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kegetys

DXDLL 1.0 (not Geforce MX compatible)

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By the way, there are many problem in newest driver for old GF4 series. biggrin_o.gif

61.77 works fine for me...

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Hmm you have 61.77 and DXDLL don't Lag (you have a GF4 too right ? ) rock.gif

I had all Drivers tryed out from 60.72 to 66.81 and all Lag by me sad_o.gif

I have a (MSI) Geforce 4 Ti 4200 64MB

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61.77 works fine for me...

Yeah, but only as long as the reflections are turned of, my GF4200Ti shows also only 2-5 fps whith v61.77 !?

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61.77 works fine for me...

Yeah, but only as long as the reflections are turned of

You think I keep the reflections off? wink_o.gif

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Damn i still cant get the reflections working

*shouts* Hey, i dun think that your DXDLL likes ATI Radeon 9200's

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61.77 works fine for me...

Yeah, but only as long as the reflections are turned of

You think I keep the reflections off? wink_o.gif

Hmm you would say you Play OFP with DXDLL 1.0 and Forceware 61.77 and Reflections on ....And it doesn't lagg ? rock.gif

How's that possible ... crazy_o.gif

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How's that possible ...    crazy_o.gif

Yup, thats exactly what i want to know also.

My other specs are Athlon XP 3200 , 1 GB DDR Ram , MSI GF4200 Ti 64MB and a Asus A7N8X

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biggrin_o.gif All 6x.xx driver will cause the FPS down to 4-5, when you enable reflection on and fly over it.

56.72 will be fine for GF4, there are already man discussion on Guru3D, newest driver sometime is not fully optiamized for older card.

Some reference for nVIDIA graphic card users

Which nVIDIA Drivers Are For Your Video Card?

Most Of The Chosen Drivers By Guru3d Members For Each GeForce Series Are Found Below:

GeForce 6800 Series: 66.81, 66.31, 66.00, 65.73, 62.20, 61.77, 61.76, 61.71, 61.34.

GeForce FX Series: 66.00, 61.77, 61.71, 61.34, 61.12, 61.11, 60.72, 56.72, 56.64, 53.03.

GeForce 4 Ti Series: 56,72, 53.03, 44.67, 45.23, 44.03, 43.51, 43.45, 41.09, 40.72, 30.82.

GeForce 3 Series: 56.72, 44.03, 43.51, 43.45, 40.72, 30.82.

TNT2 & GeForce 2 & 4MX Series: 56.72, 45.32, 45.23, 43.51, 43.45, 30.82, 22.50.

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Jeah thats right Wolf...

But Kegetys says he plays with DXDLL Reflections ON ! with the Forceware 61.77

And i will know how wink_o.gif

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@Kegetys

Did you know about the "flickering textures" problem when looking at far away soldiers/vehicles/buildings, e.g. through binoculars.

I heard something about "removed w-buffer support" in newer vga card drivers. Now they are using the (faster rock.gif ) z-buffer instead.

I can't use older drivers on my card, so I can't tell if it is 100% correct.

What do you think, if z-buffer is the reason, is there a chance to tell OFP to don't care what the driver says and use w-buffer instead?

Thx.

MfG Lee

Edit: Made a small video to show what I mean:

<a href="http://lee.plankton.ch/flicker.avi" target="_blank">~800kb divx .avi

</a>

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What do you think, if z-buffer is the reason, is there a chance to tell OFP to don't care what the driver says and use w-buffer instead?

That wouldn't propably do much good as the w-buffer support has been completely removed from the newest cards(or drivers), for some weird reason...

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Jeah thats right Wolf...

But Kegetys says he plays with DXDLL Reflections ON ! with the Forceware 61.77

And i will know how   wink_o.gif

Pfff...i wouldnt be surprised if Kegetys and Feersum fixed the drivers themselves biggrin_o.gif .

Maybe this his something related to PS3 suported on the new nvidias rock.gif .

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What do you think, if z-buffer is the reason, is there a chance to tell OFP to don't care what the driver says and use w-buffer instead?

That wouldn't propably do much good as the w-buffer support has been completely removed from the newest cards(or drivers), for some weird reason...

Wargh!!! Why did I sold my GF4 Ti 4600.... mad_o.gif

But thank you Keg, allways nice to get an answer from you.

MfG Lee smile_o.gif

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What do you think, if z-buffer is the reason, is there a chance to tell OFP to don't care what the driver says and use w-buffer instead?

Reason manufacturers dropped w-buffering is because it is very slow compared to z-buffering and probably involved some kind of emulation in latest card. With 32bit display modes accuracy should be enough but something weird is going on with OFP (maybe it requests 32bit color depth but only 16bit depth buffer?), as I get z-buffer errors both at very close range and larger distances.

I have to take a look if there's some way to force OFP use largest possible accuracy using DXDLL.

edit: well, I did check it out and OFP is already using 24bit depth (it is maximum most cards can do, 24bits for depth and 8 for stencil) when in 32bit color depth so only reasonable solution is to just lower you view distance, 24 bits and integer Z data just isn't enough for distance scales OFP is doing... Maybe in OFP2 and DX9 with floating point depth buffers then.

