Speed Problem in Motobike and chocobo races in FF7 Solved

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It's "Driver" that needs to be set to 2 for it to be opengl. But it isn't worth changing, believe me. Iceydamo's method does't work any wonders. "Mode" determines what resolution it is, and whether it is windowed or not. The one and only way we can slow down the minigames is by underclocking. At least at this point.
 
I just found a windows-based CPU slower, and ran at like... 25% of my clock speed.

Well... It is kinda underclocking... but.. not the video card... and not actually in the hardware....
 
Contra: All it will do is slow down the speed somewhat in direct3d, and quite a lot in software rendering. It would be great if you could run one of the mini-games before and after underclocking your cpu in 320x240(full screen) in software and tell us the results. I'm excited to hear.
 
I think it only worked for me (at first) because I still had drivers lingering from my old graphics card voodoo 4500 so having them there helped my computer to run it like that but like I said I had to format my harddrive and now it doesn't work if I set the driver to 2 all it does it make it into a window all the graphics are curupted and the fmv clips would not  play so Im soz I put this topic up I shoud have waited untill I formated my pc or did more testing but why it worked before but not now bathals me.

ps thx to Aaron  :)  for that regersty file to open up my clock speed changer in my drivers it has helped wonder's
 
I think it only worked for me (at first) because I still had drivers lingering from my old graphics card voodoo 4500 so having them there helped my computer to run it like that but like I said I had to format my harddrive and now it doesn't work if I set the driver to 2 all it does it make it into a window all the graphics are curupted and the fmv clips would not  play so Im soz I put this topic up I shoud have waited untill I formated my pc or did more testing but why it worked before but not now bathals me.

ps thx to Aaron  :)  for that regersty file to open up my clock speed changer in my drivers it has helped wonder's

I highly doubt it could be related to the 3Dfx drivers.

Why?  I have a P4 1.5Ghz, and a Voodoo3 PCI.  Even 3Dfx drivers don't allow the game to throttle its speed, it's still running at like 5000 FPS for the Chocobo Race/Bike Minigame.  Okay, maybe not 5 thousand, but still...you get the idea.... :P
 
I actually tried that around 5 or so months ago with my 3dfx banshee and I got no results when I set paths for where the glide drivers were congregated. It really didn't make anything look good at all. Or fix anything for that matter. But I think it'd be worthwile for others to try it out.
 
It actually did help, even in direct3d. I got it down to about the normal playing speed of the race. It was a little choppy, but playable... If you're going for high-scores it won't work... but mine was going so fast that my computer couldn't keep up with the game and any time me or the truck collided with anything it crashed. once slowed down, it played fine.

I'll put that debug patch on it and give you the different framerates, if I ever have the time... I'll try to make it.

Ciao.

~Contra, Angel of Mystic Steel~
 
Goku7: Do Voodoo 3 drivers still use glide.dll, glide2x.dll and glide3x.dll files, like 1 and 2 used?

First off, you'll have to forgive the fact that right now I'm not at my normal comp, (this one doesn't have a 3Dfx card), so I have to base my answers off my memory of what the file names are.  Once I can get back to my computer, I can double-check the results and give any corrections.

IIRC, glide2x.dll and glide3x.dll are definitely in there, heck, even 3rd party driversets aimed at the Voodoo5 6000 still have those files.

HOWEVER, "modern" (Voodoo3 and later) 3Dfx drivers do NOT use Glide to emulate D3D or OpenGL calls, like what was apparantly done for the V1/V2 OpenGL support.

For example, in the current driver set I'm using (called the "Amigamerlin 2.9"; win9x version of course :P ), the OpenGL ICD is a file called "3dfxogl.dll"; and from what I can tell, it shouldn't need the assistance of the Glide2x or Glide3x dlls to function; as the file's properties (under the "version tab") give it a description as being the 3Dfx OpenGL ICD, version 1.1.

Other files, like the ones involved with Direct3D, appear to use a  file called 3dfxvs.dll (or some similar name), and then I think there's two other files called "3dfxvs16.dll" and 3dfxvs32.dll", but I have a feeling I've totally misnamed those three files, so I'll have to get back to you on that.  It's largely because their names are so similar to each other, my memory is running their names together or something.

I'm curious of something... Did you notice an empty string value called "DriverPath" while you were messing with the registry?

IIRC, that key was empty on mine as well.

Voodoo is most likely the _only_ card that used these driver .dll-files that could be just copied into the game folder (or system folder), and that makes me think that this 'DriverPath' string value might be there for some kind of proprietary 3dfx support. Whether it's actually working support, or even existing support, I have no idea. (But one of the early demos _supposedly_ had Glide support)

If you mean in a general sense (for all games of that time period), that may be correct when it comes to the V2/Banshee/Rush, etc.  I believe it was part of the whole "3dfx-miniGL" miniport fiasco, in which you needed to dump game-specific 3Dfx dll files into a specificed place in the game's install folder, that the miniport was for, in order to run OpenGL type games, because at the time 3Dfx felt that they didn't need to spend the money on licensing a proper OpenGL ICD for their drivers, and thus used these "mini-GL" drivers to wrap the OpenGL calls to the Glide API.

