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Everything posted by Sidspyker

  1. Version 1.0.0


    Mirror for PoP Warrior Within widescreen fix by nemesis2000 ========================================================================= Widescreen fix for Prince of Persia: Warrior Within ver ========================================================================= Created by nemesis2000 <nemesis2000@yandex.ru> Originally from http://ps2wide.net/pc.html Downloaded from PCGamingWiki mirror https://www.pcgamingwiki.com/ ========================================================================= Installation Instructions ===================================
  2. Version 1.0.0


    Mirror of the PoP Sands of Time widescreen fix by nemesis2000 ========================================================================= Widescreen fix for Prince of Persia: The Sands of Time ver ========================================================================= Created by nemesis2000 <nemesis2000@yandex.ru> Originally from http://ps2wide.net/pc.html Downloaded from PCGamingWiki mirror https://www.pcgamingwiki.com/ ========================================================================= Installation Instructions =========================
  3. Version 1.0.0


    The original fix archive for PoP Two Thrones does not include UPX which is necessary to use the fix with the GOG version of the Prince of Persia Two Thrones and Warrior Within, it has been added to this package. UPX is already included in the Warrior Within fix by nemesis2000. ========================================================================= Widescreen fix for Prince of Persia: The Two Thrones ver ========================================================================= Created by nemesis2000 <nemesis2000@yandex.ru> Downloaded from http://ps2wide.ne
  4. 4,675 downloads

    Copy tango_logo.bk2 to \base\bink and replace the file.
  5. 3,987 downloads

    Deleting the intro stops the game from moving past a black screen, replacing with empty files does the trick. Copy to ShadowOfWar\game\interface\videos\legal
  6. Set Detection to None for your application then. I guess it depends on how you want to use it. Some people leave it on globally so it hooks onto any game they run and some keep global off and then manually add each exe to the list that theyw ant RTSS to hook into.
  7. I do believe this is a site for PC Gaming specific resources and one would assume by default that the purpose is to provide information, fixes etc and not partake in any kind of agenda like FOSS or anti-FOSS or an inherent bias towards either. Something that actually affects players, like an intrusive online DRM that they aren't willing to put up with is a negative. Something that doesn't align with your own preference/philosophy is not.
  8. Well, I'm not sure I'm 'qualified' for this I know a few things but not enough, as for crops, because the main effect of Temporal AA is during movement, that cannot be captured on screenshots. Mr.Bonkers could probably do it tho. A while ago I tried to make a video attempting to capture the effect of SMAA vs TXAA, tho it seems AC4's SMAA has some amount of temporal filtering too. http://a.pomf.se/vyvolw.mp4
  9. Pretty much, most of the time each letter means something. Generally T is for Temporal(might be some rare cases where it's used for Transparency but I haven't seen any). So if it's TAA, TXAA, SMAA T1x/T2x/1Tx those are all for Temporal AA as well as any other thing they deal with MSAA geometry(TXAA) or SMAA edge detection.
  10. TXAA is Nvidia tech and uses MSAA plus Temporal filter, can't specifically say exact details. TAA isn't and doesn't work the same way. Just recently there was a discussion about it here http://forums.guru3d.com/showpost.php?p=5189230&postcount=1938
  11. Well, I'm not extremely knowledgable on the subject but I do know SOME things, but I'm not a chart person, I'll help however I can tho. That's MPEG-4 Part 2, also called MPEG4 Visual or H.263, I think that should explain it to you - it's the previous iteration of the standard, it's useful for older devices that support H263 but not H264, Like older TVs from ~2009 or old DVD players etc. It's there for the same reason as any other codec - requirement and compatibility. A lot of people still use Xvid for example even though it has horrible quality compared to H264 :P
  12. It's a little bit more complicated than that though. Some of those are lossy, others are (mathematically)lossless, not exactly a 'fair' comparison for a graph like that, Lossless ones aren't going to have a "different colour" for example unless you are using specific settings that remove the 'lossless' aspect of it - like storing footage only in YV12. Then there's the matter of hardware vs software encoders, you get the idea. Hardware Encoders are obviously going to win in speed but lose in quality and size, vice versa for Software.
  13. Try MagicYUV. Lagarith used to be fast once, that was overtaken by Ut quite some time ago and while I don't have Benchmarks at hand I personally found MagivYUV to be quite good/fast, especially when the software supports the x64 variant of the codec.
  14. It depends on how much effort you're ready to put into configuring things to have it your way. Which is why, Dxtory is irreplaceable for me. Most of the time I do lossless captures and then encode them H264/VP8 myself as required. It's FULL of options and that's what I like about it. You don't have to deal with the shortcomings of the 'defaults' if you don't want to. Choose your own storage, your own codecs and codec settings, resolution, framerate etc etc down to the very minute level.
  15. I played it for a while, really fun, unlocking certain classes can be cumbersome but the game is fun and addictive.
  16. The framerate drops when you're driving fast, or in car combat when there's a lot of particles flying. Sometimes in melee combat as well. Aside from that almost constant 60. Game also eats 4GB VRAM easily. GTX970+i5 4690K, 16GB RAM
  17. Sidspyker


    Version 0.2.1


    The original link no longer works so hosting right here.
  18. My(basic) understanding is that... When an exe is launched and it requests whatever API it uses(DX, OpenGL), it 'contacts' the driver of your GPU, said GPU then provides whatever is needed by the game, the flags control the behaviour of what information is provided. All of this could be completely wrong and I'm struggling to explain the concept in words anyway. Running the exe, which then requests things from the GPU via the API triggers the GPU drivers and the driver looks if there's a relevant profile for the game, the profile tells what to do and what not to do for specific applications
  19. I was thinking of doing it at a point, thought I might ask him over there but now that he's here... well LET HIM DO IT.
  20. You can use postprocess-AA AND not have blurred/affected UI elements. As Expack3 above pointed out you can do that with GeDoSaTo in some games because you can select in which 'pass' the AA is applied, thereby completely ignoring the HUD elements. It all depends on the way the rendering pipeline is set for a game I suppose.
  21. Huh? SSAA is a very valid antialiasing method and still the most effective, the only problem being it's computationally very expensive. Multisampling AA does the same thing as well, except it compromises by only rendering the edges at higher resolution thus saving performance. If by 'traditional' AA you meant MSAA and the like then it's become redundant with more and more usage of deferred rendering(ex:Hitman, Battlefield) and post-AA is the only option we have so far. As for how much any AA method affects UI elements or subtitles etc, that depends on the developer's implementation if they ap
  22. That's not really a "new" technique, just downsampling except instead of your regular bilinear algo it uses a 13 tap gaussian filter.
  23. Oh wow, you're doing great work guys. I've always been quite... flustered about what's happened to audio quality in general over the last decade, actually more the sound in Thief 1 is still.... blah I digress great work! A question I have is, do we have a list somewhere of games that need all the audio "fixes" for proper audio output? EDIT: Just noticed the original link, that's neat could be integrated in PCGW.
  24. That's rather preference based. It seems more apt in an image quality guide regarding subjective AA techniques(post process) so while listing all possible AA present in the game seems fine, ranking them? I'm not too sure about it.
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