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3dfx Hardware & Software => Voodoo4/5 Setup and tweaking => Topic started by: Dolenc on 23 May 2022, 18:57:53

Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 23 May 2022, 18:57:53
Made my own topic, so I can spam a little more. This forum (besides late falconfly forums) had the most "dev" talk, so thats why the topic is here.

How this started, my card has hdmi, plugged it in, straight to 1920x1080! And it didnt work, image smudged. Ok tried vga, works there. Hm.... Maker of my card, Anthony, suggested, its just the wrong timing probably, so I found some online. And there we go. Sharp image that can cut you.

So.... Thats how timings work on the voodoo... Wonder if I can add other resolutions? Found some online, yes they do work!
Ok but what about my lovely 21:9, can a 20y+ old tech drive that? Prob not, but worth a shot.
So I looke at some vesa specs documentation and some strange tv-spec sheets and after quite a while of tinkering got all the resolutions I wanted(for now!) and they do work.
And you can get them here:
https://www.vogons.org/viewtopic.php?p=1051669#p1051669

Desktop and d3d games worked!
(https://i.postimg.cc/MHPqhpD8/Screen-Shot08.png)

But OpenGl games, and glide, but you know, atleast OpenGl games should, but didnt work. The image got letterboxed.
(https://i.postimg.cc/5tn7HSQG/IMG-20220119-183621.jpg)

So I kinda suspected its a glide thing and since no one is working on adding features to the drivers anymore, guess I can give it a shot.

I will get into more details some next time, when my experiment - driver is complete, the plan is also to show how you can setup an environment and compile things and how (not saying its good) approach things when Im trying to figure out how stuff work.

Anyway Im not really a low-level developer I mostly work IN.. the in part is important, not ON, game engines, so there will be an ocassional opsie and dont think everything I write is correct, but hey enthusiasm is there and since software side of things are kinda dead right now, it will have to do.

This will be a bit random, some occasional "whats currently going on" and when I have the time Ill do a more coherent informative post.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 23 May 2022, 19:24:53
What I already started in sfft-s topic.

The current state is:
- Having a rough idea how glide sets up the frame buffer
- Being scared of C a bit less, but still some
- Added resolutions to glide3 part of the driver as an extended list
- Using glide2->glide3 wrapper so I dont have to bother with fixing both, made by Ryan Nunn (Colourless - glideXp project)
- Adding the same list of resolutions to MesaFx 6.2, to confirm its not just glide and actually having the source

Now the current problems are
- MesaFx is kinda slow for some older games, good with new, would preffer to use 3dfx opengl icd, but dont have the source (have an interceptor though)
- Can I also override some glide resolutions? Without replacing existing ones and game not supporting it?

And what the long term battle plan is
- Find which glide source works the best for this combo
- Other parts of the driver, what can I take, what cant I take? What combination of things will work the best, specially for win98 that didnt have a update to the drivers since forever.
- Try sffts d3d part on older titles, whatever he did, it works great, just not sure for older games.
- Pack everything together, put out for testing, fix and repack!
- What comes next, depends on the time I have


So currently Im playing with how to handle glide, just glide. Im avoiding openGl since that will be harder for me :D
I tried just overriding the resolution in the early stage of framebuffer config and it worked. But theres still the question of intercepting the games requested resolution. And from what I can see right now, without patching the game that wont work. Or I have to check some other way...

So as an experiment, I added one more control to 3dfx tools, where I put all the extended resolutions in. Now its posible to pick one, and that will override whatever the game thinks it wants.

Its not the smartest solution, but with this, you solve the resolution request between the game and glide and the games limit to max 1600x1200 (no glide games have more). Some game ofc will lose its **** with this, but some should work. Also fov scaling would have to be correct or have a way of manually adjusting it.
Ui elements should rescale somewhat accurate, but if UI isnt really 2d, but made with meshes, that surely wont work.

I tested in unreal and this is how it looks as a concept. So atleast unreal engine games should be somewhat fine.

https://www.youtube.com/watch?v=IESjpYLQT6Y
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 23 May 2022, 23:22:34
Hi Dolenc, I see you have opened your own thread, perfect!

You keep making progress, that's a good sign, now we should start giving you some support, maybe testing your modified driver package. I, as soon as I can, will test everything with my v5 5500.

The search for source files for mesa 6.3 was unsuccessful. If I have any news I will inform you immediately.

I recommend adding a link to your second post, to link to your posts in "SFFT alpha drivers":
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1129&whichpage=124

Keep up the good work! :)
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 23 May 2022, 23:55:13
No need to test right now, when its done :).

My goal for now is just to add more resolutions(for the correct aspect ratio) and update the driver with the newer sources that are out there, wont make any other changes, not really in my reach right now.

If I do learn more stuff along the way, who knows... But for now its just this little thing.
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 24 May 2022, 05:49:53
OK for testing, let's wait until the changes are finished.

I hope you learn a lot more, along the way, so that you can push for further driver improvements. ;)
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 25 May 2022, 13:19:47
This will be a bit longer one, maybe someone in the future gets something out of it.

How I approach looking at the code and getting my bearings.

First small glide explanation, how it inits itself. If anyone is looking for atleast some documentation, theres a "glide 3.0 programming guide" and "Glide 3.0 Reference Manual" both useful (for the api, not a driver refference) that you can get here:
http://falconfly.3dfx.pl/reference.htm

This:
- 3Dfx Glide version 3.0 Rasterization Library    
- 3dfx Glide2 Linux SDK & Sourcecode    
- 3dfx Glide3 Linux SDK & Sourcecode

This is how it initializes

- grGlideInit() ... Sets up glide library. This has to be called first. Finds if you have a 3dfx card, allocate mem, inits variables...
- grSstSelect() ... This will make your card(s) current or active.
- grSstWinOpen() ... Thats my baby, since Im dealing with resolutions, it will prepare the framebuffer.

Whats sent to it:

GrContext_t grSstWinOpen(
 FxU32 hWin,
[b]  GrScreenResolution_t res,[/b]
 GrScreenRefresh_t ref,
 GrColorFormat_t cFormat,
 GrOriginLocation_t org_loc,
 int num_buffers,
 int num_aux_buffers
)


So here the resolution is set (sort of it goes through more checks). But broadly speaking, thats what Im looking for.
And since 3dfx gl icd calls glide then, that would be the one to catch.

THE PROBLEM
So now to the actual "problem". OpengGl and how to find out how it handles resolutions.

