Elisha Riedlinger
Elisha Riedlinger
> If the complaint is input lag, then it would seem strange that your 30 lines of fairly vanilla code could do already better than unwinder's work (especially _**if**_ OP...
@NATO2000, here is a new build with the frame limiter. I also enabled `D3d8to9`, `Dinputto8` and `FullscreenWindowMode` (to remove screen tearing). I set the `LimitPerFrameFPS` to 141, but you can...
> BUT if I choose limit FPS to 90,it is going to 60 > I forced the vertical synchronization to be turned off in both the NVIDIA driver panel and...
I just added some features to my [dxwrapper](https://github.com/elishacloud/dxwrapper) project that may help with this: 1. FixHighFrequencyMouse 2. DeviceLookupCacheTime Enabling `FixHighFrequencyMouse` will help with a number of issues, including cases where...
The code I added does a few things: 1. It ensures that all of the DirectInput buffer is read on each request so that the buffer gets cleared. 2. It...
Ok, try this update. I saw a similar issue with another game called _Uprising 2_. I put a change in that doubles the mouse movement speed and seems to have...
> perhaps one day in the future, DX8toDX12 may also be needed? There is already something like that in the dxwrapper build I gave you. If you enable the following...
I just realized that I enable only the `dinputto8` but this game may be using DirectInput8. If so then you would need to enable `EnableDinput8Wrapper`. I created a new build...
> this ForceDirect3D9On12 is D8 to D9 then To D12? Am I correct? `d3d8to9` gets the game to DX9 and `ForceDirect3D9On12` goes from DX9 to DX12. Once the game has...
You can use any stub that works with the game. Since this is a Direct3D8 game using the `d3d8.dll` stub is probably best. Note: all stubs work with all versions...