Aali's driver [v 0.7.11b] Help/Bugs/Suggestions

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I've figured out where the performance bottleneck was occuring, so at least that seems to be fixed. During my test, I went from 145 fps in a battle, to 325 after the fix, which is a tidy net of fps. I'll be waiting to get a few more things sorted/updated etc before updating here though.

Edit: I've actually decided to do away with the current AA, and bloom methods, for the reasons: The merged AA (5xBR, and FXAA) are causing issues. The bloom doesn't go as well as I had hoped with the ssao.

I plan to write an edge detect NFAA (normal filter anti aliasing) technique at some stage today, if i can get around to it.

I've also devised a better depth check function for more accurate occlusion (as accurate as you can get on games with 2d backgrounds at least). So far as I'm aware, I'm the only one I've seen to try implementing ssao in a glsl shader designed for ps1-era games lol.
 
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I have gotten the shader to work. I forgot to add .post when i changed the shader name in my config lol. All versions, 2.0, 4.0, and 5.0 are working. All seem a little sluggish as Leon said. I also agree about the image, it looks sharper but also a little darker. And I can't really see any 'Bloom'  Maybe that's just me.
 
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I've tested the shader there on a gtx 260, and I now see what you mean, the shader is most definitely not working as intended on this nvidia card, it looks terrible, and performs terrible.

It performs, and looks much, much better on my own card (radeon 6950). It would seem there is a problem somewhere..

The effects seem to enable (if poorly) separately but when used together, they don't work, and creates a huge slow down. This is not happening on my own card.

Trust me, the shader looks far nicer, when it's actually working. As of now, I'm not sure what where the gpu transition problem is, need more testing. The most frustrating part is: It works perfectly on my 6950 >:

Edit: ps Thanks for the vid upload Leonhart7413, and yeah the shader effects are not working there, I could tell instantly.
 
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Asmodean, just tried using your shader in ePSXe as well and it wouldn't load. I renamed the files correctly. Also, as far as VII goes I thought I would let you know I also use an ATI card (Radeon 6720G2). Hope you can get this all sorted out. Good luck!

Edit: I just noticed the .post file I changed for use with epsxe is still reading as a 'post' file, while the main.vert switched to a SLV file. I play FFIX on epsxe with shaders, so they're not completely new to me. I just don't know how to change a POST file to a SLF file. Thanks in advance for any help!
 
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Edit: ps Thanks for the vid upload Leonhart7413, and yeah the shader effects are not working there, I could tell instantly.
Asmodean thank you so much for all your work! I just returned from a nice escape weekend to the beach and I received those awesome updates. I'm following your shaders and the previous ones were working great! I'm looking forward to receiving any future updates!
 
I'm releasing the above-mentioned shader for testing.

Note 1: Be sure to change the .post shader source name in your cfg file.
Note 2: If you open the post shader you will see 3 version numbers at the top of the page (120, 330, & 420), two of which are commented out. If you have a GPU with shader model 2.0/3.0 (DirectX 9 card) leave it as it is, if you have a GPU with SM 4.0 (DirectX 10 card), or SM 5.0 (DirectX 11 card) you can comment out the #version 120, and remove the comment before your desired version number, to take advantage of more recent OGL version functions, and a bit more performance.
You can also customize each feature to your liking, if you don't like the default setup.
Note 3: If you would like to use these shaders on PS1 Emulator with a GPU plugin that supports glsl shaders (eg: Pete's OpenGL2) rename ComplexMultiShader.post to gpuPeteOGL2.slf, and main.vert to gpuPeteOGL2.slv, and pop them into your Emu's shader folder.

Here's the file: ComplexMultiShader.zip

Would appreciate feedback.
Did not work. Both in FF7 as the PSX emulator. The emulator complains shader not found and FF7 black screen.

