'Wide screen support' mode is not working correctly

  • #1, by OlegTuesday, 30. October 2012, 20:42 13 years ago
    On my machine, when a game is run in desktop resolution mode (aka 'wide screen support' mode), it is unplayable: - mouse cursor is only visible when it points to some object - texts are rendered without the last symbol.

    For example, when I start the included demo game with widescreen support, I see no mouse cursor in the menu. I can blindly click the start button, and then blindly point to the 'Rock' object. The mouse cursor appears, along with text 'Roc' instead of 'Rock'. I then click, and the character says 'This is a huge rock' - without the exclamation mark in the end.

    My video card is Mobile Intel GMA X3100 (Mobile Intel 965 Express Chipset Family). I have the latest video drivers installed. The problem persists both in Windows 7 and Windows XP.

    The problem disappears when I enable S3TC or FXT1 texture compression or set 'driver memory footprint' to 'low' in my video card settings. However, picture quality is poor then. Disabling hardware acceleration also helps, but the game becomes too slow.

    I guess it could be a video driver bug, but I don't know. I don't recall anything like that happening in other software.

    Newbie

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  • #2, by afrlmeTuesday, 30. October 2012, 21:50 13 years ago
    does it do this with all of the demos / templates available on here or the shop area?

    have you played on any of the commercial games made by Daedalic like Deponia, Whispered World etc & does it do the same thing?

    maybe one of the v.s developers on here can figure out your issue if you provide more info about your pc/laptop like current screen res, max screen res, color bit-depth, ram, cpu, os & so on!?

    Safe smile

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  • #3, by BigStansTuesday, 30. October 2012, 22:30 13 years ago
    Hi,

    can't verfiy this issue, but i know the problem. smile You have an Shared Memory Graphicscard, which uses the RAM instead of dedicated video memory This is generally non recommend graphic card (We are not the first, which do not recommed this). The first graphic card from Intel are the HD3000 (to play low res, less expensive games).

    The GMA X3100does only have 384 MB of video memory, if you set the compression, you will have small sizes textures in the video memory. Still it does not have enought video memory and memory (RAM). And... If you set the driver memory footprint to Low the memory fragmentation is an other.

    We know this problem. But it always gives hardware limitations which depends on the game you've created.

    With Visionaire 3.7 we have an new fragmentation. If it works you're be lucky. If not try it with an HD3000 or higher or better an graphic card which have dedicated video memory.

    Great Poster

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  • #4, by OlegSaturday, 03. November 2012, 16:18 13 years ago
    Thank you for your answers.

    I tried with the built-in minimal game, and also with "MI 1 style GUI Demo" from the shop, with the same result.

    I tried the Whispered World demo, but was unable to enable the widescreen option. I guess it was built with an older version of Studio, with no widescreen support. As for Deponia, seems there's no demo? I can't try it then.

    It doesn't depend on the current screen resolution, nor on color bit depth. I tried with 1280x800, 1280x1024, and 800x600, 32 and 16 bit. The result is always the same.

    My laptop is Acer Aspire 4720z. It has 2 GB of DDR2 memory. CPU is Intel Pentium dual-core T2310 (1.46 GHz, 533 MHz FSB, 1 MB L2 cache). Video card is 'Up to 252 MB Mobile Intel Graphic Media Accelerator X3100' (don't know what do they mean 'up to 252 MB'. In the video card properties window it says that 358 MB is available).

    BigStans, I don't think it's because of lack of video memory. It doesn't depend on the game resolution, nor on the complexity of the game graphics. The symptom is always the same: exactly one element is not rendered. I guess it is the last element in the rendering queue. Most of the time it is the mouse cursor, but when you point at an object, it is the last symbol of the object description.

    BTW, I tried with Visionaire 3.7.1 and 3.6 - all the same.

    Newbie

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  • #5, by afrlmeSaturday, 03. November 2012, 17:20 13 years ago
    widescreen is already set to on in a different method with whispered world with use textures for widescreen support something other which is what they used before resolution = auto was added to V.S - I can't say for sure mind smile

    daedalic apparently script/code a lot of their own settings into v.s so aye err ...

    you should be able to get a demo for deponia on the official website or via daedalic website - one or the other!

    My current laptop is utter shite but I don't seem to have any issues with games made on V.S other than a bit of slow down every now & again (usually when there's loads of animations on the screen at the same time)

    My laptop is: Acer Aspire5715z, I.P Mobile, Dual Core @ 1.73Ghz, 2GB Ram, W7 Ultimate x86 (32) ... see attachment for my graphic card specs. - think it's same one as yours?

    hmmm ...

    further exploration into my 3D settings I noticed I had S3TC & FXT1 set to on. I have same issues - to a point (missing last letter & cursor) - as you do when I turn off settings mentioned above but our shitty laptops weren't built for gaming on!!!

