I have a problem with stronghold HD (steam). My game is laggy, it runs at 27-40 fps. If that wasn't enough..it gets worse and drops to about 18-19 when buildings are burning. I am sure i can run this game since requirements are so low. System I am using: Amd Athlon 64 x2 4400+, Asus Nvidia GT610 1GB gpu, 3gb ram, Windows 10 64-bit. Tried different nvidia control panel settings, compatibility settings, vsync is disabled, everything on high performance etc. I want to fully enjoy this game, but i can't because scrolling around is very frustrating when fps lowers. My native resolution is 1366x768 and that is how i play stronghold, only 800x600-1024x768 resolutions are smooth to play at, if i go any higher fps gets worse with it. I mean i should be able to get 60-100fps no problem, am i right ? I hope to get some answers. Thanks
Hi. Well, in normal speed, and when everything is perfect, this game runs at 40fps. When you change the speed from 40 to 60, then fps gets 60, and everything moves faster. That's just how changing game speed and fps work in this game. At least that's what I can tell from my experience.
Now, when it comes to scrolling, I'm having similar issue - but only when I try to scroll. The game still runs 40fps, only when I scroll through the map, and doesn't move smoothly. It depends of your screen, or graphics, or whatever, I don't know, but I just made peace with it. That's why I play the game always in 1024x768 resolution. It gets stretched, but I'm used to that, now it's strange for me to play with original proportions. :)
Thanks for quick reply. It seems to me that game engine is the problem here. I guess i will just have to deal with it and who knows maybe wait patiently for 1.4v patch. A lot of people are having issues with 1.3 version of the game as i've noticed.
As for the version 1.3, which issues are you referring to? I don't think there are some issues particularly with this version, I suppose they are almost all related to some compatibility issues, or something like that. But I think there are cures for them, as people are able to play this game even on the newest version of Windows. Only that it does give us option to play in different resolutions (which we don't have to pick), but that very option doesn't work so smoothly in all resolutions. What is more, apparently not all of us have the same resolutions available on our machines. I have some resolutions available on my desktop PC, while I don't have many of those on my laptop. These resolutions weren't there in 1.1 or 1.2, so 1.3 didn't mess that up - that's what I meant.
Eagle described the similar system that is in place in Stronghold 2. If the game speed is increased, the FPS cap is also increased. Have you tried playing at the highest speed to see if the FPS reaches 60? Try this in both the highest and lowest resolution, let me know the results!
Wow, those are great news, I'm gonna check it this evening! Regarding FPS, I'm 100% sure that with speed 60 FPS would be 60 as well, but that's just too fast. Just forget this FPS thing, Stronghold and Stronghold Crusader simply don't work like that.
Note that when DX10+ games perform mode set during full screen mode, the game itself actually explicitly specifies the scaling option as part of the mode set that it does...
DXGI_MODE_DESC structure (Windows)
this includes a DXGI_MODE_SCALING enum value... (options are "unspecified", "centered", "stretched" - no enum values to distinguish between stretched full screen vs stretched maintain aspect ratio...)...
Many DX10/11 games build their mode list by asking the graphics driver what modes the game supports (IDXGIOutput::GetDisplayModeList)... which returns an array of these DXGI_MODE_DESC data structures... this could wind up listing a particular resolution (say 1366x768) multiple times - with different refresh rates, color buffer formats, scaling options. The game then puts bits and pieces of that list into the game settings menu.... maybe only resolution gets displayed in a drop down. Typically scaling isn't listed at all. The user selects a resolution from that list and the game choose ONE of the matching DXGI_MODE_DESCs for that resolution to send to the set display mode call - who knows which (maybe the one with scaling "unspecified"... the scaling option specified in that option could be any of the above.. or the app constructs a new DXGI_MODE_DESC from scratch based on the user's resoluton selection - possibly leaving the scaling value as "unspecified"
What was happening in the case with DX10/11 games on Win8.1 was that that apps were sending "unspecified" scaling and the OS is converting that to "centered" during the mode set. On earlier OS (and on DX9), this didn't happen - "unspecified" is passed through to the display driver unmodified.
So, if I get it right it's a Windows problem and the only way for achieving 'stretched with ascpect ratio' is forcing that trough the driver control panel. ?