Windows 7 x64
GTX 570
8Gb RAM
Phenom X4 965
 
App.LOG

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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GTX 570/PCIe/SSE2 4.2.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1440x900, output resolution 1200x900, internal resolution 3840x2160INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048INFO: fragment shader compile log:0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C1008: undefined variable "texCoordfragment shader compile log:0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C1008: undefined variable "texCoord"0(91íü8TINFO: postprocessing program link log:Fragment info-------------0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C10postprocessing program link log:Fragment info-------------0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C1008: un}ü8TERROR: init_postprocessing failed, postprocessing will be disabledINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: Loading external library Multi.dllLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: c:\final fantasy vii\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388INFO: slow output format from video codec indeo5; 6ERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONWM_CLOSE END OF CREDITS!!!Field QuitUNINITIALIZE DD ERROR: GL_INVALID_OPERATIONEND UNINITIALIZE DD
FF7 CONFIG:

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# ff7_opengl-0.7.11b config file - modified by Bootleg## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF7# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 1440window_size_y = 900internal_size_x = 3840internal_size_y = 2160preserve_aspect = yesfullscreen = yes#window_pos_x = -1#window_pos_y = -1#widescreen_hack = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = bootleg# check your driver settings if this option doesn't seem to workenable_vsync = yesrefresh_rate = 60# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode# vsync must be enabled and working for this to have any effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = on# allow FF7 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = on# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.music_plugin = plugins/ff7music.fgp## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patchtransparent_dialogs = on# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = no#new_hp_limit = yes#new_mp_limit = yes# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = on# post-processing shader, used to apply fullscreen effectsenable_postprocessing = yespost_source = shaders/SmartBloom.postyuv_source = shaders/yuvHDR.fragfrag_source = shaders/mainHDR.fragvert_source = shaders/mainHDR.vert## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes#enable_lighting = yes#show_light_rays = yes#show_normals = yes#show_tbn_space = yesmax_lights = 12#Variable Functions##specular_fog = yes#texture_scale_bias = 1#texture_coordinate_clamp = yes#pixel_texture_bits = 32#generate_mipmap = yes#detail_texture = yes#shader_precision = yes#tessellation_program5 = yes#multisample_coverage = yes#multisample_filter_hint = yes#texture_filter_anisotropic = yes#texture_edge_clamp = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = noskip_frames = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = no# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = yesuse_vbo = yes# replace FF7's default framelimiter timer sourceuse_new_timer = yes# use a more stable (but less accurate) timer to control FF7's framelimiter# this option has no effect unless the use_new_timer option is onuse_stable_timer = yes# plugin used to play movies, FFMpeg is the only choice for nowmovie_plugin = plugins/ffmpeg_movies.fgp## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# read files directly instead of using LGP archives# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,# if this file doesn't exist it will look for the original in the LGP archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no# Disable Error Notificationsdisable_popup = on# Load Multiple DLLsload_library = Multi.dll
 
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When we use:
window_size_x = 1920
window_size_y = 1080
internal_size_x = ?
internal_size_y = ?

I have a config file modified by Asmodean that says:
internal_size_x = 10200
internal_size_y = 6240

Is there a better option?
Thanks!
 
leostrife,

For now try: ensure SSAO, Bloom are enable via the #define section, you can disable both FXAA, and HQBR, for now. I will have v0.2 out sometime next week when I'm finished updating the new implementation. My new shader doesn't seem to be working on Nvidia though. I'm also in the process of rebuilding my system, I should have a GTX 680 soon hopefully.


Leonhart7413,

The window size variable is you're monitors max resolution, the internal size is limited by your GPU, not display, it's the internal rendered resolution of the game. This can be increased as far as your GPU will allow, you will receive a pop up dialog when starting the game if you go too high for your own card, it's also best to keep it at multiples of the game's original native res. The config file posted is my own modified one, it was included in the bootleg installer I presume.
 
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Thank you very much for replying Asmodean! So is there a higher internal res I should try?

Ok... I tried some multiplies. Only
internal_size_x =15360
internal_size_y =8640

worked but with very low FPS!

All others above or bellow gave me errors.
 
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leostrife,

For now try: ensure SSAO, Bloom are enable via the #define section, you can disable both FXAA, and HQBR, for now. I will have v0.2 out sometime next week when I'm finished updating the new implementation. My new shader doesn't seem to be working on Nvidia though. I'm also in the process of rebuilding my system, I should have a GTX 680 soon hopefully.


Leonhart7413,

The window size variable is you're monitors max resolution, the internal size is limited by your GPU, not display, it's the internal rendered resolution of the game. This can be increased as far as your GPU will allow, you will receive a pop up dialog when starting the game if you go too high for your own card, it's also best to keep it at multiples of the game's original native res. The config file posted is my own modified one, it was included in the bootleg installer I presume.
Thank you!

