![]() Obviously some people don't know what they're doing:Ĭopy code to clipboard 1 * 3D Ultra RC Racersĭxwrapper was mainly investigating Crimson Skies.Ĭopy code to clipboard 1 * Age of Empiresħ * Baldur's Gate: Tales of the Sword Coastġ6 * Command And Conquer: Red Alert 2 - Yuri's RevengeĢ3 * F-22 Air Dominance Fighter / Total Air WarĢ7 * Icewind Dale: Heart of Winter: Trials of the LuremasterĢ9 * Jane's Combat Simulations: F-15 Classicģ0 * Little Big Adventure: Twinsen's Adventureģ1 * Little Big Adventure 2: Twinsen's Odysseyģ6 * Star Wars: Galactic Battlegrounds - Clone Campaignsģ7 * Star Wars: Jedi Knight - Dark Forces II Meanwhile, ddhack has historically targeted Wing Commander, but people have tested others, to varying effects. 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. 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). (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.
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