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Sid meiers starships crash fix
Sid meiers starships crash fix







sid meiers starships crash fix
  1. Sid meiers starships crash fix driver#
  2. Sid meiers starships crash fix full#
  3. Sid meiers starships crash fix code#
sid meiers starships crash fix

Sid meiers starships crash fix code#

But as the cited post states, it works fine for games using pre-DX10.Ĭopy code to clipboard 1 * Age of Empires 1Ĥ * Blair Witch Volume 2: The Legend of Coffin RockĢ4 * Might and Magic VI: The Mandate of HeavenĢ8 * PCSX with Pete's Direct3D7 GPU Pluginģ4 * Star Trek: The Next Generation - Birth of the Federationģ6 * Star Wars: Jedi Knight - Dark Forces II 😵Īnd, additional info that 'unspecified' always converted to 'stretched' for me on Win7 so it's not even a Win8 only issue.

Sid meiers starships crash fix driver#

So, if I get it right it's a Windows problem and the only way for achieving 'stretched with ascpect ratio' is forcing that trough the driver control panel. On earlier OS (and on DX9), this didn't happen - "unspecified" is passed through to the display driver unmodified. What was happening in the case with DX10/11 games on Win8.1 was that that apps were sending "unspecified" scaling and the OS is converting that to "centered" during the mode set. or the app constructs a new DXGI_MODE_DESC from scratch based on the user's resoluton selection - possibly leaving the scaling value as "unspecified" the scaling option specified in that option could be any of the above. The user selects a resolution from that list and the game choose ONE of the matching DXGI_MODE_DESCs for that resolution to send to the set display mode call - who knows which (maybe the one with scaling "unspecified". maybe only resolution gets displayed in a drop down. The game then puts bits and pieces of that list into the game settings menu. this could wind up listing a particular resolution (say 1366x768) multiple times - with different refresh rates, color buffer formats, scaling options. which returns an array of these DXGI_MODE_DESC data structures. Many DX10/11 games build their mode list by asking the graphics driver what modes the game supports (IDXGIOutput::GetDisplayModeList).

Sid meiers starships crash fix full#

(options are "unspecified", "centered", "stretched" - no enum values to distinguish between stretched full screen vs stretched maintain aspect ratio.). This includes a DXGI_MODE_SCALING enum value. Note that when DX10+ games perform mode set during full screen mode, the game itself actually explicitly specifies the scaling option as part of the mode set that it does. I just wanted to introduce the ability of choosing all the scaling modes available in DXGI, minding that 'centered' and 'scaled' might drives the display driver wrong, and, 'unspecified' might means a default scaling mode set on the control panel.īut, I found interesting info on scaling mode hell on an Intel forum: Note that when DX10+ games perform mode set during full screen mode, the game itself actually explicitly specifies the scaling o If you know what's going on, it would be interesting to me. That makes no sense, scaling shouldn't have much to do with input.









Sid meiers starships crash fix