Would you mind trying the following: fill that string value with a path that points to your glide.dll, wherever that might be and then try different options for driver, like 2 (or even 3 or more, although normally these just turn on software rendering).

I have no idea whether the idea is to just input a path to the directory, like (C:\windows\system\) (or wherever the glide stuff normally lives), or path with filename included, like (C:\windows\system\glide.dll), so try both.

I don't really expect it to work, but who knows, maybe it will produce results of some kind.

Sure, I'll look into it when I get the next chance to use my comp, which should be later today.
 
Update!!! :D

Jari, you ARE right about FF7 having some sort of propriatry support for FF7.  The irony of it, though, is that the answer is actually given in the owner's manual for the PC version.

You know the phrase, "A picture is worth a thousand words"?  The pic on page 7 of the configuration program is what gives it away.

If you notice, on the picture, it shows "3Dfx Interactive DirectX Driver" for the "Display" entry.  During FF7pc's release, the Voodoo2 was still a viable card, and this listing is unique to using that card; because from the V3 onward, it lists "Primary display driver" as the Display entry, which is what ALL video cards, 3dfx and non-3dfx, have for that entry.

Why is the V2 so unique?  Simple, really.  If you'll remember, the Voodoo2 was mainly a DAUGHTERBOARD based design, requiring it to be attached to another, standalone card, usually a 2D-only card.  Because of this, telling FF7 to use "Primary Display Driver" wouldn't be possible (unless the V2 was attached to a card that already had 3D hardware), and you NEEDED the separate entry to get FF7 to use the "secondary" hardware that consisted of the Voodoo2 daughterboard-card thing.

Now, to relate this to the registry entry:

The "Driverpath" key must be the means thru which FF7 targets the Voodoo2 driver, in order to tell windows to switch output from the main 2D card onto the Daughterboard, which then sends its own output thru a passthru cable to where-ever it needs to go (I've never studied in particular the passthru cable aspect of a Voodoo2 set up; so whether it goes simply back to the 2D card it's attached to, or a type of monitor Y-Cable direct connection is pure speculation on my part.)

Now if you would excuse me Dr. Watson, I must be---

*snaps out of Sherlock Holmes routine*

 :oops:

Whew!!  That was a lot of writing.  Still, that almost felt like some good old detective work, if I do say so myself. :P
 
.....

riiggghhttttt

The only thing I remember, is that FF7PC worked with the Voodoo 2 ....but, it didn't use it's Glide mode to do it. It was using Direct3d.

For some reason the porters (programmers) did away with the Glide mode support, that the Demo was using. So, I fail to see any relation, between the key setting you found, and glide mode; with the way your discribing it. The V2 used Direct3d when there was no Glide support automaticly. The game/program didn't have to tell the V2 anything, in order to do this. So, why the Register key?

I think it's just something that they left in there, because it was too much trouble to take it out. It probably activated the Glide Driver, but there were probably too many bugs (clipping, black boxes, or something?) so they disabled it. Probably lack of time and resources. I'm sure they figured, 'Why bother getting this Glide thing to work....the Voodoo can use Direct3D, like everyone else.'

Now weither, the real Glide mode can be turned on? I don't know....I don't have my V2 card anymore, and I would be too lazy to test it if I did. I gave that V2 computer I had, to my parents and have no intention of indian trading it ....LOL  I have no use for a Packard P200mmx PC, anyway.
 
So it uses direct3d for me even though i have a voodoo3? what a waist. Isnt there a patch that will allow glide or opengl?

Wait, I just thought of something. The FF7XP patch Doesnt use Direct3d because when I use it with FF7 on my Voodoo3 and run in hardware rendering it runs in 32bit color. Voodoo3 cant run direct3d in 32bit, it has to be 16 for direct3d to work.
 
Mofokubik:

Wow, you just figured that direct3d is your only hardware option. Where have you been? Or maybe it wasn't even running in 32bit in the first place.
 
I guess im running in opengl right now. Because its in 32bit, and d3d on v3 wont go that high. I didnt edit the reg, all I did was patch ff7.


Let me try to be perfectly clear ruby... FF7 _is_ running in 32bit.
 
question:
If a drawing is done with only 16bits of color.....how can anyone see it with 32bits of color? Wouldn't it remain 16bits of color, regardless?

Just because your desktop is "set" at 32bit, it doesn't mean the game is shown at 32bits....especially if it was made with only 16bit....

So if the above is true.....how in the world can you tell, if it's running in 32bit in the first place?

This is just something I was pondering way back when....; when all this, "play FF7 in 32bit mode", came about, a long, whiles back.
 
....I think you know the answer to that   :oops:

So I take it, it blended the backgrounds, better or something?

So, did the patch work with the V3? and if so.......how? When Jari just stated it couldn't do 32bits? Something seems amiss here, "if", it worked on the V3.

I don't know if it does or doesn't....I didn't even try it (not that I have a V3, anyway), smoother backgrounds just aren't that important to me. I'm just glad that FF7PC works at all, on my machine.

Maybe, the patch did something else?
 
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