#3956944 - 05/22/14 07:28 PM
Direct3D 9 conversion
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
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Joined: Jun 2005
Posts: 675
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Recently XP was stopped supported, so it's time to change EECH to use a newer outdated DirectX 9. Here are the Direct3D 9 conversion executables. http://wikisend.com/download/384842/cohokum_08jun2014_d3d9.7z1. Install EECH 1.15.2 (EEAH is not used and thus is not required). 2. Copy the files into COHOKUM directory. 3. Run the proper file. Support of 16 bit colour was removed, and some Direct3D switches too. notnl=0 and 1 both should work. mfd export is implemented partially. Havoc cockpit does not use EEAH files. Feedback about visual bugs and conversion-related CTDs is appreciated. FireBird
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#3956948 - 05/22/14 07:38 PM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Dec 2012
Posts: 1,382
thealx
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Posts: 1,382
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noob questions: dx9 render states works? pixel shaders?? volumetric clouds???
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get crash after attempt to make screenshot game freezes after applying new screen resolution transparent textures on fuselage, MFD screens etc. flickering, HW rendering
Last edited by thealx; 05/22/14 08:04 PM.
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#3958425 - 05/26/14 07:03 PM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Mar 2014
Posts: 5
Echo7
Junior Member
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Junior Member
Joined: Mar 2014
Posts: 5
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Hi guys, just to let you know that this EXE solves the low framerate in fullscreen mode for me (as reported here) Will 1.15.2 be updated in the same manner?
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#3959224 - 05/28/14 08:09 PM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Dec 2012
Posts: 1,382
thealx
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Posts: 1,382
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Please don't mess with anything else but it's so cool to find problems without feeling that I need to fix them! what is works now: - printscreen button is fine, and looks like now it's doesn't create half second freeze like before - no texture problems after switching windows Hw rendering troubles only - transparent surfaces and some objects has wrong z depth - some very strange objects visibility problem - sometimes all objects are just cut by some kind of horizon contour, depends on distance and direction of camera view both hw and sw rendering troubles: - when trees fog is disabled (trees-fog=2 and fps too low, or trees-fog=0) strange things happens with trees sometimes, usually they are good (don't look at broken alpha of texture). no problems with fogged trees - looking at clouds with minimum FOV (clouds cover whole screen) makes fps drop from 60 to 2-5 (or it was before? not sure) - got crashes several times after attempts to exit with ctrl-x. not really bothering - still has mouse troubles - after clicking in corner it switching to desktop if I remember correctly, there is no way to change resolution for second monitor - it's always 640x480
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#3960332 - 05/30/14 06:51 PM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
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Member
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Posts: 675
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I managed to install yet another graphic card into my computer (I had to put out the sound card for this!). D3D9 allows two full-screen windows on two devices, that's a good news. The bad news - I doubt additional "software" videocard is D3D9 compatible, thus it cannot be used in the process. So, that's a question - why do you use additional computer to show MFDs? Is it possible to use direct connection between the main computer and MFD video display? The only other way to solve that Mirror Pro limitation is usage of GDI to draw the MFD window, and it's exactly not full-screen (but may look very alike). Another suggestion is usage of EECH specific send/receive programs (and not to use Mirror Pro). _For now_ I see the following limits of _current_ (now + 2 days) Direct3D9 implementation for EECH: 0. All windows are drawn via Direct3D9. 1. EECH main screen 1.1. In full-screen mode it occupies only one display. 1.2. In windowed mode it may be stretched upon several displays of a single graphic adapter or multiple ones (tested a bit). 2. MFD screen 2.1. In EECH main screen windowed mode it's windowed too. Maybe stretched and moved within displays of that adapter. It may be the same adapter EECH main window has or another one. 2.2. In EECH main screen full screen mode 2.3. If EECH main screen and MFD screen use displays attached to the same graphic card. 2.3.1. If there are only two displays attached to that graphic card are part of "extended desktop" (there are no others, or they don't "extend desktop") MFD window is in full screen mode. 2.3.2. If there are more displays - well, there are variants. Either it is windowed, or others displays are turning blank, or one display - one MFD, or... or just exit with error. 2.4. If EECH main screen and MFD screen use displays attached different graphic cards. 2.4.1. Exactly one (selected) display of each of those cards become full screen, MFD window is full screen. Other displays attached to those graphic cards continue to show what they had on them before. 3. As far as I understand (and it may be wrong) several adapters in SLI/Crossfire mode are a single graphic adapter. 4. NVidia Surround and AMD Eyefinity may (again it may be wrong) extend EECH main window (or MFD window) on all displays attached to a single graphic card. 4.1. I believe there is a software way to make the same they do and it must be implemented inside the game (not tested yet). 4.2. SoftTH allows to do this without in-game code and can use several different adapters simultaneously. For some games. So... I address you - the users of multimonitor configurations. Do the limits above suit your needs? It's better to answer this weekend. Or this week. If you don't answer I'll do what suit my needs. FireBird
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#3960648 - 05/31/14 10:15 AM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Jan 2007
Posts: 42
_mue
Junior Member
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Junior Member
Joined: Jan 2007
Posts: 42
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I'm the author of the directx7 mfd export code. It's been a long time since I wrote that code and I don't know if I remember all details correctly. And question about MFD export - how do you connect your additional MFD monitors? Are they connected to the same graphic card (where primary one attached), another graphic card, or both cases exist?