And, additional info that 'unspecified' always converted to 'stretched' for me on Win7 so it's not even a Win8 only issue. But as the cited post states, it works fine for games using pre-DX10.
Septerra Core and Shogo both fail with graphic glitches. Shogo might be interesting as there looks to be a few things wrong with it. Not important games since they both run nicely on modern OSes (well not out of the box).
I've already fixed Shogo and Blood2 except 2 issues: permanent crash when losing window focus and something wrong with crosshair. The first one could only be solved by some low-level hacking in the wrapper, but when I fixed those, I think I will release a new version to have an official one. (Also, Incoming is working fine now.)
I would like to fix others after that.
This is, at least, manageable. If I'd listed every game listed in the documentation/whatsnew logs and messageboards regarding D3DWindower and DxWnd, and god forbid Wine, it would never end... Anyhow, food for Dege. ?
Another interesting one is Jeff Gordon XS Racing. It will not work in Direct3D on modern PCs (it says there's not enough video memory!), the best you can do is apply compatibility of Win98 or Win95, 16-bit colour and 640x480 res then run it in software mode (yuck!).
2 Video Cards, Using Card 0
Using DD Device: 0 [dgVoodoo]
Using dgVoodoo HAL
GetAttachedSurface failed err
Access to this surface is being refused because the surface memory is gone. The DirectDrawSurface object representing this surface should have Restore called on it.Create 3D Device Error: 130 (DirectDraw received a pointer that was an invalid DIRECTDRAW object.)
Trying Different deviceCreate 3D Device Error: 130 (DirectDraw received a pointer that was an invalid DIRECTDRAW object.)
I have also tried it with an old game called G-Police. As far as I can make out, this was a Direct3D 5 game. When running the game direct on my AMD 7970, it runs fine, although the lack of 16 bit dithering makes it look rather ugly--colour banding galore on the skybox.
Trying the game with the 2.4 version of dgVoodoo, the game crashes at the opening movie.
Trying the game with the WIP build recently posted, the game launches fine, and one can start playing the game. However...
No 3D objects are rendered. The skybox renders--no colour banding, yay!--and so does the HUD. Nothing else does.
I'm approching the question in a therotical way, not in practical: every D3D case is important even if nobody plays a particular game in D3D mode. If something is not working then it indicates a bug or incompatibility in the emulation.
Heroes of Might and Magic IV is almost perfect. At game start it switches mode and minimizes itself. When you give it focus again the top 10-20 pixels of the screen is duplicated at the expense of the bottom 10-20 pixels at the bottom (maybe the menu bar displacing something? When you boot it natively it shows a menu bar for a second).
Krush, Kill and Destroy Xtreme complains about missing DX3 support. Any plans for implementing lower DX versions (just curious, there's plenty of other ways to get Krush, Kill and Destroy Xtreme working I'm sure)?
I went through my pc game compatibility list and for the Windows 2000 column I pulled out the following troublesome games. These are all games that require workarounds (utlities, emulation, etc). I tossed in a couple that aren't troublesome but would be interesting to try:
Someone said to me "well, make the DxWnd list anyways!" So I did, took a while. Mostly from the release notes, also from some INI files floating around, and a quick glance through their forums and Google results. It's really long - again, what is being tested, pass/fail/inbetween.
Currently I've been struggling with Lithtech engine (Shogo, Blood2) for 2 days. Now it seems I've succeeded to avoid crash on focus loss but it all is very frustrating. ?
Tons of buggy code on the side of games in general. Resource leaking is the most typical.
However, the truth is that the integrated graphics cards that processors have today are way more powerful than they used to be before. In fact, they can be used for casual gaming and play with decent frame rates.
But, can the integrated graphics from Intel run a game smoothly? You may be wondering about that after purchasing a laptop with an 8th generation Intel processor. Below you can see what this processor and its graphics settings can do for you.
Either way, if you want to know if this integrated graphics card can be used to play games, we will analyze its performance with well-known games to know if you can actually give a shot to these PC games on your laptop.
Counter-Strike Global Offensive is a free game that you can get on Steam. This is an extremely well-known title whose predecessor is Counter-Strike 1.6. Players are divided into two teams, Terrorists and Counter-Terrorists. You must use all kinds of weapons and armor to defeat your enemies without being killed.
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