Author Topic: Direct3D Win XP  (Read 7125 times)

PumpkinPieman

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Direct3D Win XP
« on: 2003-09-01 20:12:08 »
Just an odd question, I tried to search for material about anti-aliasing not working in direct3d. But there seemed to be nothing I could find that was relivent to my situation. Anyhow, I'm running windows XP with an Asus Geforce 3 TI 500 Pure. The main thing I was wondering was that when I had my vodoo 5 5500 direct3d worked prefect with anti-alaising, is there something I have to do in order to get it working on my system?

Here's a DxDiag specs sheet if you need something more technical http://miyoko.homeip.net/DxDiag.txt

Thanks :]

The Skillster

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Direct3D Win XP
« Reply #1 on: 2003-09-01 23:03:46 »
u need to force full scene anti alaising, usually in the advanced options of the display control panel.
If theres an option to let "software" decide the option make sure you define the FSAA setting, usually when this is on it is enforced throughout the D3D games, grfx prgrams etc

Goku7

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« Reply #2 on: 2003-09-03 00:43:51 »
Skillster's right about needing to force the AA on.

You see, in most cases Voodoo5 5500 you had, didn't have a "let the software select" option for the AA (to my knowledge, that is....and yes, I'm running a V5 5500 AGP, and that's been my experience regarding AA support in drivers).  It was either forced on or forced off....which at the time was good, as it allowed the FSAA to work on older games which didn't have the ability to select the AA mode.  (Possible boon from this:  FSAA could work in FF7pc without needing to be patched....I can't test this on my V5, as FF7 seems to be having problems with the Truemotion Video codec, thus crashing before I can even get to the game)

Nowadays, FSAA support is standard in all mainstream 3D cards, and as a result most games have some sort of support for selecting the AA mode, which justifies having a "software select" setting for the card.

The Skillster

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« Reply #3 on: 2003-09-06 09:30:35 »
mate u had probs with TM codec i dont
voodoo 5 5500 pci here on xp :P
it was slow before, u need to fiddle with the advanced settings of the control panel to get it working ok

PumpkinPieman

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« Reply #4 on: 2003-09-06 21:36:30 »
I don't see any type of AA forcing in the advanced menu, or any other menu inside it. :(

Goku7

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« Reply #5 on: 2003-09-07 00:24:54 »
Hmm....does nVidia still bury their FSAA control panel like they used to with the GF2 cards?  If so, then maybe you missed some critical sub-menu somewhere.....if all else fails, there's always the old method of using a Registry Tweak...heh...

Or did they fix that with a later Detonator version?

I haven't exactly had an opportunity to study the layout of nVidia's control panels for their Detonator sets; but if they list the FSAA options in a way that's anything like how ATi does (I've seen their control panel on my dad's laptop), then the "Force AA" type option may be worded as "Always On".

Aaron

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Direct3D Win XP
« Reply #6 on: 2003-09-07 00:45:14 »
It's pretty easy to find the FSAA settings now.

Goku7

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« Reply #7 on: 2003-09-07 00:49:13 »
Good, that makes things 100% easier for us to troubleshoot this. :P

So, Aaron (seeing as how you have an nVidia card...and I don't), IS there an "Always On" setting for the FSAA, that ignores what the game tells it to select?

Aaron

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« Reply #8 on: 2003-09-07 00:53:11 »
Yeah you can force it to different levels, depending on what your card supports.  Or you can force it off, or let the application decide.

Goku7

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« Reply #9 on: 2003-09-07 01:00:56 »
You got that, PumpkinPieman?  Basically, any other FSAA option than "Application Preference" (or "off", obviously), will force the FSAA to be on, according to Aaron.

Oh, and by the way, it might be interesting to note that its possible to use Registry Tweaks to change the 3Dfx FSAA rotation angles to the point where it becomes OGSS (as opposed to RGSS) which was the original nVidia FSAA method, IIRC....kinda ironic if ya ask me. :P

PumpkinPieman

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Direct3D Win XP
« Reply #10 on: 2003-09-08 18:48:14 »
Yeah, I have tried that also. Mine is always on 4x Anti-Aliasing, and neither openGL nor D3D have AA. Although when I load the 1.02 patch and tweak reg to view FFVII in OGL, it will AA display then. But; I can't minimise, and I only see a little screen in the top left hand corner of my monitor. So, I just use 1.00 in OGL. :-?

Goku7

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« Reply #11 on: 2003-09-08 21:45:36 »
Interesting.....now, I'm willing to bet that nVidia has already got this taken care of by now, but back when the V5 was released, nVidia had more problems in FSAA for D3D than in OpenGL, according to Computer Gaming World magazine....I'm wondering if this isn't necessarily FF7's fault, but perhaps there's still some FSAA incompatibility when it comes to using it in the D3D5 hardware interface itself?

halohalo

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Direct3D Win XP
« Reply #12 on: 2003-09-08 22:54:12 »
With detonator43.45~44.03, if you use gf3, you need to set AA to 4xS or above to get AA in FF7pc (use the program "riva tuner"). However, 44.03 has poor compatibility with Tomb Raider 6.

With detonator 45.23, you need to set AA to 2x2 (you can do this by riva tuner).

With detonator 30.82~42.xx, you need to set AA to 4xS or above, enable "multisample masking", and disable "texture sharpening" and AF. But 41.09 is not stable at 4xS AA or above, and 30.82 only supports 4xS AA.

When you play ff7pc with gf3 or gf4ti, old fsaa is useless. (I prefer 8xS or 2x2 AA, but 2x2 AA is your only one choice if you use new detonator 45.23)  

snapshots of ff7pc
http://www.geocities.com/halo_halox/page_2_1.htm
http://www.geocities.com/halo_halox/page_2_2.htm
http://www.geocities.com/halo_halox/page_2_4.htm
http://www.geocities.com/halo_halox/page_2_3.htm

Any comments :D

CloudStrife

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Direct3D Win XP
« Reply #13 on: 2003-09-22 12:27:22 »
for the opengl mode, change your video resolution to 640x480 (use powerstrip)