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Issue with EVO textures and SOFTTH

Discussion in 'RACE 07 - Official WTCC Game' started by Starbuck, Oct 29, 2008.

  1. Hey Guys,

    I have set up three 22" Viewsonic monitors and two 8800GT's to have a crack at getting SOFTTH running.

    It works great for RFactor!

    In EVO the intro works, menus work but ingame the textures seem to have a priority issue.

    Background textures are in front of road textures, cars are just shadows with taillights and partial wheel hubs. I have tried different configs but this seems to be something else I am missing.

    Just looking for a hint or two as to what might be the issue. A picture is worth a thousand words, so -

    [media]http://members.cox.net/mthymer/images/GTREVOSOFTTH1.JPG[/media]
    CFG-
    ;
    ; SoftTH configuration file
    ; by Kegetys <kegetys[ät]dnainternet.net>
    ;

    [config]
    ; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
    ; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution
    ; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
    ; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'.
    ; antialiasing: Level of forced anti-aliasing
    ; anisotropic: Level of forced anisotropic filtering
    ; borderSize: Size in pixels of frame border between monitors that is discarded
    ; noHotkeys: Set to 1 to disable all hotkeys
    deviceIDLeft=1
    deviceIDright=2
    secondaryWidth=auto
    secondaryHeight=auto
    secondaryRefresh=60
    secondaryFormat=RGB32
    antialiasing=0
    anisotropic=0
    borderSize=0
    sideExtraWidth=0
    noHotkeys=0

    [Direct3D]
    ; ** Advanced setting for Direct3D games **
    ; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth
    ; hideNondefaultDevices: Hides all but the default adapter from the game
    ; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
    ; forceResolutionWidth/Height: Forces device to be created with this resolution
    ; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
    ; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
    ; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
    ; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution
    ; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
    ; swapOrder: Swap order at which the frame contents are copied
    ; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn
    ; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
    cylindicalCorretionAngle=0
    hideNondefaultDevices=0
    forceHorizontalFOV=0
    forceResolutionWidth=0
    forceResolutionHeight=0
    force16bitDepth=0
    sleepBeforeRead=2
    useMultihead=1
    delayedPresent=0
    swapOrder=1
    autoSquash=0
    d3d8dll=auto

    [hooks]
    ; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
    ; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
    ; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
    ; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
    ; doScaleWindowRects: Scale game window rectangle to triplehead size
    ; mouseXo***et: Number of pixels to o***et mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
    doHooking=1
    doScaleMouseCoordinates=0
    doScaleFromLeftScreen=0
    doScaleWindowRects=1
    mouseXo***et=auto

    ; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
    ; Must be last in this file
    [modes]
    640x480x60
    640x480x75
    640x480x85
    800x600x60
    800x600x75
    800x600x85
    1024x768x60
    1024x768x75
    1024x768x85
    1280x960x60
    1280x960x75
    1280x960x85
    1280x1024x60
    1280x1024x75
    1280x1024x85
    1600x1200x60
    1600x1200x75
    1600x1200x85
    1920x1200x60

    LOG-
    SoftTH: SoftTH v1.07 by Kegetys (D3D9)
    SoftTH: Loading configuration C:\Documents and Settings\Mark\SoftTH.cfg
    SoftTH: Can't open config C:\Documents and Settings\Mark\SoftTH.cfg
    SoftTH: Loading configuration c:\program files\steam\steamapps\starbucc\race 07\SoftTH.cfg
    SoftTH: Load DLL C:\WINDOWS\system32\d3d9.dll (auto)
    SoftTH: Activating Win32 hooks...
    STHook: Hooks: Attached
    SoftTH: Direct3DCreate9 (ver 32)
    SoftTH: Adapter 0: nv4_disp.dll, NVIDIA GeForce 8800 GT with SoftTH v1.07 by Kegetys (D3D9)
    SoftTH: Adapter 1: nv4_disp.dll, NVIDIA GeForce 8800 GT
    SoftTH: Adapter 2: nv4_disp.dll, NVIDIA GeForce 8800 GT
    SoftTH: Added mode 1920x480 f3C
    SoftTH: Added mode 2400x600 f3C
    SoftTH: Added mode 3072x768 f3C
    SoftTH: Added mode 3840x960 f3C
    SoftTH: Added mode 4800x1200 f3C
    SoftTH:
    SoftTH: CreateDevice 3840x1024 60Hz 21bf 80df
    SoftTH: Focus window: 'GTR Evolution'
    SoftTH: Triplehead mode requested (3840x1024 60Hz), enabling TH
    SoftTH: Warning! App enforced Antialiasing.
    SoftTH: Validating settings
    SoftTH: Added mode 1920x480 f3C
    SoftTH: Added mode 2400x600 f3C
    SoftTH: Added mode 3072x768 f3C
    SoftTH: Added mode 3840x960 f3C
    SoftTH: Added mode 4800x1200 f3C
    SoftTH: Multihead detected on left device
    SoftTH: 1 backbuffer(s): 1280x1024
    SoftTH: SwapEffect 1, PP Flags 00000000, Behaviour Flags 00000044
    SoftTH: Using multihead on left device
    SoftTH: Creating window (pos -1680x0, size 1280x1024)
    SoftTH: Creating additional device windows
    SoftTH: Monitor left: -1280x0
    SoftTH: Monitor right: 1280x0
    SoftTH: Focus window: 328034 GTR Evolution
    SoftTH: Creating window (pos 1280x0, size 1280x1024)
    SoftTH: Creating device right..
    SoftTH: initStuff, Reset main device
    SoftTH: Reset main device (1280x1024) FOO
    SoftTH: Releasing additional surfaces
    SoftTH: Creating window (pos 1280x0, size 1280x1024)
    SoftTH: Reset OK
    SoftTH: Reset return main device (1280x1024) FOO
    SoftTH: initStuff, Reset main device done
    SoftTH: GetBackBuffer..
    SoftTH: Creating additional surfaces
    SoftTH: Create new backbuffer... (3840x1024, f21, ms1)
    SoftTH: Creating depth buffer.. (3840x1024, f80)
    SoftTH: Creating tmpTex (2560x1024, f21)...
    SoftTH: Creating tmpTexSH (1280x1024, f21)...
    SoftTH: Creating tmpTexB (1280x1024, f21)...
    SoftTH: Triplehead: cr: 1280x1024, sr: 1280x1024
    SoftTH: InitStuff done
    SoftTH: numRefsFreeDevice: 7
    SoftTH: CreateDevice return (3840x1024)
    STHook: Hooks: Detached
    SoftTH: ProxyDLL deinit
    SoftTH: ProxyDLL Exit

    Thanks for any help!!
     
  2. DOH!!:der:

    Ok....how come none of you flame masters have not pointed out my noob mistake yet?

    It's the Anti Aliasing I had it set to level 4. I saw the warning in the log file but thought surely that is not it (mainly because I hate the stair steps) but it was.

    So, if you get a picture like that above turn off the AA.

    Please feel free to inform me if you have GTR EVO & SOFTTH running with AA on, cause I sure want to myself.

    Edit - ok...ok so you have to set AA in the .cfg to the level you use in the game.
     
  3. Richard Hessels

    Richard Hessels
    Premium Member

    AA won't work so well with softTH.
    Also you can put your side monitors on RGB16D or YUV12 for higher framerates.
    As less data is copied to the sidescreens.