![]() I could only imagine that I had AA in graphics driver enabled for accident.īut I'm also curios that it takes so much performance on a GTX 680 using MSAA 8x on NFS 4. But for some reason nGlide gives me at NFS 4 now a AMF error and zeckensack has good fps too, but it has this headlight z-texture fighting problem on the nightraces.Įdit 2: I'm this time totally confused, because I tried again MSAA at off and now full 60fps all the way. And reducing the resolution is no option for me and other glide wrapper manage to handle the fps. But without MSAA the situation doesnt get better. I use 2560x1600 as resolution and 8x MSAA. The 16bit depth buffer introduced other artefacts on NFS 4 though - like texture fighting on traffic signs and some cliffs look through the street.īut without the option it seems to work now and also the fps stayed this time on 60.Ī race on lost canyon with 7 opponents (full field), this time on day, not night, and weather enabled, the water spray of the tires of the opponents still caused fps dropping down to 30 □ But I assumed it is for NFS 4 the same due to same engine. ![]() I really wonder, because you mentioned in readme that it is exactly for doing that job. A very quick look into a lost canyon nightrace with weather had surprisingly still not the problem I thought it was needed to avoid the z-texture fighting with headlights on nightraces, but apparently not. Maybe the 16bit depth buffer was the problem. It shows that the game calculates the light vertex color based on its incoming position-like data (it explains why the glitch can be viewpoint-dependent) and then multiply it by a single constant (c87). The vertex shader used for the light polygons is:Ĭopy code to clipboard 1 Direct3DDeviceImpl8::CreateVertexShaderĢ4 mov r1, c87 <- this part is calculating the colorĢ8 mov oD0, r3 <- color output is in r3 The game simply puts out color coming from the vertex shader (multiplied by a shadow map, so that even the light can be in shadow □), so Here is a debug-screenshot of light polygons drawn with alpha blending and depth-testing disabled.Ĭlearly there are a yellow zone (RGB: 21,21,19), a red zone (RGB: 21, 19, 19) and a white zone (RGB: 19, 19, 19). I added 'Microsoft Basic Render Driver' as an adapter for WARP api output, with 'default' display output. What DX12 adds to all of this, is "just" efficient, page-level videomemory sharing through mapping, between GPUs, so the needless copying from one to another, or reusing a texture without copy but with slow reaching because of system bus speed, are avoided. D3D9Ex and above supports limited video memory sharing between GPUs, even the Desktop Window Manager needs this feature when drawing the desktop in Aero Mode (for multimonitor systems). For DirectX, one choose which adapters to enable for taking part of the DDraw/D3D8 device enumerationĮven old DX can drive multiple GPUs. For Glide, one choose an adapter (and a connected output) on which the rendering goes How about change "All of them" to a "Default" adapter (maybe the one actually used by Windows Desktop) so you can bind it to WARP (and grey out the field while WARP is selected as Output API). Reply 1909 of 3949, by PeixotoĪ question: why "All of them" entry is named in that way (only in D3D12 multiple/different GPUs can work together, if I'm not wrong)? If you have any clue to work dgVooboo 3Dfx wrapper fine for the game Arabian Nights in Windows 10 64bit+DirectX 11 I would very appreciate it. The game launched in 3Dfx mode and game menu was OK.īut when I clicked its submenu such as New Game or Credit, game stopped NVIDIA Geforce GT330M GPU Video Memory 512MBĭirect3D wrapping for the game, dgVoodoo worked fine.īut I got a problem in the wrapper for 3Dfx. In 2001 or 2002 that is one of the Prince of Persia series followed by Prince of Persia 3D.ĬPU: Intel Core i5 RAM 6GB Running Windows 10 64bit I am trying to use the dgVoodoo v2.51 for playing Arabian Nights released by Wanadoo/Visiware
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |