Sign in with
Sign up | Sign in
Your question

Kyro 2 and REAL MYST

Tags:
  • Graphics Cards
  • Graphics
Last response: in Graphics & Displays
Share
Anonymous
a b U Graphics card
May 21, 2001 4:10:42 PM

It has been known that REAL MYST does not like to run on the Kyro chip.

It still doesn't with the Kyro 2. :) 

The game crashes out even before it starts leaving you at the desktop. Trying to do anything else results in an illegal operation.
An error occurs in the PMX2HAL.dll file for directX.

Has anyone heard of a patch or a work around?

-thanks!

The Jolly Wizened Oaf!

More about : kyro real myst

Anonymous
a b U Graphics card
May 21, 2001 7:00:26 PM

try to tweak kyro 2 drivers a little...

I found some information about what we can do with that tweaking...


<font color=red><i>
D3D: 1st option
Four settings are provided to enable you to control Full Scene Anti-aliasing, you may want to try different settings depending on the type of graphics or movement you are displaying:
·Force 4x (2x2) Anti-aliasing – this generates a 2x2 pixel block and averages to one pixel.
·Force 2x Horizontal Anti-aliasing – this generates a 2x1 pixel block and averages to one pixel.
·Force 2x Vertical Anti-aliasing – this generates a 1x2 pixel block and averages to one pixel. This may be particularly effective if you are using a TV screen.
·Application Specified Anti-aliasing – this is the default setting.

D3D:2nd option
Vertical Sync synchronises Vivid!XS to your monitor’s refresh rate.
By turning Disable Waiting for Vertical Sync on, you are disabling this synchronisation between Vivid!XS and your monitor. This means Vivid!XS can run at top speed because it isn’t waiting for the next screen image to be displayed, but this may result in the image ‘tearing’.

D3D:3rd option
Defer Render Until Flip waits until a full scene has been supplied before rendering it.
Turning this on may remove artefacts from the display and improve performance, but it may also create unusual artefacts.

D3D:4th option
Force Anisotropic Filtering provides anti-aliasing for all MIP mapped textures within a scene. It resolves detail on textures that are ‘tilted’ on the screen, such as notices on walls or half-open doors that are at an angle to your viewpoint.
Turning this on improves image quality, but will reduce performance.

D3D:5th option
Texture compression forces textures to be compressed using the ‘DXT’ texture compression format where possible, even if the application does not attempt to use texture compression.
Turning Force Texture Compression on enhances performance but may result in some visual artefacts.

D3D:6th option
Trilinear filtering blends between texture maps for a smoother transition between distances, and is especially noticeable as an object moves towards or away from you. It also resolves detail on textures that are ‘tilted’ on the screen, such as notices on walls or half-open doors that are at an angle to your viewpoint.
Turning on Force Trilinear Texture Filtering doubles the speed of this filtering technique when compressed textures are used.

D3D:7th option
RHW (Reciprocal Homogenous W) is an alternative method to Z for creating depth comparisons.
Turning Force W Buffering on may improve the accuracy of the game’s depth comparisons by using Vivid!XS’s RHW calculation, but may introduce artefacts to the display.

D3D:8th option
Soft Edges on Cut-out textures improve the quality of ‘punch-through’ objects. This is where a texture has some parts rendered so that it looks like a shape has been ‘punched’ through it and is used for objects like leaves.
Turning this on should soften the edges of these objects but may also introduce some artefacts on the edges of some objects. Performance should not be adversely affected.

D3D:9th option
Enable External Depth/Stencil Buffer

Turning on Enable External Depth/Stencil Buffer causes the generation of an external depth buffer and causes Vivid!XS to use it. There are three sub-options you can enable to further tweak this option to suit your application:

1.Enable Direct 3D Depth/Stencil Buffer Format
Turning Enable Direct 3D Depth/Stencil Buffer Format on enables translation of PowerVR’s Depth Buffer format to standard Direct 3D format for use by applications and enables applications to apply advanced effects such as volumetrics.


2.Enable Depth/Stencil Buffer Storing
Turning Enable Depth/Stencil Buffer Storing on causes hardware to store the depth buffer to an external source after rendering.


3.Enable Depth/Stencil Buffer Loading
Turning Enable Depth/Stencil Buffer Loading on causes hardware to load the depth buffer from an external source before rendering.


The following combinations of the above are recommended:

3+2 enables loading and storing of depth buffer to handle games which break render into multiple passes with direct manipulation of the frame buffer between passes.

