settings
  2. For transporting purposes you can easily download the files from filefront by using a VPN or a proxy. If there is a list of files that needs to be uploaded to the pcgw server, I can help.
  3. 1,398 downloads

    This file containts two empty .ogv files which allows you to skip intro in Bound by Flame.
  4. I agree. I think it is a nice idea. Non-game articles should have their own glossary sections.
  5. In this case just use N/A. Also finding localization info is really hard. Steam does not list them all, and in some cases it does not give detailed information about audio or cc. Language is supported but there is no info about anything else.
  6. I just started adding localization info to couple of games. I think it is a nice addition to the wiki. Some of my thoughts: I think the games which support only one language should be specified as well. It is not always English, sometimes some games only support Russian, Japanese etc. Or the original language is some other language besides English and the available translation is not good enough. Notes section should be expandable. For instance I started adding Turkish fan patches to various game pages but I only specified links which include detailed instructions, screenshots, download link
  7. Pre-rendered cut-scenes are usually video files. I am talking about in-game cut-scenes. Also it is not only cut-scenes, sometimes there are multiplayer restrictions. Some games support HFR in singleplayer, but not in multiplayer. Also "playability" should not be the point. In that case we should not test AA, AF etc. as well.
  8. In some cases vertical sync, anisotropic filtering etc. can be forced off/on through video driver or tweaking .ini files. I think in such cases "hackable" option should be used. "Partial" option could be useful for things like high-framerate. (i.e. fps capped during cut-scenes, otherwise uncapped)
  9. Limiting frame-rate won't work. All methods works the same way. The issue is related with in-game clock, the processing speed is very fast. I also took a look at Process Explorer, but couldn't understand exactly which method that user used. Tried Cheat Engine for slowing down the in-game clock. It is not perfect, it just makes everything laggy. I guess GOG.com needs to take a look at it.
  10. There are some games yeah. Usually if a game supports 120Hz it also support 120 fps as well. But some games do not. You can easily see it by using FRAPS. It shows refresh rate as 120, but frame rate is capped around 60 fps. Besides triple buffering there is also an adaptive v-sync option for NVIDIA cards. Personally I like it more than triple buffering.
  11. I agree with changing 120Hz to High frame rate (HFR). It should not be for 120/144Hz users only, there are some users who hate playing with v-sync/frame-rate cap. Also I would like to note that there are several methods for capping the frame rate. Or for vertical sync. Personally I use adaptive v-sync by NVIDIA whenever possible. If v-sync has some issues with a particular game then I active framerate limiter on NVIDIA Inspector.
  12. I agree. Also some games (e.g. Deadpool) have hardcoded frame rate cap. And this method does not work with them.
  13. Tried it, but unfortunately did not work. I also tried limiting frame rate via NVIDIA Inspector and it did not help either. And I don't think it is directly related with NVIDIA because the game has a software/hardware rendering option. And both options have the same issue. Also tried slowing down the game via Cheat Engine, and yes it did not help as well. But thanks for your help though.
  14. For DX8 games there is also a DX8 to DX9 convertor by Boris Vorontsov. DirectDraw has been deprecated since DirectX 7. It is an old 2D API and this is why developers do not support it anymore, instead they use D3D for 2D rendering, which is more efficient. I do not know much about technical details but as the time goes current APIs get constantly updated and old ones don't. So some API parameters gets outdated therefore current hardware does not understand these parameters, then the user gets graphical anomalies such as flickering, missing textures, ghosting etc. For instance about a
  15. I don't know what you don't like in windowed mode but if it is window borders you can disable them by using GameCompanion or similar software. As a result you would get a fake fullscreen. I don't think it is an issue only related with Windows itself, also a renderer problem as well. From personal experience I know that especially DirectDraw games have several issues on modern operating systems. For some games there are 3rd party modifications or patches that allows them to run in modern systems. (e.g. Fallout, Planescape: Torment etc.) I don't know which versions of those games you use but
  16. Currently when testing the game if it supports surround sound or not I do it manually, by listening to each speaker. As you can guess it is kind of painful, because some parts of the game might have surround sounds some might not. Does anybody know a way to analyze the executable to see how many audio signals it sends? Some kind of advanced volume mixer or a logger?
  17. I agree with Pridit. Maybe "cheapshark" could be added to the availability section but adding prices directly to the wiki pages is not this wiki is about I think.. We should focus on technical details.
  18. As I have already mentioned in my previous thread it is a good idea too add compatibility bits about SLI, AA and AO to the game pages. In this thread I would like to make a suggestion especially about anti-aliasing. And what I mean is extending anti-aliasing information on video settings template. As you probably know there are multiple methods of anti-aliasing. And in some cases some games support them all, some of them or none except SMAA, FXAA. Personally I prefer to play the games at highest quality as possible. And I think such an extension could be quite helpful for lots of people. My
  19. Hi, I have a suggestion to make especially useful for NVIDIA users. You probably already know of Nvidia Inspector. It is a software that allows creating custom nvidia profiles or modifying existing ones. It is pretty useful, it allows the user to force anti-aliasing, anisotropic filtering, vsync, ambient occlusion etc. But the most useful things in my case are anti-aliasing, SLI and ambient occlusion. Sometimes predefined NVIDIA profiles are missing some important components. Most importantly compatibility bits. There are already some compatibility bits which you can find online that allow
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