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Issue with EVO textures and SOFTTH http://www.wsgf.org/phpBB3/viewtopic.php?f=68&t=16470 |
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Author: | Starbuck [ 29 Oct 2008, 01:54 ] |
Post subject: | Issue with EVO textures and SOFTTH |
Hey Guys, I know there is not alot of racers here but I thought I would ask. I have set up three 22" Viewsonic monitors and two 8800GT's to have a crack at getting SOFTTH running. It works great for RFactor! In GTR EVO the intro works, menus work but ingame the textures seem to have a priority issue. Background textures are in front of road textures, cars are just shadows with taillights and partial wheel hubs. I have tried different configs but this seems to be something else I am missing. Just looking for a hint or two as to what might be the issue. A picture is worth a thousand words, so - http://members.cox.net/mthymer/images/GTREVOSOFTTH1.JPG CFG- ; ; SoftTH configuration file ; by Kegetys ; [config] ; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic ; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution ; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic ; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'. ; antialiasing: Level of forced anti-aliasing ; anisotropic: Level of forced anisotropic filtering ; borderSize: Size in pixels of frame border between monitors that is discarded ; noHotkeys: Set to 1 to disable all hotkeys deviceIDLeft=1 deviceIDright=2 secondaryWidth=auto secondaryHeight=auto secondaryRefresh=60 secondaryFormat=RGB32 antialiasing=0 anisotropic=0 borderSize=0 sideExtraWidth=0 noHotkeys=0 [Direct3D] ; ** Advanced setting for Direct3D games ** ; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth ; hideNondefaultDevices: Hides all but the default adapter from the game ; forceHorizontalFOV: Forces horizontal FOV to be three times as wide ; forceResolutionWidth/Height: Forces device to be created with this resolution ; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use ; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card ; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use ; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution ; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head ; swapOrder: Swap order at which the frame contents are copied ; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn ; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir) cylindicalCorretionAngle=0 hideNondefaultDevices=0 forceHorizontalFOV=0 forceResolutionWidth=0 forceResolutionHeight=0 force16bitDepth=0 sleepBeforeRead=2 useMultihead=1 delayedPresent=0 swapOrder=1 autoSquash=0 d3d8dll=auto [hooks] ; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes ; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled ; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly ; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width ; doScaleWindowRects: Scale game window rectangle to triplehead size ; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution doHooking=1 doScaleMouseCoordinates=0 doScaleFromLeftScreen=0 doScaleWindowRects=1 mouseXoffset=auto ; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added) ; Must be last in this file [modes] 640x480x60 640x480x75 640x480x85 800x600x60 800x600x75 800x600x85 1024x768x60 1024x768x75 1024x768x85 1280x960x60 1280x960x75 1280x960x85 1280x1024x60 1280x1024x75 1280x1024x85 1600x1200x60 1600x1200x75 1600x1200x85 1920x1200x60 LOG- SoftTH: SoftTH v1.07 by Kegetys (D3D9) SoftTH: Loading configuration C:Documents and SettingsMarkSoftTH.cfg SoftTH: Can't open config C:Documents and SettingsMarkSoftTH.cfg SoftTH: Loading configuration c:program filessteamsteamappsstarbuccrace 07SoftTH.cfg SoftTH: Load DLL C:WINDOWSsystem32d3d9.dll (auto) SoftTH: Activating Win32 hooks... STHook: Hooks: Attached SoftTH: Direct3DCreate9 (ver 32) SoftTH: Adapter 0: nv4_disp.dll, NVIDIA GeForce 8800 GT with SoftTH v1.07 by Kegetys (D3D9) SoftTH: Adapter 1: nv4_disp.dll, NVIDIA GeForce 8800 GT SoftTH: Adapter 2: nv4_disp.dll, NVIDIA GeForce 8800 GT SoftTH: Added mode 1920x480 f3C SoftTH: Added mode 2400x600 f3C SoftTH: Added mode 3072x768 f3C SoftTH: Added mode 3840x960 f3C SoftTH: Added mode 4800x1200 f3C SoftTH: SoftTH: CreateDevice 3840x1024 60Hz 21bf 80df SoftTH: Focus window: 'GTR Evolution' SoftTH: Triplehead mode requested (3840x1024 60Hz), enabling TH SoftTH: Warning! App enforced Antialiasing. SoftTH: Validating settings SoftTH: Added mode 1920x480 f3C SoftTH: Added mode 2400x600 f3C SoftTH: Added mode 3072x768 f3C SoftTH: Added mode 3840x960 f3C SoftTH: Added mode 4800x1200 f3C SoftTH: Multihead detected on left device SoftTH: 1 backbuffer(s): 1280x1024 SoftTH: SwapEffect 1, PP Flags 00000000, Behaviour Flags 00000044 SoftTH: Using multihead on left device SoftTH: Creating window (pos -1680x0, size 1280x1024) SoftTH: Creating additional device windows SoftTH: Monitor left: -1280x0 SoftTH: Monitor right: 1280x0 SoftTH: Focus window: 328034 GTR Evolution SoftTH: Creating window (pos 1280x0, size 1280x1024) SoftTH: Creating device right.. SoftTH: initStuff, Reset main device SoftTH: Reset main device (1280x1024) FOO SoftTH: Releasing additional surfaces SoftTH: Creating window (pos 1280x0, size 1280x1024) SoftTH: Reset OK SoftTH: Reset return main device (1280x1024) FOO SoftTH: initStuff, Reset main device done SoftTH: GetBackBuffer.. SoftTH: Creating additional surfaces SoftTH: Create new backbuffer... (3840x1024, f21, ms1) SoftTH: Creating depth buffer.. (3840x1024, f80) SoftTH: Creating tmpTex (2560x1024, f21)... SoftTH: Creating tmpTexSH (1280x1024, f21)... SoftTH: Creating tmpTexB (1280x1024, f21)... SoftTH: Triplehead: cr: 1280x1024, sr: 1280x1024 SoftTH: InitStuff done SoftTH: numRefsFreeDevice: 7 SoftTH: CreateDevice return (3840x1024) STHook: Hooks: Detached SoftTH: ProxyDLL deinit SoftTH: ProxyDLL Exit Thanks for any help!! |
Author: | Starbuck [ 29 Oct 2008, 05:27 ] |
Post subject: | Issue with EVO textures and SOFTTH |
DOH!! :roll: Ok....how come none of you flame masters have not pointed out my noob mistake yet? It's the Anti Aliasing I had it set to level 4. I saw the warning in the log file but thought surely that is not it (mainly because I hate the stair steps) but it was. So, if you get a picture like that above turn off the AA. Please feel free to inform me if you have GTR EVO & SOFTTH running with AA on, cause I sure want to myself. Edit - ok...ok so you have to set AA in the .cfg to the level you use in the game. |
Author: | geniv2 [ 11 Nov 2008, 19:30 ] |
Post subject: | Issue with EVO textures and SOFTTH |
DOH!! :roll: since you already have 3 monitors consider getting the Th2g. it's a no compromise surround gaming experience. I used SoftTH before too and the Th2G matrox is a world of difference. glad u got your game working though. |
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