Theoretically moving near z clip plane farther might help somewhat but it would just cause other clipping problems...

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What do you think, if z-buffer is the reason, is there a chance to tell OFP to don't care what the driver says and use w-buffer instead?

Reason manufacturers dropped w-buffering is because it is very slow compared to z-buffering and probably involved some kind of emulation in latest card. With 32bit display modes accuracy should be enough but something weird is going on with OFP (maybe it requests 32bit color depth but only 16bit depth buffer?), as I get z-buffer errors both at very close range and larger distances.

I have to take a look if there's some way to force OFP use largest possible accuracy using DXDLL.

edit: well, I did check it out and OFP is already using 24bit depth (it is maximum most cards can do, 24bits for depth and 8 for stencil) when in 32bit color depth so only reasonable solution is to just lower you view distance, 24 bits and integer Z data just isn't enough for distance scales OFP is doing... Maybe in OFP2 and DX9 with floating point depth buffers then.

Theoretically moving near z clip plane farther might help somewhat but it would just cause other clipping problems...

Ok thats intresting too..

But wats about the problem with the performance on the New Forceware Drivers ?

Is that fixable ? ... then i don't want go back to the Old Driver while i need the new One for Games like Americas Army... wink_o.gif

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About the W-Buffer/Flickering textures Problem.

I have an Geforce FX5900XT and just installed the detonator driver 44.03 (the last one with w-buffer support afaik).

This driver does not know my card so I "said" the driver I have an FX5900 Ultra installed. tounge_o.gif

And you know what! I can turn on w-buffer again and the flickering textures are HISTORY!

Hah! Take that evil flicker bug!

Ok, get serious again.

I don't know if it will cause any problems, using the drivers "this" way. But I will inform you if any appear.

---

Maybe someone can "edit" the newer nvidia drivers to use w-buffer again. That would be very cool. blues.gif

MfG Lee smile_o.gif

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The new tracer effects activated through the config file are a mindblowing addition for firefights. The flying effect is sooo much better than the old laser effect. Why weren't they on the menu? Anyways, I have another reason to make random maps and tinker with units. ^.^

Best. Mod. Ever.

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The new tracer effects activated through the config file are a mindblowing addition for firefights. The flying effect is sooo much better than the old laser effect. Why weren't they on the menu?

It's because they don't work properly on all cards. I have them enabled but they often disappear a bit randomly, some addons have black tracers (!), they are invisible from some angles and firing a weapon full auto will make them almost invisible except for the very end of their flight, while you can see them properly on semi-auto.

Tried both on a Radeon 8500 and 9600. They're still a cool addition.

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i didnt even know about the tracers need to try this when i get home smile_o.gif

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Kegetys,

thank you very much for this great addon.

If you ever plan on doing a module to ad to it, I'd like to ask if it's possible to do this:

Add a 'tab' with 4 or 5 'Detail Settings' sets.

Each 'set' has the 4 main detail sliders: frame rate, visual quality, terrain detail and viewdistance, all of which we can regulate to our liking.

A key is programed to cycle through the sets, maybe appkey+D, like them old flight sims.

So, this way, we can quickly change settings depending on the mission we are playing, without the need to go ESC+VIDEO and move the sliders around. For example:

In a very simple mission on a lag free island I can play at Nr.1: 11.23 detail, 2000vd and normal terrain detail. Then I load a very heavy mission, I cycle through the settings I have previously put to my liking and Nr. 4 or 5 is: 10.20 detail, 1000vd and low terrain detail. Then I load a chopper/plane mission, I cycle again and get Nr.3: 8.20 detail, 3000vd and very low terrain detail.

Anyway, even if it's not possible or you don't want to do it, I say again:

Muito obrigado (Mucho Thanks) blues.gif

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a bit of a bug report that i havent seen on this thread:

after repeatedly taking numerous screenshots with UI off, the UI came back and refused to go away UI=0 or UI=1 didnt make a diference :|

running 66.93 drivers on a GFX5600 Ultra

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for those suffering severe FPS loss using latest Nvidia drivers with dxdll on, some good news:

the new 67.20 drivers work very well for my 5600 ultra and i got my old FPS back with all reflections on.http://download.guru3d.com/detonator/

Well atleast good news for owners of a 5600 Ultra.  tounge_o.gif

For all those that still got a 4200 Ti and mainly play OFP:

At this moment i'm trying the very old 40.41 and it seams that there is a FPS gain of 5 - 25 FPS dependig on situation.

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biggrin_o.gif Any latest new on the mod?

I also have some question the reflect on sea is not real. Is that possible to make it not as a mirror reflect? That would be cool.

By the for newest 6x.xx driver, the reflect on water is still a FPS problem. I really wish to use the mod, but FPS drop to 4-5 when fly over water. rock.gif

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