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Author Topic: Wazp3d configuration  (Read 1719 times)

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Offline fishy_fizTopic starter

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Wazp3d configuration
« on: August 21, 2011, 03:15:33 PM »
Has anybody used Wazp3d very heavily please ? Im trying to find a nice balance of image quality vs. speed. Im using Amithlon, so everything is software rendered, ergo a performance hit is inevitable (typically games Id run fine at 1280x1024 or 1600x1200 are now restricted to 400x300 or 640x480). A few artifacts are fine, but Id like to take advantage of things like mipmapping, antialiasing, image smoothing, etc..... in shot I want any software I run through it to not be redundant vs. inbuilt game software renderers (why would a person run something at slower rates in lower resolutions unless they gained something in the process?).

Any suggestions of what to enable/disable in preferences would be appreciated. My current trial and error method is fine, but Id rather spend time playing Payback than experimenting with wazp3d prefs, so Id appreciate any tips  :)

Thanks in advance.
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.
 

Offline woof

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Re: Wazp3d configuration
« Reply #1 on: August 22, 2011, 02:07:29 PM »
Hello
>Has anybody used Wazp3d very heavily please ?
Yes me .... cause I wrote it ;-)

There is no perfect solutions in Wazp3D-Prefs you can always select between speed and features . Of course nice features are slower (or less compatible with original Warp3D)
In Wazp3D-prefs
1) all Options with a + MUST be selected BEFORE launching the program
2) all Options after ">>> Enable Debugger >>>" like "Debug Function" "Debug Driver" etc.. are only here for debugging programs ==> programs will not looks better


 
+HardwareDriver Lie_
Just enhance compatibility must be ON
+TexFmt Lie  
Just enhance compatibility must be ON
+Hack RGB/RGBA/ARGB texs     
Better to let to ON. Only some few programs dont let original texture data be used (I have no tomatoes) and crash ==> OFF
+Use RatioAlpha(20%)     
Can speed up if textures are not much translucent (else look worst)
+Use AlphaMin&Max
Can speed up if color/textures are not much translucent (else look worst)
+Directly draw in Bitmap     
OFF is faster but less compatible ==> if the program tolerate it then use it
+Only TrueColor 24&32     
NOT usefull for speed nor beauty
But Wazp3D is faster on a RGBA32 display
+Smooth Textures
Do a smooth effect on texture data once for all (textures are truly modified) nicer & no slow down
+Do MipMaps     
Only usefull if textured objects are far away (like ennemies in BlitzQuake)
+Renderer|soft 68k only     
WinUAE can also render in hardware (and hardware overlay = faster method)
+Reload new Textures
NOT usefull for speed nor beauty = only to hack an existing program with new textures
PolyHack|No (normal)|Hack:up to 5|More:up to 7     
If programs tolerate "up to 7" then use it = faster
Perspective|No (fast)  |Edges only|Simulated     
Set it to No if program is not in perspective.
Texture|No Coloring|GL Coloring|Hacked: Gouraud|Hacked: Flat|No blending
GL Coloring is slower & nicer      
Use Fog
slower & nicer
Use BGcolor Hack     
Only usefull for some programs to get the current background color: dont change that if it works
Use ClearDrawRegion
If Directly draw in Bitmap=OFF then can be disabled (faster)  
Use Clear Image     
If Directly draw in Bitmap=OFF then can be disabled if the program(ie BlitzQuake) tolerate it
Use Min. Update
dont change that if it works
AntiAlias Image
Very CPU intensive (works only if If "Directly draw in Bitmap"=OFF)
Use Filtering
Very CPU intensive. Better to use "Smooth Textures" if the program tolerate it     
Quake,glMatrix Patch   
dont change that if it works
Force IndirectMode     
New in future V50: dont change that if it works
Use StateTracker
dont change that if it works

>>> Enable Debugger >>>     & Display FPS
Can set those two to ON to see current speed


Also about built-in software renderer = often they use only 8bits textures . Wazp3D use 32bits coloring/texturing ==> 4 time slower

Alain Thellier - Wazp3D Author