QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

New ideas and suggestions.
robertmo
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QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by robertmo » Mon Feb 11, 2019 7:39 pm


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Zeus
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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by Zeus » Sun Jun 23, 2019 10:46 pm

robertmo wrote:
Mon Feb 11, 2019 7:39 pm
Pyl is finally playable.
Nope. Disabling access to depth buffer can give you couple fps but it makes the game to render incorrectly. Light sources, special effects and enemies visiblity all rely on it.

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by robertmo » Mon Jun 24, 2019 4:59 am

Just in case I post my test results I did some time ago.
https://www.vogons.org/viewtopic.php?f= ... yl#p737523

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by Zeus » Mon Jun 24, 2019 11:53 am

robertmo wrote:
Mon Jun 24, 2019 4:59 am
qemu haxm
LfbNoAux,0
55fps
Does this mode provide unlimited access to aux (depth) i.e. light sources and other effects render properly?

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by robertmo » Tue Jun 25, 2019 7:21 am

at least fire seen through closed door, so I guess not correctly

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by Zeus » Tue Jun 25, 2019 5:11 pm

It would have been better IMO if left at 40 fps without sacrificing accuracy (virtualization is already a nice performance boost).

The current state isn't good for playability (Pył heavy relies on lights) and preservation. Performance results cannot be compared with DOSBox atm as only the latter can provide proper aux input to Glide wrappers and as a result accurate final output.

Pył is not the only title that use aux for rendering. There's also Extreme Assault, Motorhead, Tiger Woods PGA Tour, P.O.D., Requiem: Avenging Angel, Monaco GP 2, F1: Racing Simulation, Severance: Blade of Darkness and couple more.

My suggestion to kjliew would be to leave "LfbNoAux=0" unoptimized or to check optimizations against every Glide title that utilize auxillary buffer, to be sure they don't have any negative impact on rendering accuracy.

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by robertmo » Mon Sep 30, 2019 3:51 pm

LfbHandler,1
gives preservation and still about 50% speed boost over dosbox

LfbHandler,0
(default)
gives a huge speed boost and only a minor fire flame being visible through closed door which i think doesn't affect the game in any way.
I think this may be enough to play the game on fast pc.

LfbNoAux,1
gives slightly more speed boost but annoyingly affect visuals (lamps' light coronas visible through walls) so for slower PCs only

LfbWriteMerge,1
affects visuals even more

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by Zeus » Mon Sep 30, 2019 5:53 pm

Thanks Robert.

Can you PM me your latest win32 binaries?

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by robertmo » Mon Sep 30, 2019 6:38 pm

The latest I tried was the one I posted in the thread from the first post.
I haven't made a new one as I think nothing important was changed since then.

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Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)

Post by robertmo » Mon Oct 07, 2019 3:01 pm

it looks LfbHandler,0
is badly affecting lamp light too, not too much though. It shines through a mechwarrior for example.

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