Custom graphics driver for FF7/FF8 [v.1-.7.6]

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IIRC this was discussed as being possibly but utterly pointless as the animations would be sped up to match the framerate.

Even if you did remove the limit and stopped it affecting the animations it won't look any smoother or faster.
The only way this could theoretically make any improvement on the game is if you could make the game not speed up and if you could redo the animations to take into account the extra frames, or somehow interpolate frames in between the frames that are there.
i see, but what if i actually want the game to speed up?
Actually i am working on putting a speedhack into the game, "Dark Bytes" generic speed hack seems compatible, now all i need to do is to make the speedhack run with the game (which isn't hard but the method i use to inject the speedhack into ff7 is considered a virus by a lot of virus scanners so i am having to try other methods to try and make it so it isnt like a virus).
Anyway here is a quick youtube video of the hack working
It has changeable speeds so i can actually change speed in the middle of playing the game if i want it to run faster or slower.
Also the video just shows it slightly faster then normal, it can be made even faster then that (the fastest i have gotten it to go and stay stable is around 88fps in battles, 130fps in field and 173fps in the menu).
 
For me, that FPS are perfect while playing and even while recording with FRAPS, except for in battle. The FPS while recording in battle goes down to 13 (or 14 if I lower the resolution). It's not that big of a deal because I can increase the video framerate after recording, but then I have to use different sound because it won't match the video if I do that. And the timer during the Emerald Weapon battle still goes the same speed regardless of the lowered framerate, so speeding it up also speeds up the timer.

This is a bit confusing since I have a quad core AMD Phenom II and a Radeon video card with 1GB that can play Prototype at full resolution and effects without any slowdown.
 
For me, that FPS are perfect while playing and even while recording with FRAPS, except for in battle. The FPS while recording in battle goes down to 13 (or 14 if I lower the resolution). It's not that big of a deal because I can increase the video framerate after recording, but then I have to use different sound because it won't match the video if I do that. And the timer during the Emerald Weapon battle still goes the same speed regardless of the lowered framerate, so speeding it up also speeds up the timer.

This is a bit confusing since I have a quad core AMD Phenom II and a Radeon video card with 1GB that can play Prototype at full resolution and effects without any slowdown.
Yes Fraps does slow the framerate down while recording, it has been mentioned before (by siefer i think) but other on-screen recorders seemed to work fine so you may want to try a different one to see if the same thing happens to you.
 
So far I've tried ZD Soft, CamStudio, and FastCapPro. None of them seem to do any better than FRAPS. I've also read every thread I can find on this forum pertaining to "recording" and "FPS". I'd like to get it to 1440x1080 so it can be HD on youtube. If not that, then 960x720. But even 640x480 gives me 14 FPS when recording with FRAPS. Only if I do it 320x240 can I achieve 15.
 
IIRC this was discussed as being possibly but utterly pointless as the animations would be sped up to match the framerate.

Even if you did remove the limit and stopped it affecting the animations it won't look any smoother or faster.
The only way this could theoretically make any improvement on the game is if you could make the game not speed up and if you could redo the animations to take into account the extra frames, or somehow interpolate frames in between the frames that are there.
i see, but what if i actually want the game to speed up?
Actually i am working on putting a speedhack into the game, "Dark Bytes" generic speed hack seems compatible, now all i need to do is to make the speedhack run with the game (which isn't hard but the method i use to inject the speedhack into ff7 is considered a virus by a lot of virus scanners so i am having to try other methods to try and make it so it isnt like a virus).
Anyway here is a quick youtube video of the hack working
It has changeable speeds so i can actually change speed in the middle of playing the game if i want it to run faster or slower.
Also the video just shows it slightly faster then normal, it can be made even faster then that (the fastest i have gotten it to go and stay stable is around 88fps in battles, 130fps in field and 173fps in the menu).
Haha awesome, I just tried this using Cheat Engine 5.6, worked perfectly.
Had to use the gui to change speed or turn off though, if you manage to make a turbo toggle key press, that would be perfect for use in game.
 
Looks like my driver errors are somewhat related to the "Something tried to use Hardware Lights, expect funky looking models" glitch -- as in, I get the message before the video goes all wonky with the previous errors.  Not that there's a problem with Aali's driver -- the fact that no one else is getting these errors is good enough evidence that its my old Radeon drivers that are to blame -- but it sure is causing some odd looking stuff at times.

Case in point:  Exhibit 2:

TextureError2.JPG


Odd, eh?  I wonder why my drivers can't understand the instructions that Aali's driver is feeding them.  I think they're deaf. ;)
 
Actually, that glitch happens even with the original D3D driver, it's simply a problem with the original data.

