https://www.vogons.org/viewtopic.php?f=24&t=60950
Pyl is finally playable.
Pyl English translation:
https://www.vogons.org/viewtopic.php?f=24&t=32340
QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
Just in case I post my test results I did some time ago.
https://www.vogons.org/viewtopic.php?f= ... yl#p737523
https://www.vogons.org/viewtopic.php?f= ... yl#p737523
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
at least fire seen through closed door, so I guess not correctly
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
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.
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.
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
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
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
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
Thanks Robert.
Can you PM me your latest win32 binaries?
Can you PM me your latest win32 binaries?
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
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.
I haven't made a new one as I think nothing important was changed since then.
Re: QEMU 3Dfx Glide Pass-Through (HAXM/WHPX/KVM works!!!)
it looks LfbHandler,0
is badly affecting lamp light too, not too much though. It shines through a mechwarrior for example.
is badly affecting lamp light too, not too much though. It shines through a mechwarrior for example.