I cant see inside the source, since I dont have it, I can however intercept calls, override the function with my additions, and that should work, I guess, kinda, I hope, maybe...

THE IDEA
So I would have to figure out how the method that handles resolutions is called, before it sends parameters to glide.
If I know its name, I can override it( I guess, kinda, I hope, maybe) with my additions and then call glide with it, thats already modified and ready to accept additional resolutions.

THE GUESTIMATIONS - AKA GETTING MY BEARINGS
I can peak at the leaked 3dfx sources. Theres some OpenGl stuff there, dont know what they really are. I did build it, but its not working for me.

First I look at 3dfx_source_codeSWLIBSOPENGL.
I open every single file (thats relevant, you dont have to open examples, but you can if you want) in notepad++. Yes all of them. We will theck some keywords if it may narrow down the list of classes and headers that are relevant to our problem. There will be 100+,300+ files opened, but for search results usually it finds < 10 relevant files.

Search all opened documents by some keywords, lets say "resolution", "1600x1200", "1600", "max_res", "0x17", "grSstWinOpen", "grSstOpen".

At this point something relevant was found!

(https://i.postimg.cc/Kjm3HKq8/Resolution-File-Search-5.png)

Allright, after a short selection, 2-3 files are relevant.
(https://i.postimg.cc/rFnRfwSq/Resolution-File-Search-4.png)

(https://i.postimg.cc/XYtG01Hh/Resolution-File-Search-2.png)

This would def be what I can correct. But looking at it. Max resolution mentioned is 1024x768.
Looking at the results I got, nah... Looking at the wrong place.
I will keep 2 files, sstcontext.c and sstglide.h, they are semi-relevant. If I dont find anything better will atleast be a start.
But it looks like this is some early alpha pre-release, from a voodoo2 time.

So lets close all OpenGlSRC and look else where, maybe OPENGLGLIDE3X

Fairly crappy results again.
Sometimes things are simple....
(https://i.postimg.cc/ydmSjhTG/Resolution-File-Search-7.png)

For example one resolution that must be valid in openGl context is "GR_RESOLUTION_1600x1024", for glide its considered "extended" and no glide games support it, but its in glide and OpenGl has it for sure. if we dont find this in any form were not looking at the correct classes.
**** ....

So I would say, unless I missed something, even if the leaked sources has the icd, its way to old to help in any way.

DIFFERENT APPROACH

Lets catch the output of game calls to opengl icd, maybe something good comes up.
Useful tool GLIntercept: https://github.com/dtrebilco/glintercept

It logs all the calls from the game, to the opengl icd, this way you atleast see whats getting called. The tools can do a lot more, but for some other time, when Im more familiar.

Log looks something like this
(https://i.postimg.cc/jddJ67n8/Resolution-File-Search-8.png)

Browsing through it, yea all good. No mention of the part where the icd makes the glide call, but for that to happen, you would have to log one step further. So atleast the conclusion that on the game side, when the calls are made, nothing fancy with any 3dfx trickery is going on.

Oke.. its something, still doesnt really help me.
Lets open up the icd.dll
(https://i.postimg.cc/hjVQP8zr/Resolution-File-Search-10.png)

Well there are atleast method names, for further exploring.
Theres more, I also went into mesafx to check how its handled there, got some good stuff, but I ended the day there. With no resolution.

This is how it felt
(https://funnypoolfloats.com/wp-content/uploads/2018/01/Giant-Rubber-Ducky-Pool-Float.jpg)

Except that there was no hot babe, or waterfall, the duck was there though, and I was drowning and I swear someone peed in the water ....
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 27 May 2022, 15:26:53
After some more exploring I "figured out" whats going on with mesafx and quake2, that was the reason I was looking into 3dfx icd, cus mesa did quite poorly there. And they are many q2 engine games that are of interest to me(heretic2 on the list!). For me q2 should be around the 80fps mark, else theres noticable input lag, hard for me to play the game. Its the same even for q2 rtx, just couldnt play it on 60fps, had to change settings with 80fps target, then Im happy.

As it turns out it defaults to 32bit(24bit for depth buffer) rendering and 32bit textures, so that explains the low(er) numbers.
Nicely explains the results I got from testing drivers, all that are very low in this game use mesa. The rest use 3dfx icd.

(https://i.postimg.cc/65yn6c5F/Win-XP-Quake2.png)

Well you have control over it, somewhat. You can force 16textures with environment variable MESA_FX_IGNORE_TEXFMT=1, theres one for 16bit rendering that didnt worked for me, so I just forced it in code and there we go.

Initial numbers in 1920x800 in q2 under xp were

Default:                53.1fps
16bit text:             58.7fps
16bit rend, 32bit text: 70.6fps
16 bit rend and text:   78fps

So mesa is back, and **** that 3dfx opengl icd doctorate.
I will have to add some way of user adjustable option, to do this in the control panel.

-------------------------------------------------------------------------------------------

Next step was testing some glide prebuilds I have with my build of mesafx. I kinda bounce between them now, need to pick "the best" to stick with it and work on it.
Sources avaliable to me:
- sourceforge 30303
- sourceforge 40404
- koolsmoky 2610

But but but why dont you test glide games if..? For glide Im sure most will be fine, its more of mesa+glide combo and if its gona be slow/fast here it will be the same just for glide.

ks10Clean is my build of koolsmoky 2610 and mysf4040 is my build of sezeros- sourceforge 40404 source.
The rest are prebuilds taken either from driver packs or websites.
My build of mesafx was used and glide3x.dll were being replaced.

Quick tests

//WinXp - am3.1r1 - MesaFx 6.2
Settings dont matter, same for all. System as dirty as it gets, still, same for all again.

[b]Quake 3 v1.32vogons - 1280x1024[/b]
2605_am29/raziel: 70.7
2610_3dhq:        70.6fps
2702_sfft59:      68.7fps
2704_sfft1_9:     70.6fps
4040_amr11:       70.4fps
ks10Clean:        70.6fps
sf3030:           68.3fps (checked)
mysf4040:         70.4fps - red tint
40405ks:          Could not load opengl

[b]Quake 3 v1.32vogons - 1600x1200[/b]
2605_am29/raziel: 48.8fps
2610_3dhq:        48.8fps
2702_sfft59:      48.8fps
2704_sfft1_9:     48.8fps
4040_amr11:       48.3fps
ks10Clean:        48.8fps
sf3030:           46.3fps (not a typo)
mysf4040:         48.3fps - red tint
40405ks:          Could not load opengl


[b]Quake 2 v3.24 - 1280x1024[/b](yes this one)
2605_am29/raziel: 90.7fps
2610_3dhq:        90.8fps
2702_sfft59:      90.8fps
2704_sfft1_9:     90.8fps
4040_amr11:       90.9fps
ks10Clean:        90.8fps
sf3030:           88.7fps
mysf4040:         90.8fps

[b]Quake 2 v3.24 - 1600x1200[/b]
2605_am29/raziel: 66.4fps
2610_3dhq:        66.5fps
2702_sfft59:      66.5fps
2704_sfft1_9:     66.5fps
4040_amr11:       66.5fps
ks10Clean:        66.5fps
sf3030:           63.8fps
mysf4040:         66.5fps


[b]Mdk2 demo v0.9 1280x1024[/b]
2605_am29/raziel: 82.79fps
2610_3dhq:        82.89fps
2702_sfft59:      79.5fps
2704_sfft1_9:     82.88fps
4040_amr11:       82.89fps
ks10Clean:        82.89fps
sf3030:           80.05fps
mysf4040:         82.9fps (red tint)

[b]Mdk2 demo v0.9 1600x1200[/b]
2605_am29/raziel: 56.09fps
2610_3dhq:        56.12fps
2702_sfft59:      55.01fps
2704_sfft1_9:     56.12fps
4040_amr11:       56.11fps
ks10Clean:        56.12fps
sf3030:           52.89fps
mysf4040:         56.13fps (red tint)


Funny how visual people are, I do the tests and write down the results, but dont really "know" what they tell, untill I look at it in a nicely assembled form, chart would be even nicer :D

Not much to say is it. Cant really go right or wrong.
sf3030 is out. Comes down to ks10 and 4040.
4040 is newer, sezero still does cleanup and small tweaks on it, on his github, think he made an opsie somewhere so thats why the red tint, or on my compilation side something broke.

Will try the one from dev branch from the cvs if I can clone that. If not, I wont be bothered much, use the koolsmoky one and slowly port sourceforge changes, where I feel they made things better. They are quite different in some places and the way ks did it is sometimes better, other times the way sourceforge team did it....
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 28 May 2022, 12:48:37
Well cloned the latest source from dev branch of sourceforge glide project.

Now for a bit of a rant. Thats one of the reasons no one does anything anymore. **** is always broken. Always!
You clone, read the readme file, quickly check makefiles, build....

And you are greeted with a barrage of errors :(

(https://i.postimg.cc/zvbZGYdb/****-This1.png)

Couple of hours of fixing, removing cvs autogenerated crap, fixing makefiles (I dont think anyone tested windows), luckily Sezeros github helped a lot, so I could just replace some files, throwing the mouse at the wall a couple of times, and a build comes out.

And I have red tinting again, ****....

Ok Ill do it without Sezeros fixes, he atleast tried to make the process a bit easier, good on you man.

Error by error, code errors, makefile errors... And a build comes out. And red tint again, fuuu.....
But since I was looking at this **** for so long, I kinda had an idea whats wrong, change small portion of code for windows compiler to how linux handles it. And there we go. Try to build with all the goodies 3dnows and sse745.. Bam. Works, file size for once looks the same as other prebuilds, no tint, everything works (ok lets not get ahead of ourselfs)..

By the time I got to bed, birds were starting to make noises, if I didnt love my mouse I would throw it at them...
(https://inspirationfeed.com/wp-content/uploads/2020/07/Tired-Meme23.jpg)
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 29 May 2022, 22:06:46
Well Dolenc, I see your progress is going well, and your monologues too...;)

After your elaborations, I understand, that you have a clean, bug-free version of Glide3x?
If that's right, that's already a good result. Too bad I can't help you, I have no experience in these things...[:(]
Anyway, thanks for your efforts and the time you are devoting to this project. :)
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 30 May 2022, 17:10:01
Would be great if it was bugfree, but its not...

In mid 2007 ks did a bunch of changes for xp driver release, this one:
https://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=6585&whichpage=1

Thats kinda where glide3 is in sourceforge dev branch that Im using, since he adds his changes to the project. While its written to work on all supported os. Guess no one tested win98, happens.

Current status would be:
- Reading registry path broken on win98, so 3dfx tools not working, xp works fine, fixed, but will revisit (I may have just hardcoded the correct path, or not, wont tell....)
- Now that win98 3dfx tools works, it crashes with 64MB per chip mode, could be that it just needs an update to environment variables?, In progress
- Add isOpenGl for glide override, since it was changed, in progress
- Add 2 more envir variables that control mesaFx and its rendering, so user can override 32bit, ToDo
- Mora crap can show itself on win98... ToDo
- alt+tab for mesa lock, ToDo
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 30 May 2022, 21:10:57
It little things like this...

(https://i.postimg.cc/FRTKMgbV/OpenGl1.png)

Somewhere in the process WIN32 was changed to __WIN32__, but missed this one, opsie.... Then I wonder why it doesnt work if all looks good :D.

One down, many more to go!

Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 03 June 2022, 16:12:04
Small video update
(forgot I was testing if color controls work, so image its a bit brighter that what it should be)

https://youtu.be/zEqEUeKycqs

Mesa texture override was already present in mesaFx, I just added the control to 3dfxtools and connected everything.
For 16bit pixel mode, I did a crappy, take-this-values! solution, not proud, will revisit eventually, but should work.
Theres one environment pixel format override present in mesafx, but besides crashing in most games, also has no aa.

So what I wanted to add is done.
Now just to slowly sort out the kinks in glide...
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 04 June 2022, 02:41:55
(https://i.ibb.co/FK8qZvK/dolenc2.jpg)
https://ibb.co/FK8qZvK

Hi Dolenc,
sure, at a resolution of 1980 x 800, recovering almost 40fps, forcing rendering and textures to 16bit, is really a great result, congratulations!
You and v5 are doing a really good job.

Are the 128mb helping you a lot in this result, besides the 190mhz VSA/Ram overclock?

I see that override is disabled in 3dfxtool.
I also understood from what you wrote that mesa already has the override option and you enabled it.
So quake2 started at that resolution setting because it was natively set by windows, or did you edit the quake2 config file?

