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#371502 - 09/28/05 07:31 PM Re: banding issue.....again
Dirk98 Offline
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Registered: 12/09/03
Posts: 1892
Bumping!

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#371503 - 09/28/05 07:31 PM Re: banding issue.....again
Joe Offline
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Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
Quote:
Originally posted by elix_gx:
What we need now is a similar program that works with DX7. We're getting close to solving this problem.
Can you email the program creator and ask him about previous version and/or versions that support DX7?

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#371504 - 09/29/05 12:05 AM Re: banding issue.....again
Anonymous
Unregistered


i emailed him. we shall see if he responds. there is an option just above "present changer" called "DX 7 Support" that can be check marked but that doesn't seem to do anything.....

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#371505 - 09/29/05 06:21 AM Re: banding issue.....again
iam Offline
Member

Registered: 03/31/01
Posts: 776
Loc: Canada
Very interesting.

Just grabbed the latest BETA with experimental DirectX 7 support... I'm experiencing right now.

I called sick with the flu to work today, so I'll be home spending more hours on this problem today, I'll play around with this little proggie.
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IAM
Team Super Hornet

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#371506 - 09/29/05 07:13 AM Re: banding issue.....again
Thrawn Offline
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Registered: 05/18/01
Posts: 229
Loc: Austria
IIRC JF18 is a DX8 game. Some time ago I had a driver problem that caused all DX8 games to reboot... JF18 was among them.

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#371507 - 09/29/05 08:19 AM Re: banding issue.....again
Joe Offline
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Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
JF-18 is not DX8. The DirectX requirement is DirectX 6.1 or later (DirectX 7 or later recommended). That means it is a DX7 game that will work with DX6.1 (I assume with reduced image quality). Also, it works just fine on DX7 video cards.

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#371508 - 09/29/05 09:25 AM Re: banding issue.....again
iam Offline
Member

Registered: 03/31/01
Posts: 776
Loc: Canada
...and its a 16bit game... its NOT render in 24/32bits.

The banding problem is not due to the color depth, its due to the card, not being able to render some texture effect (alpha blending, dithering) correctly in 16bit.

Forcing a 16bit game into 32 bit wont work because the graphic engine and textures don't support that kind of rendering.

The example of Project 1 above works because the game support 32bit rendering internally and textures are 16-bit BMPs as opposed to 8-bit palletized PCX for F-18...

The more I play with this program, the more I'm sure that it doesn't trap anything from F18.exe...
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IAM
Team Super Hornet

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#371509 - 09/29/05 10:44 AM Re: banding issue.....again
Joe Offline
Veteran

Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
Quote:
Originally posted by iam:
...and its a 16bit game... its NOT render in 24/32bits.
I suspect that as well, but do you know for sure? As I said in another thread, this is something that someone with a non-banding card can check out by using refresh rate overrides.

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#371510 - 09/29/05 11:06 AM Re: banding issue.....again
iam Offline
Member

Registered: 03/31/01
Posts: 776
Loc: Canada
_________________________
IAM
Team Super Hornet

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#371511 - 09/29/05 12:42 PM Re: banding issue.....again
elix_gx Offline
Junior Member

Registered: 08/01/04
Posts: 83
Loc: Israel
Quote:
Originally posted by iam:
The example of Project 1 above works because the game support 32bit rendering internally and textures are 16-bit BMPs as opposed to 8-bit palletized PCX for F-18...
To my best understanding the textures format is not relevant at all, the banding is a result of hardware computation done on a 16bit buffer.
About the Project 1 example: the game software engine was set to 16bit mode and run in 16bit, the computations on the hardware were done on a 32bit buffer.

Quote:
Originally posted by iam:
The more I play with this program, the more I'm sure that it doesn't trap anything from F18.exe...
Does this program have any effect JFA-18 on your machine?

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