The mfd export should work with all above mentioned configurations (multiple outputs - same graphic card, multiple graphic cards). The target adapter don't need 3D capabilities. The rendering is done on the main graphic card and then the texture is just copied to the target adapter. Hence "software" graphic cards like Max Vista are working too. Anyway, how do you control the video resolution of that MFD monitor? I don't see those controls in EECH.INI, just positions. Back then you could change the export screen resolution with export_mfd_screen_height= and export_mfd_screen_width=. But I don't know if this options still exists.
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#3964450 - 06/08/14 12:51 AM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Nov 2013
Posts: 183
NutsnBolts
Needs moar Mi-24
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Needs moar Mi-24
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Posts: 183
York, UK
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zOMG! Oh well, that changes things, yes it does... *cackles*
ETA: Ah hell, "Current player profile corrupted" again.
Last edited by NutsnBolts; 06/08/14 01:01 AM.
<Insert witty sig block here>
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#3964465 - 06/08/14 01:16 AM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Nov 2013
Posts: 183
NutsnBolts
Needs moar Mi-24
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Needs moar Mi-24
Member
Joined: Nov 2013
Posts: 183
York, UK
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Right - well, it fires up, so that's something.
Needles of Hind's radar altimeter and climb/descent indicator are flickering in and out depending on needle position, which I've mentioned before and seems to be connected with anti-aliasing somewhere.
Zoom's a bit, er, off - on default zoom the cockpit looks like the Millennium Falcon entering hyperspace, very badly distorted and zoomed out far too far to read the instruments.
Switching to the EO screen (at least on the Hind) results in one getting persistent, fast flickering through the black textures to either side of the actual screen - connected to thealx's earlier problem with transparent textures?
Smooth though. Very smooth, very good-looking indeed.
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#3964517 - 06/08/14 07:35 AM
Re: Direct3D 9 conversion
[Re: NutsnBolts]
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
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Posts: 675
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Please provide screenshots and/or video. Zoom's a bit, er, off - on default zoom the cockpit looks like the Millennium Falcon entering hyperspace, very badly distorted and zoomed out far too far to read the instruments. Distorted? Circles are not circles but ellipses, and squares are not squares but rectangles? Virtual FOV is used not to decrease vertical field of view for wide resolutions. In 4:3 modes setting default horizonal FOV of 60 degrees means setting of vertical FOV to 47 degrees. In wide displays using the same technique leads to decrease of vertical FOV. For example in 16:9 modes 60 degrees of horizontal FOV corresponds only 36 degrees of vertical one. Virtual FOV preserves vertical FOV increasing corresponding horizontal one. Setting 60 degrees of virtual horizontal FOV means setting vertical FOV to 47 degrees and (in 16:9 modes) horizontal FOV to 75 degrees. In ultra-wide modes the resulting horizontal FOV is much bigger. Of course pixel must be square for that, it means in full screen mode resolution ratio must be equal to display ratio.
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#3964571 - 06/08/14 01:27 PM
Re: Direct3D 9 conversion
[Re: FireBird_[WINE]]
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Joined: Nov 2013
Posts: 183
NutsnBolts
Needs moar Mi-24
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Needs moar Mi-24
Member
Joined: Nov 2013
Posts: 183
York, UK
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My apologies; "distorted" wasn't the right word. If I'm honest I understand very little of the real nitty-gritty behind making these things work. Anyway, no, no distortion. Just a different FOV, I guess, as you say. Since EECH.ini has FOV control values, I suppose one would just need to alter those to restore the standard FOV. Re: Disappearing needles, this is one I've come across before when playing with NVidia's anti-aliasing settings. With CSAA turned on, the needles vanish. Without it, they're striped - broken up by lines running through them. See this post here.
Last edited by NutsnBolts; 06/08/14 01:28 PM.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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