![]() ![]() The workaround is to replace d3d9.dll in the game installation directory with the previous working version in C:\windows\syswow64\d3d9.dll (provided you have not deleted it, system32 on 32-bit machines). Um, thats not true, you can just drop the d3d9.dll from 10586 into the AA2 folder.Ī: This is a result of an update to the DirectX9 3D DLL. It can not do normal rendering(not using dgVoodoo2), and causes intense lag. In newer win10, at the moment there is no way to run this game on hardware render. Will test with the new WIP62 Reply 1081 of 1111, by ZellSF I'm not using the force resolution in TS ! Only the "nvidia/amd" tip. I guess this is the source of the 'depth buffer not available' problem in ReShade. If resolution is forced then color and depth buffers have different sizes when Present is called. What happens when no resolution is forced and scaling mode is set to 'unspecified'? ![]() In dgV2 wrapped game ReShade can access the depth buffer but.it has another resolution ( 1/4, MXAO applied by me) □ In original D3D9 game ReShade can access the depth buffer with no issue. Show full quote lowenz wrote: The depth buffer. If resolution is forced then color and depth Dege wrote: What happens when no resolution is forced and scaling mode is set to 'unspecified'? ![]()
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