#3885013 - 12/27/13 11:12 PM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Jul 2009
Posts: 556
Broadside_Uda_Barn
Member
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Member
Joined: Jul 2009
Posts: 556
Honolulu, HI
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Interesting....I've flown QC and a bunch of campaign missions with FlightFX (the RoF version of SweetFX) and have no issues like what is being posted....
AKA: Major Awesome System specs: CPU: i7 3770k @3.5GHz stock w/Phanteks PH tc14pe cooler MB: Asus Maximus V Gene PSU: Corsair 750w OS: Win 7 64bit RAM: Gskill 16gb @1600 GPU: Nvidia GTX670 4GB Drivers: 314.22 Extras: MS Force Feedback 2 Joystick, CH Pedals, TrackIR 5, Saitek Throttle Quadrant, ButtKicker Gamer 2, 3 24" monitors for 5760x1200
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#3885041 - 12/28/13 12:05 AM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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Looks like a miracle has happened. While trying to fix that one method which bothered me so much (and caused all performance loss and texture glitches) I decided to override some texture settings in a desperate attempt to try a different implementation. However to my surprise after this change the game just stopped using that "bad" function at all! I'm not entirely sure about the reason, but it looks like CFS3 is programmed better than I already started to suspect. Anyway this means I no longer need to find a workaround for that problematic function This override is controlled by a new option in the d3d8.ini file which is turned on by default: ForceRenderTargetTextures=1 It gives noticeable performance boost as is, but with hardware vertex processing results are even better. The first post is updated with a download link for this new version (20131228). Now, about other reported issues: - Black planes: tried different skin res settings, but haven't seen this glitch yet. It might be solved with this new version though. - Some screen resolutions not working - got an idea about possible fix, but haven't implemented it yet.
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#3885189 - 12/28/13 09:48 AM
Re: DirectX 8 to 9 converter (that actually works)
[Re: MajorMagee]
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Joined: Jan 2001
Posts: 8,771
Para_Bellum
Oberkriegkaboomführer
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Oberkriegkaboomführer
Hotshot
Joined: Jan 2001
Posts: 8,771
Germany
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I really appreciate that you are working so diligently on this. /this Thank you for all your efforts, AnKor! Really appreciate your outstanding work.
"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"
Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm
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#3885198 - 12/28/13 10:33 AM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Jun 2009
Posts: 46
Geodude
Junior Member
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Junior Member
Joined: Jun 2009
Posts: 46
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I'm trying to use it with OFF: HiTR...following all directions to the letter, but get the following log file (not working):
Starting up. Create Device Adapter = 0, Type = 1, Flags = 130 Create Device Windowed: 0, Width: 1440, Height: 900, Refresh: 0, Format: 22, Multisampling: 0 Create Device RESULT = -2005530516
Maybe OFF doesn't work with it (unlike WOFF)...but if it does, any ideas? The error seems to be similar to what another has reported above.
Pertinent specs are Win7 32-bit (OFF, not WOFF), GTX 560 Ti, 314.22 drivers, all OFF and Win7 updates/patches current. Any tips appreciated. I've tried the various changes suggested in the total thread above, but no luck.
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#3885205 - 12/28/13 11:24 AM
Re: DirectX 8 to 9 converter (that actually works)
[Re: Para_Bellum]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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To make it work with OFF or even original CFS3 just run cfs3config.exe while d3d8.dll is in place and select the resolution again, even if it already shows the correct one. When I have some free time I'm going to make a new version to solve this problem, but for now the trick is to reset the resolution. WOFF doesn't have cfs3config anymore, but I suggest trying to switch between resolutions in workshops. Somehow it worked for me. The problem is not in the resolution as is, but in the way CFS3 stores them in config - instead of saving all parameters like width, height and bits per pixel it just keeps a single number for "screen mode". My converter however has different mode numbers (because it skips 16bpp ones) and that's why the game might be unable to select proper one. I only figured it out only recently and was too busy solving performance issues (the converter has little use if it eats FPS), but now it is my priority. I really appreciate that you are working so diligently on this. /this Thank you for all your efforts, AnKor! Really appreciate your outstanding work. Thanks
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#3885227 - 12/28/13 12:52 PM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Dec 2003
Posts: 2,151
Dirk98
Member
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Member
Joined: Dec 2003
Posts: 2,151
Montgomery AL
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To make it work with OFF or even original CFS3 just run cfs3config.exe while d3d8.dll is in place and select the resolution again, even if it already shows the correct one. When I have some free time I'm going to make a new version to solve this problem, but for now the trick is to reset the resolution. Now I'm flying HiTR with SweetFX, can't see any performance hit and it looks awesome. It's like removing a protection film from your monitor, the effect is quite prominent in the split screen. Thanks, Dirk.