It is neither your nor the original is working for me. The game runs normally, but only has sound, the screen is all black, when I enable any type of shader. I installed a very old driver, the 263.09, and had the same problem.
I tested some games and emulators with OpenGL shaders in OpenGL and DX, and are working perfectly.
 
Hey guys. I'm in DESPERATE need of the "Everything is made of light" fix, but all the MediaFire links (for main.frag, main.vert) are no longer functional... Can anyone help me out? Maybe host the files somewhere else if you already have them? Thanks!
 
So I'm having a tiny issue getting the movies to play when I run FF8 with the custom drivers
Basically they just don't~ all I get is a black screen ^^;;; sound works fine though =)

I've tried disabling shaders and transparency, pretty much everything you can think of with the configurations (which typically results in a white screen rather than black screen) so I am fairly certain they have nothing to do with it.

Now I did read about displaying a black screen during movie playback in version 7.8? and onwards if NPOT textures are not supported...

so thinking this would be the problem... I used an older version of the custom drivers with no noticable difference (I would have seen a white screen rather than black screen or would that be a mistaken assumption?) also there is no mention of any inability to support NPOT textures in app log.... (that said I don't know if a specific error would be displayed or if the GL_INVALID_VALUE message is the error message related to NPOT texture support....)

As best I can tell my graphics drivers are up to date..... I'll admit the integrated graphics aren't the best lol... not sure if it has anything to do with the movie playback issue I am having...
model shown in the app log~

Also I'm running on windows 7 (if any of this helps)

The following is the app log... which as best I can make out pretty much says everything running normally...
followed by the "ERROR: GL_INVALID_VALUE" message (times a bazillion clipped for reading) which occurs during the movie playback...
then what I assume is the shut down procedure~

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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US EnglishINFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.1892INFO: Found swap_control extensionINFO: Max texture size: 512x512INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480MATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: Microsoft MIDI Mapper [Emulated]GUID={0x1b4db28b,0x36fb,0x451d,0xaa,0x61,0x1e,0x1b,0xf1,0x8d,0x5c,0xaf}PORT 1: Microsoft GS Wavetable Synth [Emulated]GUID={0xa5c19a3b,0x5626,0x46d6,0x97,0x19,0x32,0x75,0x66,0x9d,0x44,0x2d}PORT 2: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    Microsoft Synthesizer  Port1 supports XG dataERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUE <- IT'S OVER 9000!!!!!!!!!!BinkCloseWM_CLOSE Releasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
And the following is my config, as mentioned I've done the typical no shaders/no transparency suggestion which seems to have made no difference....

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# ff7_opengl-0.7.10b config file <- counter to what this says..... I am using 11b lol as shown in app log lol## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF8# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 0window_size_y = 0preserve_aspect = yesfullscreen = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = none# check your driver settings if this option doesn't seem to workenable_vsync = yes# allow FF8 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = off## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = no## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = no <-white screen during movie playback rather than black screen when set to no# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = off# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = yes# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = no## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# show every failed attempt at loading a .png textureshow_missing_textures = no
So do you have any idea if there's anything else I could do or what could be going wrong?
is this just because of lack of NPOT texture support?
I guess what I mean to say is I wouldn't be here if I hadn't tried other alternatives as I hate to be a bother to people
 
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Maximum texture size: 512x512

High-res movies are 640x480.

Where on earth did you find a graphics card that doesn't support 1024x1024 textures?
 
Um well truth is I bought this "craptop" a couple years back when I needed it for college work sooo..... graphics wasn't exactly a high priority.... as long as it was affordable and I could get the work done XD

guess in hind sight I should have got a better comp XD oh well XD

Anyway..... in theory if I unchecked high resolution movies they would play? or would I be mistaken? having tried that again (first thing changed so forgot about it) it doesnt appear to make a difference. =/
 
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Unfortunately, no, it won't help, the movie player for FF8 is very basic.

You could try looking for a driver update, don't know if you'll have any luck though. Just to bring this into perspective, even the Windows XP OpenGL software renderer supports 1024x1024 textures..
 
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