Riva Tuner RC5

Discussion in 'RivaTuner Advanced Discussion forum' started by Kakaru2, Jun 29, 2001.

  1. Kakaru2

    Kakaru2 Master Guru

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    GPU:
    Gigabyte 8800GTX 768MB
    Finally!!!<br>
    <br>
    A new version of RivaTuner!!!<br>
    <br>
    And with it a bunch of new questions arise.<br>
    <br>
    First the new blitting page. What do the 3 new options?<br>
    Why should be enabled flush after blit or wait?<br>
    Am i right to assume that enabling flush will worsen performance?<br>
    And if so what benchmark program should i use to see the effects?<br>
    If they are compatibility options what program had problems with these options on?<br>
    <br>
    And part 2, the new patching system.<br>
    I know i.m using RT 5 for only 5 mins now but i don't notice any page with Patching on it. <br>
    Probably i will figure out this by the time u answer but in any case where should I look?<br>
    <br>
    Although my opinions are heavy biased due to my liking of your program i think everybody will agree with Riva Tuner being the best. <IMG SRC="smileys/smile.gif"><br>
    <br>
    I thank you for your effort and time you put in developing this handy <br>
    utility and also i'm eagerly waiting for final release.<br>
    <br>
     
  2. Unwinder

    Unwinder Ancient Guru Staff Member

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    &gt; First the new blitting page. What do the 3 new options?<br>
    <br>
    First of all, I'll expalain what's blitting. Blitting is a bit block transfer, the process of copying data from one surface(texture) to another. Almost all modern accelerators perform blitting in hardware. For example, Unreal uses blitting to transfer data from textures cache (located in system memory) to textures, stored in videomemory.<br>
    <br>
    1) Enable wait after blit when DDBLT_WAIT flag is specified<br>
    <br>
    According to DirectDraw specifications, application can specify DDBLT_WAIT flag when calling blitting functions. In this case hardware blitting function MUST not return until hardware will finish the blitting. NVIDIA is implemented some kind of cheating coz Detonator ignores this flag by default and never waits the end of blitting process (this increases performance a bit). Select this option to force Detonator to work according to DirectDraw specification and allow it to handle DDBLT_WAIT flag.<br>
    <br>
    2) Always wait after blit<br>
    <br>
    This forces hardware to wait after blit always regardless of DDBLT_WAIT flag<br>
    <br>
    3) Limit the maximum....<br>
    <br>
    Driver can perform asynchronous blitting. It means that blitting requests are queued by hardware and blitting functions returns immediately. By default blitting queue size is unlimited. Some applications can overflow it and it can cause some problems. Select this option to limit the maximum number of queued blits to the front buffer to prerender limit value.<br>
    <br>
    U can use all this options to improve compatibility with some applications which have blitting related problems. Selecting each of this options will cause performance drop.<br>
    <br>
    &gt; Probably i will figure out this by the time u answer but in any case where should I look?<br>
    <br>
    Just press 'Open patch script' button (it's located on toolbar in PowerUser tab).<br>
    <br>
     

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