1+3 enables games to preload their own depth buffer values.

2+1 enables games to access to the depth buffer results from rendering.

1+2+3 provides a combination of the above two points.

OpenGL: 1st option
Four settings are provided to enable you to control Full Scene Anti-aliasing, you may want to try different settings depending on the type of graphics or movement you are displaying:
·Force 4x (2x2) Anti-aliasing – this generates a 2x2 pixel block and averages to one pixel.
·Force 2x Horizontal Anti-aliasing – this generates a 2x1 pixel block and averages to one pixel.
·Force 2x Vertical Anti-aliasing – this generates a 1x2 pixel block and averages to one pixel. This may be particularly effective if you are using a TV screen.
·No Anti-aliasing – this is the default setting.
OpenGL: 2nd option
Vertical Sync synchronises Vivid!XS to your monitor’s refresh rate.
By turning Disable Waiting for Vertical Sync on, you are disabling this synchronisation between Vivid!XS and your monitor. This means Vivid!XS can run at top speed because it isn’t waiting for the next screen image to be displayed, but this may result in the image ‘tearing’.

OpenGL: 3rd option
Under OpenGL applications can only request single or double buffering. Normally the PowerVR drivers will try to improve on this where possible by using triple buffering instead of double buffering. This may allow full screen applications to run with improved frame rate, but without loss of visual quality. If you select Use Application Specified Buffering PowerVR will match the application request, this can sometimes correct issues where the whole screen may not update correctly.

OpenGL: 4th option
This makes the application render to the front buffer only. If Force Single Buffer is turned on, there should be an increase in performance but ‘cut line’ (tearing) may be visible. Only PowerVR can usefully render to the front buffer, and this ability can also make significant extra amounts of memory available for textures.

OpenGL: 5th option
Force Anisotropic Filtering provides anti-aliasing for all MIP mapped textures within a scene. It resolves detail on textures that are ‘tilted’ on the screen, such as notices on walls or half-open doors that are at an angle to your viewpoint.
Turning this on improves image quality, but will reduce performance.

OpenGL: 6th option
Scissoring is a method by which objects are drawn in a restricted rectangle on the screen. Selecting Force Scissor Support Off may provide an increase in performance but you may see objects being drawn in parts of the screen where they do not belong.

OpenGL: 7th option
Texture compression forces textures to be compressed using the ‘DXT’ texture compression format where possible, even if the application does not attempt to use texture compression.
Turning Force Texture Compression on enhances performance but may result in some visual artefacts.

OpenGL: 8th option
Enabling the Scene Manager option may help if your application appears to be missing sections of geometry or nothing at all appears. This enables scenes with very large numbers of polygon to be rendered correctly. Unselecting Enable Internal Depth/Stencil Buffer also may be required for the Scene Manager option to entirely fix application issues.

OpenGL: 9th option
Fast Colour Calculations may marginally improve the performance of some games. You should not select Enable Fast Colour Calculations if colours which were bright now appear dark or black.

OpenGL: 10th option
Enable Internal Depth/Stencil Buffer

The default mode of operation for Vivid!XS is to render the scene using an internal tile sized depth buffer. This has great performance advantages compared to other cards. When operating in this mode the contents of the depth buffer are discarded after each tile, and are not available to the rest of the computer. Some applications may require access to the contents of the depth buffer and in this case Enable Internal Depth/Stencil buffer should be un-checked to make Vivid!XS create a depth buffer image accessible to the rest of the computer. When this option is un-checked the following sub-options are available which may help mitigate the performance degradation caused by the external depth buffer.

·Enable Depth/Stencil Buffer Storing
If this option is checked the driver will immediately return what is currently present in the depth buffer rather wait for the current frame to be completely up to date.

·Enable Asynchronous Depth/Stencil Buffer Access
With this option checked the driver will store the depth buffer every frame. Un-checking this will mean the driver will only store the depth buffer when it thinks the application wants to access it. This will not be infallible, and so may result in visual errors. </font color=red></i>
Anonymous
a b U Graphics card
May 21, 2001 7:07:22 PM

it's very easy to tweak the kyro.
You can fit the drivers for any application/game that you have, giving a particular setting for a particular application/game...

very handy indeed...
Anonymous
a b U Graphics card
May 22, 2001 2:11:43 AM

Interesting.

When I enter DXDIAG and goto the display, I can't choose to test AGP texturing like I used to before with my old TNT card.

Suppose this is part of the problem?



The Jolly Wizened Oaf!
!