Hello folks. Newbie to X-Wing Alliance but oldschool X-Wing and Tie Fighter player here. I'd like to take a moment before I get into this issue to thank the various contributors to this project. I really loved playing X-wing as a youngin back in the MacOS days and it is great to revisit that same experience in a format that still holds up to today's gaming expectations.
I encountered an issue while playing at particularity high resolutions. The game performs well and is stable with XWAU and XWAHacker modifications even at high resolution, with the exception of crashes when cycling targets through the targeting computer.
It does seem to be strongly resolution related. I primarily experimented at 3440x1440 as that is my monitor's native resolution so most of my observations took place at that setting, and the issue is quite prevalent. As an interesting side point, I did set the game to 4K (3840x2160) and while the issue still occurred it seemed to take longer on average for the crash to happen. Precursory testing while stepping down to 2886x1200 seems to be stable.
I did note there are certain circumstances when the game does not seem to be as effected. For example, Prologue, Mission 6, Rebel Rendezvous (The mission you deliver bacta at the rebel hospital space station) the game functions entirely fine until the Imperial Star Destroyer arrives. Once you start cycling targets at that point it crashes. Other missions may crash after only one or a few cycles.
I have seen similar reports from those using very high resolution setups. I'm only a gamer, and am not very knowledgeable about such things, but maybe it is related to an issue loading certain spacecraft models into the targeting computer's mini screen render, or maybe caching a certain number on a busier level? Someone with more technical knowledge may have better insight.
I know this is a bit "first world problem"esque, but at the same time this game has survived this long, if the challenges of running at very high resolution aren't insurmountable, what's to say people won't be playing this in ultrawide or 4k for the next few years? The game actually looks and plays pretty darn great at high res and unfortunately there is a pronounced stepdown in quality when going below native resolution. Any insight on the issue or solutions might be very helpful for the future of the game.
Some more information below... XWA Version: 2.02 "Steam" XWAU Version: XWAUXPv1.3 XWAHacker Version: .25 GUI OS: Windows 10 64 Hardware: i5 4690 / Radeon R9 390
Any other information that may be helpful I'd be happy to provide. If there is any further troubleshooting anyone would like me to attempt let me know.
I've been away for a little while, but as I was testing a couple months ago, I had the same issue as you at 2560x1600. I came to the conclusion that any resolution with x wider than 2048 and y wider than 1536 would eventually cause the issue but as soon as you bring it down to x <= 2048 and y <= 1536, the problem goes away. I had done the testing on Win 7 Pro (64-bit) with a GTX 680 but I upgraded recently so I'll be trying it out on Win 10 Pro (64-bit) with a GTX 970. I also upgraded to a 21:9 screen so I'm guessing I'll have to run at 2048x857 to maintain aspect ratio (though I'll be super happy if it works at native 3440x1440).
You are using the ddraw.dll? Because the main 3D scene is as far as I could tell actually always rendered at your native screen resolution by it. So you shouldn't lose much quality by keeping a lower resolution in the xwahacker settings. Apart from that it would admittedly be interesting to know why it crashes. Can you get some information from the crash? (I don't have any screen setup that would allow me to test myself). The command-line xwahacker also has a patch (-p 13) to disable the starfield, just in case that might be the problem.
@Reimar I was using the dll from Jeremy. I see that you've got a new version for XvT and then another posted in Jeremy's thread labeled "for 3D". Are these the same thing? Which one is newer? Do I use your dll for XvT now instead? It might be helpful to have some version numbers or something attached to the files with more helpful file names. Thanks.
@Reimar it might be an idea to remove your older files, and if the DLL is the same please name the file the same
at the moment you have In the thread Direct3D 11 via DDraw.dll ddraw_for_3D.zip dated Mon Jan 04, 2016 which is 39.1 KiB in the same thread lower down you have ddraw_for_3D.zip dated Tue Jan 05, 2016 which is 40.17 KiB
This might be confusing to some people, could you please remove the outdated version please
Then you have ddraw_for_XvT_BoP_TIE95_XWing95.zip in the thread ddraw.dll for XvT BoP But looking at the ddraw.cfg from both zip files there are minimal differences but the ddraw.dll one for XvT_BoP_TIE95_XWing95 is 256kb the other from ddraw_for_3D is 89kb, but can these be interchangeable between XWA and the older games?
I think you need some sort of text file in with the other files stating what these files do and for what game, also including the info Jeremy added to his text file, if your ddraw.dll is based off of his work which it looks to be, please.
So at 3440x1440, the problem crops up immediately. I can play at 2560x1080 (only tested for a few minutes) and cycling through the target components on a ISD doesn't trigger it like it does at higher resolution. I see what you mean though, the direct3d components still seem to render at native resolution regardless, it's only the 2d elements that scale differently with resolution changes. I'll play on 2560x1080 for the time-being and update you if I see crashes again.
Here's a video of me playing around in 21:9 ultrawide. I have the EXE resolution set to 2560x1080, but Nvidia ShadowPlay captured at 3440x1440, so the Direct3d layer is rendering at native resolution anyway, just as Reimar said. There's some banding on the planet backdrop and the colors look very muted, I'm assuming that's some artifact of the 8-bit palletized 2d components rendering at 16 bpp and the 3d scene being forced to 32 bpp. The game doesn't look so grey when I'm actually playing so I'll chalk it up to some issue with Nvidia ShadowPlay capture.
I need to play with the power curves on the TrackIR 5 profile but it's neat to see that the mouse emulator still works even after all of these years. Don't mind my flying, I was more worried with fiddling with my key bindings and such anyway.
EDIT: Video removed since I forgot to turn off the music and got flagged for copyright. Doh!
Thanks for the information, I added a warning to the new XWAHacker information for this case. (it also should work on XP again and adds - untested - support for enabling the FPS display so people don't have to follow the hex-editing instructions in this forum)
I don't remember the details, but I think the 1280x1024 selection code path goes a bit differently (weird compiler behaviour maybe?) so it's harder to patch. And my comments (line 39/41 https://sourceforge.net/p/xwahacker/cod ... wahacker.c) actually indicate that there are in fact 6 different resolutions. And now I think I remember: the missing resolutions are 1024x768 and 1280x1024. I think unfortunately the compiler decided to share the 1024 for those two, so changing one would change the other, which would get really confusing...