    For it to display correctly with smooth graphics we'd need to use DirectDraw/Direct3D mode - which is no longer available in V.S!

    check the Sherman Bragbone technical demo (made on a very old version of V.S) found in the V.S shop & when you launch it, it opens a launcher menu with graphic options - set to Direct3D & look how smooth the graphics & text are.

    Safe smile

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  • #6, by OlegSaturday, 03. November 2012, 18:12 13 years ago
    Yes, this is exactly the same video adapter as mine. But on my system S3TC & FXT1 are off by default, and I don't want to turn them on because of the degradation of picture quality.

    I checked the Sherman Bragbone technical demo, but there's no wide screen support in it.

    You say Whispered World and Sherman Bragbone are displayed with correct aspect ratio on your laptop display? I think its because the video card does aspect ratio correction by itself. At least, for me it does. So actually I don't need to enable the Visionaire's wide screen support at all when playing on the laptop's internal display. However, it doesn't do aspect ratio correction for the external display. But mine is not wide so it's not a big problem.

    So actually, there's no real problem for me. The only thing I'm worried about is that the people who'll play my game may encounter this issue and would need my guidance to resolve it.

    Newbie

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  • #7, by afrlmeSaturday, 03. November 2012, 18:49 13 years ago
    forget about the widescreen mode as it only works if it detects a widescreen! if it detects widescreen then it will draw black borders as required - depending on game default resolution - & fit the game into them. by default resolution will most likely be set to desktop which means it auto-scales to that.

    for people on lower end laptops like us that weren't built with gaming in mind we'll just have to put up with turning on the s3tc & fxt1 compression settings in your 3D card config section - for now - or buy a new laptop/computer - or upgrade!

    having said that there's some kind of texture compression option getting added to the next version of V.S, so maybe that will work in a similar way to what s3tc & fxt1 does?

    I know Daedalic already have various compressors & so on for their games but apparently they code a lot of their own settings into V.S!

    example config.ini from Deponia which shows various things - currently exclusive to Daedalic. take note of UseTextureCompression, UseTextureCompressionQuality, MaxColorDepth, UseHighResVideo, UseAdditionalEffects ... I'm not sure what UseTextureForWidescreen actually does - but I do know that I always get an error for openGL buffer in my log files.

    
    # FULLSCREEN = {yes|no}
    # yes - starts the game in fullscreen
    # no - starts the game in a window
    FULLSCREEN = yes
    #
    # RESOLUTION = {Auto|Desktop|Game}
    # Auto - wide-screen support is activated if a wide-screen display is detected
    # Desktop - current desktop resolution is used when game is started in full screen mode
    # Game - game is initialized with the resolution specified in the game
    RESOLUTION = desktop
    #
    # UseTextureForWidescreen = {yes|no}
    # yes - use OpenGL viewport transformations. Offers better compability for old graphic accelerators
    # no - use OpenGL framebuffer
    UseTextureForWidescreen = yes
    #
    # UseTextureCompression = {Enabled|Disabled}
    # Enabled - use texture compression
    # Disabled - disables textures compression
    UseTextureCompression = Disabled
    #
    # UseTextureCompressionQuality = {Low|Medium|High}
    # Low - use a fast but low quality colour compressor
    # Medium - use a slow but high quality colour compressor
    # High - use a very slow but very high quality colour compressor
    UseTextureCompressionQuality = Medium
    #
    # MaxColorDepth = {32|20|16}
    # 32 - 32 Bit color mode using 8 Bit per channel
    # 20 - 20 Bit color mode using 5 Bit per channel
    # 16 - 16 Bit color mode using 4 Bit per channel
    MaxColorDepth = 32
    #
    # UseHighResVideo = {yes|no}
    # yes - use high resolution videos
    # no - use lower resolution videos for better performance
    UseHighResVideo = no
    #
    # UseAdditionalEffects = {Low|Medium|High}
    # Low - hide many special effects and animations for better performance
    # Medium - hide some special effects and animations
    # High - show additional special effects and animations
    UseAdditionalEffects = Low
    #
    # UseSubtitles = {yes|no}
    # yes - show subtitles during the game and videos
    # no - don't show subtitles during the game and videos
    UseSubtitles = yes
    #
    # UseInventoryClick = {yes|no}
    # yes - open the inventory with a click
    # no - open the inventory by touching the screen border
    UseInventoryClick = yes
    #
    # LOGLEVEL = {Info|Warning|Error}
    LOGLEVEL = Error
    #
    MusicVolume = 52
    SoundVolume = 75
    SpeechVolume = 85
    

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  • #8, by BigStansSunday, 04. November 2012, 20:58 13 years ago
    s3tc = DXT1/3/5 textures. The GPU driver is makeing DXT1 textures i think. With DXT5 you do not have artifacts / depending on the quality.