Maybe I asked a stupid question...[:p]
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 04 June 2022, 12:30:14
Dont think 128mb helps in this game, its more for testing, same as oc, if something is wrong it will show early.

Resolution override for glide is a "hack" since games themselfs are limited. Its only for glide, even that probably wont work on most games.
For openGl, there is no override, even if enabled, its ignored.

For quake 2 it was set in autoexec.conf, thats where it is in this case and why it says custom. 1920x800 isnt a common resolution, usualy first 21:9 starts at 2560x1080, but thats a bit too much to ask out of the poor voodoo.

MesaFx can use environment variables to configure it somewhat, one of them is force 16bit textures. This one is a must, since if the game specificly doesnt have a 16/32bit toggle, like quake 3 for example, it will default to 32bit. Doesnt matter that you have your color, with resolution, set at 16bit. And there are lots of games like that, even q2 and mdk2 that I usualy test with.

The problem with environment variables is that they just arent that user friendly. They do work everywhere, I guess thats what mesa was going for.

Theres one for pixel format too, could be that it just need a bit of a fixup somewhere, it caused problem in most games. So I done it differently. And after playing around somemore might even have to change it, half-life had problems..

ciacara, good that you wanna keep the spirits up, but theres really no need. No more gj, well done, I have my grandma for that.
I wanted to do some more knowledge sharing here, atleast where to find stuff and build it, but since I can spend time looking at code or writing posts here, had to pick one :), maybe when its done.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 04 June 2022, 14:55:42
I was wondering why da **** the driver defaults the refreshRate to 75hz always in games, even though I have it set higher in windows.

Now Im prepping the .ini and there it is
(https://i.postimg.cc/8z4k22bF/default75hz.png)

Also added 144hz to glide and opengl. But will see how win98 behaves, 100 or 120 is more common value in games.
All those .ini "tweaks" when people were adding 200hz, dont do anything cus glide and oGl have there own checks and cap at 120hz.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 08 June 2022, 20:07:46
Was testing a bit, theres one major issue still present, that registry path on win98. And some smaller kinks, that I have to test a bit more, to see how they affect things. Asked Sezero if he can help me with the reg problem, cus clearly I wont figure it out. For testing its hardcoded in.

Anyway, another monologue. I was testing today a bit, yay half-life finally works again. A bit slow, enable 16bit textures, better, still too slow, enable 16bit rend, runs like a dream.

Finally everything clicked. I played around some more.

Then I test quake2. 58fps. Wtf, I know I played on 1080p before and it ran somewhat fine, what is this now again, wheres my 80fps. Noe, messed up something again, you "fix" one thing you break 3 others. Tried some more stuff... Then I look at the setting, I just forgot its still at 1920x1080, dumbass...

Anyway heres a test driver package if anyone wanna play around, for win98:
https://easyupload.io/e4cq3h (link valid for 7 days)

If its not a clean system, check the registry before installation, anything under "HKEY_LOCAL_MACHINESystemCurrentControlSetServicesClassDisplay ..." delete it. Its hardcoded to Display\0000.

Extract, read readme.txt/Extra notes, then run ->setup.exe<-



For winXp, if you wanna make one, take the driver of your choosing(I suggest sfft 1.9 since that has the most advanced d3d), install it, then put the files "3dfxOGL.dll, opengl32dll, glide2x.dll, glide3x.dll" into your win/system32 folder.

After, you will see in the driver installation folder, theres one called "Extra/Win2kXp".
Run
- XP_AddMesaFxOverride_3dfxTools.reg
- XP_AddOverrideResolution_3dfxTools.reg
- And under timings folder the one you want (can be all)
- Install 3dfxtools if not present
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 09 June 2022, 14:24:25
There are some "special tweaks" in the .ini files of other drivers. What I could find out is they were taken from Tomb raider optimizations. Didnt check if they are even present in the driver anymore. Did test them...

(https://i.postimg.cc/d0Z0hSxJ/Special-tweaks.png)


1280x1024  disabled  allEnabled
Unreal:    74.03     74.09
UnrealT:   52.92     52.78
Quake2:    90.4      90.4
Quake3:    69.6      69.6
Mdk2:      81.88     81.93
Drakan:    61.05     61.04


I will leave them in the file, but comment them out, so they are not installed. If someone, for whatever reason wants them, just remove the comments before installing the driver.

And now the important stuff. The hard-hitting question, is Voodoo 5 a 1080p card?
https://youtu.be/HDqk7M5vUbU
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 09 June 2022, 23:10:53
Hi Dolenc, I'm your Grandma, I would like to say so many nice things to you but I can't because you would tell me I'm too loving....[:p]

Joking aside, thanks for sharing the files/drivers/tweacks, I want to test them, but I have to finish a long stopped project first ...

Personally I'm always interested in overclocking, I think you could achieve more with a doc modified version of bios. One such version of the v5 5500 agp bios, is 1.18 Modified - DramInit0:
https://www.3dfxzone.it/Voodoo5/bios/1.18%20AGP%20mod.zip?fbclid=IwAR3l9A9IGFugvIVVXLs5s95dkedkWjfeW21CmwjmQ5I6uC7peV2AeSNKPLQ

Bios with this wording next to the name imply that the memory timings have been modified to match previous revisions of the bios, which improves overclocking capability, as unmodified versions use more aggressive memory timings than previous revisions. Unless, the installed version has already been modified in this sense. It would have to be checked whether it is compatible with 128mb.

In Quake 2 I saw, for a moment, a resolution of 2048x1536 appear. Did you enter this by accident?

Is the v5 5500 a 1080p card? I'm too biased to answer that question, although from your tests it shows and answer is tangible.

My advice would be to include the hardware configuration and direct links to the Threads you created in the various online platforms, in the description of the videos, so those who will see it, even in the future, will have an idea of the whole thing...including your grandmother...
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 10 June 2022, 00:20:30
Thanks, I was eying that bios, just wasnt sure if it will work for 2x64mb, Ill ask Anthony, might know.
I do want more muhaherc!

Quake2 resolution list is from v3.24 patch, doesnt read what the card has avaliable, they are just avaliable to pick.

This is what the Voodoo has at its disposal, so yea 2048x1536 is a valid resolution, think its just not in windows, the timing is in .ini though.

Do you see 1080p anywhere? Yea, was never included in glide, just as a timing for desktop.