Last edited by Dirk98; 12/28/13 12:59 PM.
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#3885263 - 12/28/13 03:11 PM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Jun 2009
Posts: 46
Geodude
Junior Member
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Junior Member
Joined: Jun 2009
Posts: 46
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AnKor...thanks. did your suggestion, and it goes through everything until the game screen should appear with live action, but then gives me the window that says CFS3 has stopped working (you know the one). The error log is now slightly different from what I had before: Starting up. Forcing Hardware Vertex Processing Create Device Adapter = 0, Type = 1, Flags = 66 Create Device Windowed: 0, Width: 1440, Height: 900, Refresh: 0, Format: 22, Multisampling: 0 Create Device RESULT = -2005530516 I'll try it without forcing vertex processing and see what happens (and I'll also reset resolution again). Regardless, thanks for your continuing help!
Last edited by Geodude; 12/29/13 04:15 AM.
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#3885345 - 12/28/13 05:58 PM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
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Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
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To make it work with OFF or even original CFS3 just run cfs3config.exe while d3d8.dll is in place and select the resolution again, even if it already shows the correct one. When I have some free time I'm going to make a new version to solve this problem, but for now the trick is to reset the resolution.
WOFF doesn't have cfs3config anymore, but I suggest trying to switch between resolutions in workshops. Somehow it worked for me.
The problem is not in the resolution as is, but in the way CFS3 stores them in config - instead of saving all parameters like width, height and bits per pixel it just keeps a single number for "screen mode". My converter however has different mode numbers (because it skips 16bpp ones) and that's why the game might be unable to select proper one. I only figured it out only recently and was too busy solving performance issues (the converter has little use if it eats FPS), but now it is my priority.
Thanks. Makes perfect sense and that got it working.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#3885679 - 12/29/13 02:06 PM
Re: DirectX 8 to 9 converter (that actually works)
[Re: AnKor]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
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Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
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GTX 670
Ambient Occlusion Quality Anisotropic Filtering 16X Antialiasing FXAA ON Antialiasing Gamma Correction ON Antialiasing Mode Override Application Antialiasing Setting 16xQ CSAA Antialiasing Transparency 8X Supersample CUDA GPUs All Max Pre-Rendered Frames 3 Multi Display Multiple (Triple Head 2 Go) Power Management Adaptive Texture Filtering (Anisotropic) OFF Texture Filtering Negative LOD Clamp Texture Filtering Quality High Quality Texture Filtering Trilinear ON Threaded Optimisation Auto Triple Buffering OFF Vertical Sync OFF
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#3886106 - 12/30/13 09:08 AM
Re: DirectX 8 to 9 converter (updated)
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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I'm not sure which settings could affect this. I haven't yet made a new version to fix the issue. Instead (and I'm a bit sorry, but I hope you understand ) I tried something different, which for me is actually the main reason I'm working on this converter. It may not be as obvious from the screenshot, but it looks nice in action. What I did is per pixel diffuse and specular highlights as well as some bump-mapping. For those familiar with my ROF mods - bump mapping is done in the same way I did it for terrain there - by color detection. It doesn't work as well (and it is messed up on screenshots but it takes some time to figure out why) for aircraft skins, but we'll see what I can do. I'm not releasing this version right now, and it may take a while to get it ready for use, because a lot of things are still missing - look at the glass windshield at the second screenshot for example.
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#3886116 - 12/30/13 10:01 AM
Re: DirectX 8 to 9 converter (updated)
[Re: AnKor]
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Joined: Dec 2013
Posts: 424
Rover_27
Member
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Member
Joined: Dec 2013
Posts: 424
Russia
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Bump mapping is one of my all time favorites! Not to mention it works in Mods off and MP. Thanks, Ankor.
i5 2320, 3.3 GHz GTX 560Ti, 4 GB graphics memory 8 GB RAM Windows 7 64x
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#3886192 - 12/30/13 02:00 PM
Re: DirectX 8 to 9 converter (updated)
[Re: AnKor]
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Joined: Feb 2005
Posts: 1,263
elephant
Member
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Member
Joined: Feb 2005
Posts: 1,263
Patras-Greece
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Fantastic news, AnKor! It would be great if it could be applied to the terrain as well...
WOFF UE, BOC member, Albatros pilot.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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