Re: Direct3D 11 via DDraw.dll
Posted: Fri Jan 11, 2019 3:34 pm
Thanks. It's a good idea.
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https://xwaupgrade.com/phpBB3/
It is to see which textures formats are supported, specialy the 16-bpp formats.OS = Microsoft Windows 10 Famille
FeatureLevel = FeatureLevel91
B8G8R8A8UNorm Format Support = Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, Display, MultisampleRenderTarget, BackBufferCast, VideoProcessorOutput, VideoProcessorInput
B4G4R4A4UNorm Format Support = Texture2D, TextureCube, ShaderLoad, ShaderSample, Mip, CpuLockable
B5G5R5A1UNorm Format Support = Texture2D, TextureCube, ShaderLoad, ShaderSample, Mip, CpuLockable
B5G6R5UNorm Format Support = Texture2D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, MultisampleRenderTarget
FeatureLevel = FeatureLevel100
B8G8R8A8UNorm Format Support = Buffer, InputAssemblerVertexBuffer, Texture1D, Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, Display, CastWithinBitLayout, MultisampleRenderTarget, MultisampleLoad, BackBufferCast, VideoProcessorOutput, VideoProcessorInput
B4G4R4A4UNorm Format Support = Texture1D, Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, MultisampleRenderTarget, MultisampleLoad
B5G5R5A1UNorm Format Support = Texture1D, Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, MultisampleRenderTarget, MultisampleLoad
B5G6R5UNorm Format Support = Texture1D, Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, MultisampleRenderTarget, MultisampleLoad
OS = Microsoft Windows 7 Ultimate
FeatureLevel = FeatureLevel91
B8G8R8A8UNorm Format Support = Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, Display, MultisampleRenderTarget, BackBufferCast, VideoProcessorOutput
B4G4R4A4UNorm Format Support = Texture2D, TextureCube, ShaderLoad, ShaderSample, Mip, CpuLockable
B5G5R5A1UNorm Format Support = Texture2D, TextureCube, ShaderLoad, ShaderSample, Mip, CpuLockable
B5G6R5UNorm Format Support = Texture2D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, MultisampleRenderTarget
FeatureLevel = FeatureLevel100
B8G8R8A8UNorm Format Support = Buffer, InputAssemblerVertexBuffer, Texture1D, Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, Display, CastWithinBitLayout, MultisampleRenderTarget, MultisampleLoad, BackBufferCast
B4G4R4A4UNorm Format Support = none
B5G5R5A1UNorm Format Support = none
B5G6R5UNorm Format Support = none
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Great job!JeremyaFr wrote: ↑Wed Jan 16, 2019 5:12 pmUPDATE
Hello,
I've updated my ddraw.dll v1.3.6.
The changes are:https://github.com/JeremyAnsel/xwa_ddra ... tag/v1.3.6
- Improve performance
- Add support for 16-bpp textures
I suppose for XWA this works, but there doesn't seem to be an alternative for the rest of the games in the series. Well there are alternatives like dg_voodoo and such but these custom ddraws work far better as they are specialized.
Trevor » Tue Aug 18, 2015 9:13 pm wrote: Doing a bit of research on these post fx filters someone would really need to go through everything in the game and make sure that all colour luminosities are brought into a smaller range (say for example 32<luminosity<224)
This would allow the post fx filter to only apply bloom to 'bright' images. ( 224 - 255, eg, the whites of engine exhausts)
The dark areas will appear to have more detailed shadow effects, without normal dark areas being too dark in 'normal' light.
The reason for this luminosity compression is because XWA does not have real HDR so we need to simulate it.
Without doing this, anything past 224 in luminosity will bloom, even text in the hud which is bad.
I applied a similar filter to Delta force Black hawk down but while ingame looked awsome, the text was a huge dissapointment.
Im loving the screenshots though.
Specular highlighting would concentrate the bloom to shiny areas only, but thats only if someone like Jeremy is able to hack that in.
It shouldn't take too long to darken all the textures if you have everything extracted. There are tools for automating texture conversion/scaling/anything else you want to do out there. I've thought about using these tools to upscale all this games textures using waifu2x like what some people are doing with gamecube/wii games and it wouldn't be hard to do a brightness adjustment too.Trevor wrote: ↑Sun Mar 10, 2019 2:34 pmBeen reading about other HD remakes using new engines and how you have managed to do some amazing things whilst remaining in the current engine...
So, just a thought:
I had previously suggested* that to properly use re-shade for light bloom one would need to reduce the brightness of all objects in XWA down to a 0-220 range so that lights (using the 220-255 range) could bloom without text and "white" objects blooming all the time.
Now, it was pointed out this would not happen because it would take too long however I've just thought, could draw and d3d11 do this automatically?
This would give XWA a more correct HD feel since the correct elements would now bloom using re-shade or if bloom was implemented directly in d3d11
Actually, I'm not sure if reshade works with draw as its flickering all the time in any menu (although it seems fine in flight)
Trev
*Trevor » Tue Aug 18, 2015 9:13 pm wrote: Doing a bit of research on these post fx filters someone would really need to go through everything in the game and make sure that all colour luminosities are brought into a smaller range (say for example 32<luminosity<224)
This would allow the post fx filter to only apply bloom to 'bright' images. ( 224 - 255, eg, the whites of engine exhausts)
The dark areas will appear to have more detailed shadow effects, without normal dark areas being too dark in 'normal' light.
The reason for this luminosity compression is because XWA does not have real HDR so we need to simulate it.
Without doing this, anything past 224 in luminosity will bloom, even text in the hud which is bad.
I applied a similar filter to Delta force Black hawk down but while ingame looked awsome, the text was a huge dissapointment.
Im loving the screenshots though.
Specular highlighting would concentrate the bloom to shiny areas only, but thats only if someone like Jeremy is able to hack that in.
Code: Select all
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Code: Select all
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Code: Select all
Log Name: Application
Source: Windows Error Reporting
Date: 7/24/2019 3:10:06 PM
Event ID: 1001
Task Category: None
Level: Information
Keywords: Classic
User: N/A
Computer: DESKTOP-TGOVR94
Description:
Fault bucket -337681191, type 1
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: XwingAlliance.exe
P2: 2.0.0.2
P3: 3765a9b7
P4: XwingAlliance.exe
P5: 2.0.0.2
P6: 3765a9b7
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Attached files:
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\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7C19.tmp.txt
These files may be available here:
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Analysis symbol:
Rechecking for solution: 0
Report Id: ba0f00a2-0322-423f-89a6-00057d8e3d1f
Report Status: 268435456
Hashed bucket: 5497f5b3e3589c16893332478c138724
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