    Currently daedalic does have the feature UseTextureCompression (Compress Textures with DXT5) and the UseTextureCompressionQuality (quality of textures). I'm pretty sure that the problem is that what i write, because we know about it and fighted with this problem on FullHD Games for an half year. Thats while we have an new fragmentation @ 3.7 and daedalic have this feature wink

    Well it's not in 3.7, because it's very slow to compress textures. We want to make an precompression, which solves the problem with the slow compression @ every system, it's needed for shared memory gpu's and mobile devices ;P

    Great Poster

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  • #9, by afrlmeSunday, 04. November 2012, 21:43 13 years ago
    bleh - bring back good old directdraw/3d whatsit !!! razz

    hopefully it'll work nicely once you've implemented it wink

    although quick question ... would we be able to control compression amount or graphic quality in an options menu of sorts with it or any other thing in the config.ini or the editor itself?

    would make life much easier for gamers all around if we could change graphic quality, various fx options & so on for people with mid-low end laptops & computers.

    then again we can control which fx would be displayed using conditions & values I suppose. - sorted smile

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  • #10, by OlegFriday, 09. November 2012, 21:42 13 years ago
    forget about the widescreen mode as it only works if it detects a widescreen! if it detects widescreen then it will draw black borders as required - depending on game default resolution - & fit the game into them. by default resolution will most likely be set to desktop which means it auto-scales to that.

    Well, actually, 'wide screen mode' is just another name for 'resolution=desktop'. It auto-scales the game so that it is displayed as large as possible without cropping and without distorting the proportions. It means that black bars may appear on the sides.

    When you set 'resolution=game' it is the same as disabling wide screen mode. In this mode no scaling is performed by the game engine. Instead, the current screen resoluton is changed to the game resolution. The result depends on the video card, monitor, and their settings. The game may be shown stretched to cover the whole display (as on my external monitor), or it may be scaled and shown undistorted (as on my internal display).

    When you set 'resolution=auto', the game decides which of the two modes to use, depending on the presence of a wide screen.

    Now, the problem is that on my system 'resolution=desktop' always causes that weird bug to appear, (unless I enable texture compression).

    If I distribute my game with 'resolution=desktop', my users may encounter this bug if they have similar video card. If I distribute my game with 'resolution=auto', my users may encounter this bug if they have similar video card and a wide screen. If I distribute my game with 'resolution=game', my users may see the game stretched if they have a wide screen.

    So there's no safe default option. That's the problem.

    BTW, despite of its name, 'wide screen support' mode may also solve 'narrow screen' problems. Suppose that I have a 1280x1024 display and want to play an 800x600 game on it. With 'wide screen' mode disabled, the game appears a little bit stretched, because these resolutions have different aspect ratio. With 'wide screen mode' enabled, the game appears undistorted, with black bars on the top and the bottom of the screen. But that nasty bug appears as well.

    Newbie

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  • #11, by afrlmeFriday, 09. November 2012, 22:58 13 years ago
    from my log file!

    
    22:36:48: Engine Version: 3.7.1 (Build 1149 from Build date: Aug 21 2012)
    22:36:48: Time needed for preloading game: 3 msec
    22:36:49: Initializing graphics interface. Surface size: 1280x800, render size: 1920x1080
    22:36:49: Using Framebuffer with texture.
    22:36:49: Error: OpenGL init: invalid Framebuffer.
    22:36:49: red, green, blue, alpha, depth size: <8, 8, 8, 8, 24>, doublebuffer <-1>, acclerated <-1>
    22:36:49: Serialization finished. Needed time: 210 ms
    22:36:49: SetupParents finished. Needed time: 0 ms
    22:36:49: SortLinks finished. Needed time: 0 ms
    

    note the openGL buffer error - that's due to us not having enough bloody video memory to run the game correctly.

    daedalic have an option to use some kind of different texture method which is supposed to be better for older machines but I reckon our shitty acer laptops just aren't built for gaming really.

    now note my resolution & the render size smile

    because we are scaling down to 1280x800 from 1920x1080 the image looks smaller & finer with black borders along the top & bottom.

    whereas if I was scaling up from a smaller resolution, I'd end up with the borders being on the left and right making the game more squared as opposed to widescreen.

    you can make a game launcher with nigecs config.ini editor script which will allow users to select/set various options before launching the game!

    like I said; hopefully in the next version of V.S with the pre-compressed texture option we'll have less issues with the texture compression, graphic, resolution issues mentioned in this thread!

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