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Rice Video Plugin 6.1.1 Beta 10 - 6800 Ultra

sir_eot

New member
Swords will be broken , shields will be split , but it is not this day !

Nvidia Geforce 6800 Ultra - Project 64 - Rice Video Plugin 6.1.1 Beta 10

1. Flames Lacking Corona - Framebuffer problem ?

2. Sun lacking Lense Flare - Framebuffer problem ?

3. Blue Flames on Hyrule Castle - Combiner or Blender problem ?
Normal Blender checked and Normal Combiner Unchecked
Cleared this one up for me.

4. Sky with any kind of error = Combiner or Blender Problem ?
Normal Blender checked and Normal Combiner Unchecked
Cleared this one up for me.

5. Treetops in Hyrule Field - supposed to have spiked tips ( y or n )
Rice Beta 10 seems to add good looking spikes to the tree tops.

6. Four suns bug = No

7. FAA and ASF failure

Is there a decent programmer in the house ? :icecream:

I've not seen a singel readme.txt or any instructions come with Rice's
video plugins , I've searched his source file for clues and scowered the net
looking for help and arrived here , I like Rices's Video Plugin because it's for
DX9 I assume , and has all the features one could expect in a DX9 implimentation.

As for the visual anomolies described above , while I realise it's a beta release and one is not supposed to complain , it would be good if rice saw this and fixed it once and for all for DX9 standard ... :whistling

Rice beta 10 seems to have some basic frame buffer implimentation
( aka N64 Framebuffer Emulation ) Setting of Basic Framebuffer seems
to work best but obviously not whats needed , the other settings don't
seem to make any difference.
Even the ( Hardware FrameBuffer Exerimental ) in GLN64 doesn't clear up
the Corona and Lense Flare Problems mentioned.

Combiner Type = pixel shader ( aka DirectX )
is good because 6800 ultra can use 2.0 or 3.0 pixel shader
wich really helps when a skultula or skultul is hit one can see the green blood splatters :blush:

Other than the mentioned items listed above the rest of the Rice Beta 10
Video Plugin is the most wonderfull thing to come down the pipe in a while
a brilliant attempt to impliment DX9 functionality , I believe the fault lay
in the frame buffer implimentation , I'll bet soon it will be fixed as it seems
to be the most commonly reported problems are frame-buffer related ...

If your having any of the above mentioned problems please post a reply

1. state your video card model
2. tell ( yes or no ) if you have any of the problems listed above


This will help identify problems and help Mr.Rice get it fixed !
I wouldn't change a thing about rice beta 10 other than the
problems mentioned above , basicaly we just need a patch
for Geforce 6 owners ..

I thank you all.
 
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RJARRRPCGP

The Rocking PC Wiz
Some of the problems likely is because of the implementation of pixel shader 1x usage of the GeForce 6 series video cards. Because Rice Video, AFAIK uses the DirectX 8.1 style functions and thus pixel shader 1x.

Rice Video don't have pixel shader 2.0 support AFAIK.

The reason is, because even with Rice owns a video card that supports pixel shader 2.0, a Radeon 9600, Rice decided to use pixel shader 1x for compatibility with a wider range of video cards.
 
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Clements

Active member
Moderator
RJARRRPCGP said:
Some of the problems likely is because of the implementation of pixel shader 1x usage of the GeForce 6 series video cards. Because Rice Video, AFAIK uses the DirectX 8.1 style functions and thus pixel shader 1x.

Rice Video don't have pixel shader 2.0 support AFAIK.

Nope. PS is fully backwards compatible.

Most of the issues are just common issues that affect a lot of plugins. Coronas and lens flare require a special fix of some kind, and has nothing to do with framebuffer. Glide64 added two extra options to fix both issues. Emulate clear fixed Lens flare for Jabo's older plugins and this option does not seem to enable Lens flare with Rice's. No idea why AA does not work.
 

RJARRRPCGP

The Rocking PC Wiz
Clements said:
Nope. PS is fully backwards compatible.

Most of the issues are just common issues that affect a lot of plugins. Coronas and lens flare require a special fix of some kind, and has nothing to do with framebuffer. Glide64 added two extra options to fix both issues. Emulate clear fixed Lens flare for Jabo's older plugins and this option does not seem to enable Lens flare with Rice's. No idea why AA does not work.

I dunno what you mean, because if it was written for pixel shader 2.0, then I wouldn't be able to use the pixel shader combiner!
 

Clements

Active member
Moderator
RJARRRPCGP said:
I dunno what you mean, because if it was written for pixel shader 2.0, then I wouldn't be able to use the pixel shader combiner!

You misunderstand - I meant that 6800 Ultra will have no problem running PS1.x at all, mainly due to the fact that PS is fully backwards compatible i.e. the PS2.0 specification completely envelops the PS1.x spec.
 

RJARRRPCGP

The Rocking PC Wiz
Clements said:
You misunderstand - I meant that 6800 Ultra will have no problem running PS1.x at all, mainly due to the fact that PS is fully backwards compatible i.e. the PS2.0 specification completely envelops the PS1.x spec.

Have you had video corruption problems with pixel shader 1x?

The problem may be that the GeForce 6's implementation of pixel shader 1x support is messed up. May only work properly with GeForce 4 Ti and GeForce FX5xxx.
 

Clements

Active member
Moderator
No, I haven't had any problems. I play quite a lot of Pixel Shader enabled games from 1.3 right up to PS3.0. The issues he mentioned are common issues anyway and not the result of Pixel Shader. You can tell this by changing combiner modes and the problem will remain.
 
OP
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sir_eot

New member
More on the subject

Emulator - Project64 1.6
Plugin - Rice Video Plugin 6.1.1 beta 10
Video Card - BFG 6800 ultra oc 256MB AGP 8x


:bouncy: I'm back playin around with project 64 1.6 with default plugin
"jabo's Direct3D8 1.6"

I mentioned in my first post a list of visual discrepencies in the "Rice Video Plugin 6.1.1 beta 10" such as "shader or combiner problems" wich cause
missing corona around tourches , I should mention that not forceing
z buffer in jabo's 1.6 seems to put back the hazy brightness around the
sunflare effect durring the opening demo sceen intering the kakori forest.

I think it's really a matter of getting a video plugin thats got "all it's ducks
in a row" unfortuneately I'm not a programmer or I would have already
done so. we're really just talking about a dll file that has what the emulator
needs in order to translate the roms native video code into something
the NV40 chip understands right?

So how do we go about opening up said video.dll file and fixing it's
code ?
 

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