#define GR_RESOLUTION_320x200   0x0
#define GR_RESOLUTION_320x240   0x1
#define GR_RESOLUTION_400x256   0x2
#define GR_RESOLUTION_512x384   0x3
#define GR_RESOLUTION_640x200   0x4
#define GR_RESOLUTION_640x350   0x5
#define GR_RESOLUTION_640x400   0x6
#define GR_RESOLUTION_640x480   0x7
#define GR_RESOLUTION_800x600   0x8
#define GR_RESOLUTION_960x720   0x9
#define GR_RESOLUTION_856x480   0xa
#define GR_RESOLUTION_512x256   0xb <- Glide.dll
#define GR_RESOLUTION_1024x768  0xC
#define GR_RESOLUTION_1280x1024 0xD
#define GR_RESOLUTION_1600x1200 0xE
#define GR_RESOLUTION_400x300   0xF  <- Glide2x All voodoos
#define GR_RESOLUTION_1152x864  0x10
#define GR_RESOLUTION_1280x960  0x11
#define GR_RESOLUTION_1600x1024 0x12
#define GR_RESOLUTION_1792x1344 0x13
#define GR_RESOLUTION_1856x1392 0x14
#define GR_RESOLUTION_1920x1440 0x15
#define GR_RESOLUTION_2048x1536 0x16
#define GR_RESOLUTION_2048x2048 0x17 <- Glide3x Vsa based voodoos, previous max
/* Extended */
#define GR_RESOLUTION_1280x720  0x18 /* 16:9 */
#define GR_RESOLUTION_1280x800  0x19 /* 16:10 */
#define GR_RESOLUTION_1360x768  0x1A /* 16:9 */
#define GR_RESOLUTION_1440x900  0x1B /* 16:10 */
#define GR_RESOLUTION_1600x900 0x1C /* 16:9 */
#define GR_RESOLUTION_1680x720 0x1D /* 21:9 */
#define GR_RESOLUTION_1680x1050 0x1E /* 16:10 */
#define GR_RESOLUTION_1792x768 0x1F /* 21:9 */
#define GR_RESOLUTION_1920x800 0x20 /* 21:9 */
#define GR_RESOLUTION_1920x1080 0x21 /* 16:9 */
#define GR_RESOLUTION_1920x1200 0x22 /* 16:10 */
#define GR_RESOLUTION_3840x2160 0x23 /* just for a high max, still invalid */


About more information and including links, its like this, those that will want it, will find it, for others, not important, dont have to make everything easy :)

Someone in the yt comments suggested glide has some additional options enabled by default in UT, thats why its a bit slower than opengl and d3d, that dont. So I checked it, and yea, get about the same result now as d3d in my favorite 1920x800. Its still a tad slower, but rendering is more accurate, opengl and d3d might "leave" some things out.
https://youtu.be/Ro2RA5RH9ww

Before I bought the card, I kinda knew what to expect, bought one geforce2 to get a rough idea, downgrade in everyway from radeon x850xt I was using before, but I said to myself... Well, if atleast I could get 1080p for q2 engine games, that would be ok. Didnt know 21:9 window is just around the corner!
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 11 June 2022, 00:17:35

Yes, I can admit that the Extended Resolutions version by Dolenc makes this video card run at 1080P!

Just to add some more spice to the bios mod and overclock issue, with vsa-100 220 I was also getting 205/206 mhz results. You installed rev 320's, if your v5 works and is compatible with this bios, could we see 220mhz too?...I daren't imagine... [:0]

I saw the two systems you are using:

Amd system
Athlon64 3200+ venice @ 2.2ghz
Gigabyte GA-K8VM800M rev2, s754

Intel system:
Pentium E5800 @ 3.2ghz
Asrock 775I65G v2, s775

You need an Asrock AM2NF3-VSTA with AMD Phenom II x4 980, or an Asrock 4Coredual-Sata2 with an intel X6800 / QX6800. With these monsters, you can exploit the full potential of this video card. I'm sure of it. :)
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 11 June 2022, 01:15:00
Yea she is awaiting to be exploited... If I can get 200mhz I would be happy, if I could get a bigger di... I mean score in 3dmark01, so higher than the current wr holder, that we wont mention here! that would be even better, he has it at 215mhz on a crappy green voodoo and we all know red is a faster color :P. For him its a win-win, either he holds the record or his card.

This pentium I have is better, its one of the last ones(wolfdale), 3.2ghz (vs 3ghz on that crappy extreme editions :P) and 800fsb, that leaves room if you want higher and you dont have dividers. Win98 is single core anyway. Think that I saw around 3.7-3.8ghz with this mb I have, that isnt oc friendly, if it is goes waaaay past 4ghz, but thats around the same as what the wr record holder - that shal not be named! had.

But besides breaking the wr of the person that - shall not be named! Dont think voodoo5 scales much more past a cetrain point. I see I get same numbers as phils computer lab, with a p3 1.1ghz... So you know, plenty fast. Does scale with every mhz you get out of the card.

Did made a difference with radeon x850xt. Athlon64 240fps, cl2 ram 270fps, this pentium 400fps+, q3 fullHd all maxed, if I havent pressed demo myself wouldnt belive it that a64 bottlenecks it so much.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 14 June 2022, 22:10:34
Is the 3dfx Voodoo 5 5500 a 21:9 card?
https://youtu.be/QCqaPek9ovU

Anyway Im about done, waiting for some confirmation that it installs correctly on 6k and v4 and this will have to do for v1.0!
If Ill do more fixed eventually it will go into the next version.
Title: Driver "development" with modern aspect ratios
Post by: Obi-Wan Kenobi on 21 June 2022, 08:14:14
Hmm, an interesting project maybe? But the games look terrible ,deformed and stretched out.
As I replied in your video I type the same here, because I don't have any better words to describe it.

The aspect Ratio of 4:3 will always be the best for 3dfx graphics cards, no doubts around this, the games of their time were also made to support this aspect ratio only, as were the native drivers from 3dfx.

That goes for 640x480, 800x600, 1024x768, 1152x 864, 1280x960 to 1600x1200, these will always be the best reso's for the V3, V4 & V5 boards especially if using the 4:3 aspect ratio and for 5:4 1280x1024x/16/32 is also very nice to use, wide screen never was really a big deal back then and there are still plenty of 5:4 TFT's around left alone CRT's as well, going wide screen kind of ruins the original aspect as well.=, I may as well use my Radeon RX Vega 64 then if doing something like that for example, I really don't see the point in it all.

