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[Direct3D7(7to9)]Carmageddon TDR, multiple displaymode errors during initial test, very limited list of resolutions available compared to native.

Open Squall-Leonhart opened this issue 9 months ago • 1 comments

When running Carmageddon TDR for the first time, it does a rather invasive test of the system resolutions available and eventually manages to list all up to the systems native 4k resolutions (Despite D3D7 not supporting >2048x1536 properly and crashing above 1920x1080)

With DXwrapper, it tests some, fails most and lists 800x600 max, duplicates the detected monitors, and Device type (counted 4x TNL and non TNL each), the advanced quality settings also do not populate.

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Unfortunately it detects DXwrapper as a device change, so you can't do the initial setup without it and then add it later.

dxwrapper-tdr2000.log

TDR2000.gfx.zip

Squall-Leonhart avatar Feb 18 '25 13:02 Squall-Leonhart

With DXwrapper, it tests some, fails most and lists 800x600 max,

I think the issue is the number of refresh frequencies that are seen. I believe the game may only show so many display modes in the list. I have seen that with other games also, like Unreal Gold and Deus Ex.

Setting OverrideRefreshRate to 60 under the [d3d9] should hide all refresh frequencies except 60. Also, you can enable LimitDisplayModeCount to limit which modes are seen. In addition, if you want specific resolutions to be seen you can configure them in CustomDisplayWidth and CustomDisplayHeight. Note: this custom resolution requires LimitDisplayModeCount to be enabled.

duplicates the detected monitors, and Device type (counted 4x TNL and non TNL each), the advanced quality settings also do not populate.

These duplicates are not related to dxwrapper, per se. This is because dxwrapper queries d3d9 and just displays all the modes d3d9 detects. DirectDraw does some filtering. dxwrapper doesn't filter these.

elishacloud avatar Oct 31 '25 19:10 elishacloud