The "Something tried to use hardware accelerated lighting, expect funky-looking models" message doesn't really mean something _will_ go wrong, it simply indicates a broken .p file that will end up with some weird colors, it may not even be noticeable if the piece has a dark texture or is very small.
 
It's there in D3D mode?  Hmm, I should check that out.

As to the Hardware Lights glitch, all I'm saying is that I've noticed a strong correlation (but not causation) between getting that message and the errors I get.  I've also noticed that most of the whited-out textures on the world map appear to be animated textures (i.e. ocean texture, quicksand-around Corel texture)
 
@Timber - Well i am working on trying to make a Hotkey so that people can speed there game up without having to ALT+TAB when running in Fullscreen to change it on a GUI but it really isnt going well so i wouldnt expect that anytime soon. (i am trying to make a trainer that will change the speed when you press a certain button then i need to try and insert it into the game like i already have done with the speed hack so that more external programs arnt needed)

@goku7 - your using a MOBILITY Radeon 7500 ? if you are then maybe you should try "ATI MobilityModder" i have heard it allows people with old Mobility cards to install newer drivers (not the latest drivers but newer then the ones you are using) which might be worth a try if your desperate.
 
When we play game with Custom Driver 7.6b, we can notice several messages (glitch or error), So I would know if it's possible to hide all messages for the next version ?  ;)
 
speaking of this messages, what the meaning of zero count in blue color?  :? :?
 
You should never see a blue message, that usually means something that doesn't make sense happened. In this case, zero count means that a draw call was made to draw 0 vertices, obviously this should never happen. You probably have a broken model from some mod if you're only getting this message and have no other problems.

I don't want to hide these messages because that allows people to get away with broken data, if you're not using any mods (or only mods with correct data) you won't see any of these messages.

Sure you could still find them in app.log but obviously that didn't stop anyone from pushing out this kind of stuff. I know I might do the same if I was an artist, who cares about this strange message that appeared in the applog? Unless it's in your face you're probably not gonna care if your model looks more or less okay.
 
Heh, actually I think the latest versions of Kimera is quite unable to produce such broken models, so as long as you're not using old software it should be okay.

Also, the next version of the driver will be able to tell you which models are broken so you can actually complain to the right mod author.
 
I'm experiencing a weird effect.  Hopefully this hasn't been mentioned before but there are a lot of pages in this topic.

I'm getting these dark black lines around the two dimensional aspects of battle mode and it seems like the characters eyebrows and eyelashes are a lot darker than they should be...I'm not sure if it is the same problem or just 32 bit color but it does look a bit off.

I also used the new time mechanism for the battle swirl, and it helped a little but it still lags some.

If anyone could help me I would greatly appreciate it!

And I'll ask one last time and then I'll forget it.  Aali, could you make a new DirectX driver?  If not, why are you using OpenGL, what are the benefits?
DirectX is universal, everyone would be able to use it to its full potential.
 
DirectX is universal, everyone would be able to use it to its full potential.
DirectX is not universal it only works on windows.... Where as Open GL is universal since it works on every OS.
 
You should never see a blue message, that usually means something that doesn't make sense happened. In this case, zero count means that a draw call was made to draw 0 vertices, obviously this should never happen. You probably have a broken model from some mod if you're only getting this message and have no other problems.
Aali, are you talking about transparent color (color 0) right? I used this to make transparent the cloud's hair. look at this:

With transparent color:
m.pzSx065442-02.bmp

Without transparent color:
JBxW2Z083919-02.bmp

Is that the problem that you say?  ??? ???
 
As music as i love the tought of DX11 with textesselation (i spelled that wrong i believe) in FF7, the ORIGINAL FF7 used i think DX.. 6 or 7. and unless you make the game work with the extra code, it wont do anything to FF7 (such as a dx9 game looks no different on dx10 or 11) that being said, I find no issues with the OGL driver from Aali. Perhaps you should point out REAL advantages of DX over OGL (that facts not perferance like you you comments in other theads...)

I sadly no nothing of OGL and very little of DX Other then it can ONLY be used on Windows, while OGL is OS universal. So chak one up to OGL
 
Changeling:
Let me turn this around for you; why should I use DirectX? It is only supported on windows, it has an awful record of backward compatibility (case in point: FF7) and the documentation ranges anywhere from lacking to non-existant. Now of course I would never switch to DirectX anyway since that's a lot of work for little or no benefit, but if I were, what exactly would I gain from that?

AlbusJC:
What? I don't see how you could make that connection but anyway the answer is no, nothing you do to a texture can cause that problem.
 
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