As for this experiment, showing the 21:9 aspect ratio... well to be very honest about it, no thanks, it ruins the actual aspect of the games, left alone the shapes of the map, the player, the weapons, it's all stretched out and very deformed, as if it's not a native thing anymore, it's not right in that perspective.

Thus for 21:9 in your video I am not a fan of it all because of that, everything just looks very wrong, the native look of the games is also ruined by this.

Just my two cents on it.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 21 June 2022, 10:19:55
Theres no correct aspect ratio. Cards/drivers are not made for it.

The Math behind (most) 3D games - Perspective Projection
https://www.youtube.com/watch?v=U0_ONQQ5ZNM
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 21 June 2022, 11:46:57
And a small update whats happenung!

Latest greatest glide source, has some issues under win98, I never solved that registry path problem and some more issues appeared for 6k cards. So I decided to change the glide3 source to koolsmokys one, it also runs a bit faster under 98. For XP the new one is still preffered.

The plan is to slooowly port changes from the new one to this one, but first I want to have a milestone 1.0. And as always there were some problems with this one too. I had them, Anthony who kindly tests my builds, didnt have them...

I found out where the problem is, with sse2 optimizations having some issues, so Im slowly porting the lastest one to it, now that I know where the problem is.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 22 June 2022, 14:09:38
And there we go.

3dfx Wide driver v1.0
https://easyupload.io/znl3ry
(link expires in 15 days, @Glide please, put it somewhere and edit the post)

Supports vsa-based cards, no v3, for win98.
Extract, read readme.txt - Extra notes, run setup.exe.

(https://i.postimg.cc/DfSq8N0s/glide0000.png)


Some additional info, because I noticed some confusion.

OpenGl
Additional resolutions are added to the included MesaFx opengl icd (also glide).
There is no override for openGl. If the game supports it, if the driver supports it, it will run.
Glide override will check if request came from openGl and even if you have it set in 3dfx tools, it will ignore it.

If you are going to use another icd, it does not have these resolutions. So you will not have them.
Glide override feature will force it, because (atleast what I tested) other icds dont bother telling glide they are opengl.
But will either be letterboxed or crash in a short time.

Use Default OpenGl renderer in games settings, not 3dfx one if the game has that setting.
It will default to the one installed with the driver.

MiniGl, you should not use - ever, even with other drivers. This was a stop-gap solution for 3dfx, that gave them time to complete theirs full openGl icd. And it should be forgoten in history.

General rule, unless you have some compatibility issues with some old games. You should not use any other icd, this one is kinda the best ;)


MesaFx force 16bit
These two controls are enabled by default in the driver. Disable them to get default MesaFx behaviour.

(https://i.postimg.cc/prnMm0QJ/slika4.jpg)

MesaFxs default behaviour will default textures and pixelformat to 32bit, unless the game specifies it wants 16bit.
Quake 3 is a good example, that can do both. So no need here.
Quake 2 is a good example, that does nothing. Thats why it was made.

As a general rule, you should leave them disabled. If you are experiencing any performance issues with the game, try textures first, then pixel format.


Glide resolution override
This is a hack-ish solution, that will replace the games resolution with the one provided in 3dfx tools, when preparing the framebuffer.

(https://i.postimg.cc/7PC51wmm/slika1.jpg)

As explained in openGl section, you can leave this on and it wont bother openGl or d3d games.

(https://i.postimg.cc/vBKdHRnm/slika3.jpg)

For Unreal engine games it works as expected, for others, no guarantee.
Fov has to be adjusted if the game doesnt do it automaticly.

If the game uses fov of 90 at 4:3. Then you will get the same scale with fov 106 at 16:9 and fov 121 at 21:9 aspect ratio. But consider fov a bit of a personal prefference, I use 130 for 21:9.

There are also some 4:3 resolutions on the list, idea being to force higher, when game is limited to very low one. Havent found one so far that worked.

General stuff
V5 5500 uses digital sli and 2pix per clock rendering. Up to a point - resolution. At 1600x1200 and higher it will disable 2px rendering and switch to analog sli (6000 series only has analog). So its "sweetspot" is at lower resolutions than that.
For 16:9 thats 1600x900 and for 21:9 thats 1920x800.

If you get, so called, pink sli lines, it means its just too much for the poor sli to handle, that can accur with higher resolutions and 32bit color. Use 16bit color and you are good to go, even at 1920x1080.
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 22 June 2022, 20:46:49
Hi Dolenc, Grandma congratulates you on the first official release of your Wide drivers for 3dfx VSA-based graphics cards running Win98.

While waiting for a drawer to be dedicated for this release of yours, I have hosted your file at the following address:

https://www.dropbox.com/s/rquohyr7bobjy5y/3dfx%20Wide%20driver%20v1.0.zip?dl=0

I suggest you post the link to the first post of this thread of yours, referring to the explanation written in this last post of yours.

I need to set up the hardware workstation to test this release of yours, I can't wait any longer... ;)
Thank you very much for your work, now let's see if it works...[:p]
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 22 June 2022, 21:09:37
Its made to run 5min, enough for a benchmark run or one good screenshot! I can guarantee that! For more you can send your complaints to support@nvidia.com :P
Title: Driver "development" with modern aspect ratios
Post by: Obi-Wan Kenobi on 23 June 2022, 03:20:27
QuoteOriginally posted by Dolenc

Theres no correct aspect ratio. Cards/drivers are not made for it.

The Math behind (most) 3D games - Perspective Projection
https://www.youtube.com/watch?v=U0_ONQQ5ZNM
That then concludes you are totally wasting your time, like you self said the cards never supported these models per hardware definition,  the result is a deform image also these games were never made to support 16:9 left alone 21:9, you're just making the games look terribly and deformed and stretched out, I don't see the point of this entire thing.

it's as if you are trying to watch a 4:3 aspect ratio movie on a 16:9 screen it looks warped and stretched out aka deformed, this doesn't improve the game experience bar nothing it just messes up the field of view.

Or if using a bad sound card like a Vortex 2 with an Advanced amplified yet the sound quality is still poor of quality, as it will sound like loud tin cans.

In the end people have really tried to improve such things with many methods but like this one I don't see it as a success.

Just stick to 4:3 gents, if you want your games to look awesome how they were in their actual times.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 23 June 2022, 11:32:10
Please restrain yourself from further ****posting.

Not everything will be to your liking, and thats just fine ;)
Title: Driver "development" with modern aspect ratios
Post by: Obi-Wan Kenobi on 23 June 2022, 20:55:18
QuoteOriginally posted by Dolenc

Please restrain yourself from further ****posting.

Not everything will be to your liking, and thats just fine ;)
No swearing in this forum if I like something -->  I'll say it
If I dislike something I will happily say it, it's called having an honest opinion, it's part of the Free Speech system here in the EU ;)

Be mindful of your thoughts, think first before you say something bad to people you don't even know.
There is no need to cuss people out all because someone does not agree with your so called experimental projects

In the end, it's the choices you make that determine your outcome...
Just relax and enjoy what you do best.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 24 June 2022, 12:37:15
There are 2 problems currently with v1.0 (ofc theres more, but this 2 bother me)

- Sometimes it will lock-up on game start, kinda big problem ;). I fixed it once, clearly not. Could be related just to my system configuration, still...
- Switching between windowed and fullscreen will eventually cause a crash

It will have to wait a couple of weeks, have to do some other stuff first, but think I have an idea whats going on, fixes will go in v1.1.

If someone tests the driver and you have issues, write it here and add what gpu and cpu was used.

----
Well time management at its finest... For the first issue, good news I found where it happens. Bad news, where it happens, mesa.
Second issues fixed, need to be more careful porting newnew glide stuff. Also added back sse2 texture download stuff(partial) that I blamed for the first issue.

----
Think the first issue is resolved too. Had to build mesafx with the glide lib of the actual glide.dll that Im using. You learn something new everyday.

Ill wait till tomorrow, to test some more, if Im not prematurly celebrating, but I think this is it.

Also alt-tab issue crashing the game got resolved during the proces. It still wont minimize the game, but it also wont crash it anymore.

Looks stable as it should be now.
Some more testing and if confirmed, Ill upload the v1.1
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 25 June 2022, 11:52:45
3dfx Wide driver v1.1
https://easyupload.io/o4h16z
(link expires in 30 days)

Supports vsa-based cards, no v3, for win98.
Extract, read readme.txt - Extra notes, run setup.exe.

(https://i.postimg.cc/hG4Nm0tX/of1a5b0000.jpg)

Version 1.1
- Fixed occasional lock-up on game start
- Added back sse2 texture downloads, that were removed from v1.0
- Fixed eventual crash from switching between windowed and fullscreen in glide
- Alt-tab wont crash openGl games anymore
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 25 June 2022, 18:11:37
Added to temporary drawer ;):

https://www.dropbox.com/s/k519f3v6fz806td/3dfx%20Wide%20driver%20v1.1.zip?dl=0
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 25 June 2022, 22:41:42
In thanks, you get some screenshots

(https://i.postimg.cc/bY3MqD0z/glide000.png)

(https://i.postimg.cc/Hk7P06qx/glide0009.png)

(https://i.postimg.cc/hGWZ29n0/glide0002.png)



So atleast I didnt break the screenshot function.
Game does run a bit too slow, causes lots of tearing.

And unreal-ated, but still some.
For ease of searching patches for games and troubleshooting, a good the best source is https://www.pcgamingwiki.com. You can find windescreen info, which graphics and sound api the game supports, inputs, troubleshooting. Really good place, where I always check first. You get used to their design and lots of info provided at first sight.

Some more patches I use:

Quake2 Unofficial v3.24 Patch, adds some more settings, resolutions and music, so cd doesnt have to be use.
http://www.markshan.com/knightmare/downloads.htm

Quake 3 palleted textures and hor+ patch
https://www.vogons.org/viewtopic.php?f=5&t=38810

Half-life, for won version, adds music, additional resolutions (oh the warp screens!)
https://community.pcgamingwiki.com/files/file/1228-half-life-won-resolution-fov-mp3-patch/

Fakk2 fov patch, resolution in autoexec.cfg same as any quake3 engine game
https://www.wsgf.org/dr/heavy-metal-fakk2

Unreal tournament (for free fps set detailed textures to false in game preferences for glide)
https://github.com/alexstrout/foxWSFix-UT99

For more, you know where to look.
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 26 June 2022, 14:50:35
Since someone asked, where are the glide sources.

Koolsmokys
https://www.3dfxzone.it/koolsmoky/glide.html
   
Sourceforges latest development glide version, that Sezero pushes forward.
This one is nice, since you can peek at the history of commits.
https://github.com/sezero/glide
   
Sourceforge, last release is 30303
https://sourceforge.net/projects/glide/

To get development branch use CVS

cvs -d :pserver:anonymous@glide.cvs.sourceforge.net:/cvsroot/glide -z6 co -P -r glide-devel-branch Glide3
(note: use Glide3 with capital G -- that will get both glide3x and swlibs)

To get an older version, if you need it
CVS Get date
cvs -d :pserver:anonymous@glide.cvs.sourceforge.net:/cvsroot/glide -z6 co -D "2007-02-15" -P -r glide-devel-branch Glide3
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 12 July 2022, 23:13:27
QuoteOriginally posted by Dolenc
- Fixed occasional lock-up on game start

I still got lockups occasionally on game start.
What it turned out to be the problem is Agp aperture size, I had it at 256mb, so set that to 32mb, v5 has no agp texturing anyway, no more problems for the last 2 weeks.

One game that doesnt work, that I tried, is Sin. It works with 6.3 mesaFx, You can use that mesafx version, just put in the game folder and if you want to use a different resolution, use glide override, it will force it(also patch the game ofc).

I have "future plans" to use newer mesa, but in 6.3+ they changed some things and glide part needs some rework, so somedayTM.


(https://i.postimg.cc/9fByXTbM/glide0022.png)

More rune in action
https://youtu.be/gFsCs6DKLYs
Title: Driver "development" with modern aspect ratios
Post by: Glide on 23 July 2022, 09:58:01
Hi Dolenc, all,

thank you a lot for yours effort and contribution.

QuoteOriginally posted by Dolenc

3dfx Wide driver v1.0
https://easyupload.io/znl3ry
(link expires in 15 days, @Glide please, put it somewhere and edit the post)

Now both 1.0 and 1.1 versions of Wide Driver are physically hosted by 3dfxzone and downloadable from these following URLs.



Enjoy your day
Title: Driver "development" with modern aspect ratios
Post by: ciacara on 25 July 2022, 00:42:15
Hi Glide,
I tried the links but they don't work.
I did however find the drivers in the dedicated section:
v1.1
https://www.3dfxzone.it/dir/3dfx/drivers/?objid=1137

v1.0
https://www.3dfxzone.it/dir/3dfx/drivers/?objid=1136

but the download does not start.
Please can you check?

Thank you.:)
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 25 July 2022, 13:06:26
Think you 2 deserve a couple of screenshots

Heretic II v1.07
(https://i.postimg.cc/cLCnKcZy/glide0002.png)

(https://i.postimg.cc/J0RyRNKF/glide0008.png)

(https://i.postimg.cc/1RFMXsBc/glide0033.png)
Title: Driver "development" with modern aspect ratios
Post by: Glide on 25 July 2022, 22:31:30
QuoteOriginally posted by ciacara

Hi Glide,
I tried the links but they don't work.
I did however find the drivers in the dedicated section:
v1.1
https://www.3dfxzone.it/dir/3dfx/drivers/?objid=1137

v1.0
https://www.3dfxzone.it/dir/3dfx/drivers/?objid=1136

but the download does not start.
Please can you check?

Thank you.:)

Hi ciacara,

I'm sorry for inconvenient and many thanks for your message. Now both links have been fixed.

On these screenshots, Heretic II, one of the best, once again :).

Bye bye
Title: Driver "development" with modern aspect ratios
Post by: Dolenc on 19 March 2023, 00:14:34
Added glide to github, so all changes will be documented.
Same plan for other parts of the driver or anything 3dfx related I will do, slowly...

https://github.com/NejcDolicanin/3dfx_glide
Title: Re: Driver
Post by: Dolenc on 11 June 2023, 14:38:54
Setting a virtual machine for driver compile

Theres plenty of way how to approach this, this is one of them.

I use a virtual machine (VirtualBox) running WinXp sp3 to compile 3dfx stuff. Benefits being, still using an older OS to avoid compatibility issues, but still working on a new(er) machine, with its higher resolution, multiple monitors, network access, very easy to install software, mount .iso-s and just generally fast. And if you "botch" something in the OS, you just clone a clean, already setup instance and continue.

Used this for all glide versions so far and minivdd driver. For MesaFx I tend to use win10.

1. Oracles VirtualBox can be downloaded ->here (https://www.virtualbox.org/)<-. Your system has to have virtualization support and enabled in bios, usually by default.
Download and install.

2. Create a new virtual machine
Enter a name for it, select a folder where the virtual HDD and settings will go, select a WinXp 32bit version. Next...

(https://i.postimg.cc/zXtS6LL2/1.jpg)

(https://i.postimg.cc/T3Kq6Rgd/2.jpg)

2.1 Set memory size this system can use, I tend to give 4096MB. Next...

(https://i.postimg.cc/HkF0Wf9Q/3.jpg)

2.2 Create a virtual hdd, leave default settings, vid, Dynamically allocated, 10GB is fine.

(https://i.postimg.cc/x8sHw7dN/7.jpg)

Virtual instance is created.

3. Start it, browse to your winXp.iso image, from which you will install the OS, Start...
(https://i.postimg.cc/3Jcm9P6P/8.jpg)

3.1 WindowsXp installation will commence! Go through the install procedure, same as on actual hardware.
Create a partition from that 10GB and format it to ntfs.

(https://i.postimg.cc/Df5q4Wcf/9.jpg)
(https://i.postimg.cc/Hk85N61j/11.jpg)

After a minute or so and a few restarts, were in! Configure whatever needs configuring (language, date/time) from inside the od. Sound should be working, inputs should be fine, resolution should be a small window.

4. Now the fun part... Configuring it for ease of life.

From the MenuBar go to Devices / Insert Guest Additions CD image...

(https://i.postimg.cc/q7fnH2pw/12.jpg)

This will mount some extra utility cd, that contains additional drivers and utilities. It will help with window scaling, sharing folders, usb drivers and so on... Must install.
 
It will either autoplay or if it doesnt, go to my computer and run the installation disc. 

(https://i.postimg.cc/tCK7sy8C/13.jpg)

After the restart, we can now rescale the window or go fullscreen and it will dynamically adjust.
You can see an aditional oracle icon next to the clock.

4.1 From the MenuBar go to Devices / Shared Clipboard and set it to Bidirectional. Do the same for Drag and Drop. This will enable shared "copy paste" between you host machine and the guest virtual one.

(https://i.postimg.cc/jjzfxC5b/14.jpg)

4.2 On your host pc, create a folder, you will use for sharing data between host and guest machine. I have it like "F:\Virtualka\SharedFolder"

From the MenuBar select Devices / Shared Folders / Shared Folders Settings

(https://i.postimg.cc/1tsqfPnN/15.jpg)

Click on the plus folder icon, set path to your shared folder and check Auto-mount and Make Permanent

(https://i.postimg.cc/fLC0dFmq/16.jpg)

Save/ok. Now if you check under My Computer. You will see the newly attached network folder. Convinient way to share files between systems.

(https://i.postimg.cc/3xG41W2v/17.jpg)

4.3 For installing from .iso images aka mounting virtual cds.
From MenuBar, select Devices /Optical Drives / Choose a disk file...

(https://i.postimg.cc/KjY3DN5G/18.jpg)


Select the .iso from the host machine. It will be mounted as a "disk drive" in the virtual guest system.

(https://i.postimg.cc/WbCq00qV/19.jpg)

This is the easiest way to install software needed from .iso-s. But before you go ham installing... Do one more thing.

4.4 Install common software
- 7zip
- Notepad++
- Whatever you need for every system

5. Make a copy of your clean virtual machine, before you start installing SDK-s.
Close the running virtual machine, MenuBar File/ Close /save the machine state

(https://i.postimg.cc/02bJ6VQZ/20.jpg)

From the VirtualBox Manager window, right click on your clean installation and Clone it. Name it FreshInstall or something, so you dont forget which one to always start with.

(https://i.postimg.cc/3rLvJsKd/21.jpg)


So when (not if) you **** up your installation, you always have a clean one, ready to clone again and go!

(https://i.postimg.cc/nrwjRDdv/22.jpg)

Thats it... Fast, safe, easy to restore

(https://i.postimg.cc/g0PwTdKB/23.jpg)
Title: Re: Driver \
Post by: Glide on 12 June 2023, 21:58:09
Hi Dolenc, and all,

thank you a lot to have shared this, very useful, tutorial.

Have fun.

Bye bye