With C47 I never bothered much, just dropped the widescreen fix in the folder. The game is not too demanding so it was ok that it ran off of the intel card. But one thing I know is that glide games often run just fine with Nvidia, so try using the setup-program in the C47 folder to use the Glide renderer. Then you lose the widescreen unfortunately, but IMO game looks better in glide mode.
Also im pretty sure that ASI loader forces vsync which should cap the games at 60fps. You sure they’re running above that?
Now that I think of it, I probably know what the issue is. ASI loader has d3d8to9 integrated into it. That’s why Hitman 2 and 3 run fine, they are DirectX8 games that are being forced to run in DirectX9 mode. But C47 is a DirectX7 game.
Unfortunately for me it´s laggy and janky as fuck on the Intel card (unless I decrease the draw distance way below default, and even then it doesn´t run smooth), not to mention the lack of AA.
Tried both Glide and OpenGL, and while it runs fine and smooth on those, it is restricted to a max 1024x768 resolution or so. On higher it either doesn´t work (OpenGL) or fucks up the interface of the game (Glide).
Nah, like I said, no issues, it looks like they´re running within it. But was just curious why the profiler is giving me that error…
So question is, what´s the fix for that? Perhaps some method utilizing dgVoodoo?
No change there. Will probably be because of Intel.
Not sure how one would fix this. There are DirectX7 wrappers out there, but I don’t know how one would make them work together with the fix. Like I said, I enjoy playing the glide version, I also have it running at 1024x768 and either with the antialiasing in Nvidia inspector or in dgVoodoo2 it looks even better.
Gave this one a go. The game runs on Nvidia with AA and certainly looks sharp (with the exception of the HUD), but the FOV and characters (and HUD - which is arguably worse) are the same as with a 1024x768 resolution (despite having set 1920x1080 in dgVoodoo), so I´m not sure I got this working entirely correctly…
Hi, this widescreen solution doesn’t work correctly, in any case you need a certain version of dgVoodoo2 and in this case you get the correct aspect ratio but there are graphic glitches on the left and right side of the screen and the text is corrupt, almost illegible. I hope that one day the creator of the Widescreen fix (nemesis2000) will release a version compatible with the OpenGL render
I used this Peixoto widescreen, which seems hook some “fixes” onto the exe game.
I tested this Peixoto patch on Hitman: Codename 47. If you know, when you use higher resolutions, HUD and subtitles becomes more small. It’s something that I don’t like but unfortunately it seems we can’t do to much (unless someone knows how to modify the UI).
I mixed Peixoto and Nemesis Widescreen in order to get 4K resolution (at least it seems for me) and a bigger HUD. Unfortunately, as far I understood, with MSAA and Antialias forced by Peixoto patch makes a little bit worse the HUD quality.
Right now i’m interested only to get big HUD at 4K resolution. Of course H2SA (and maybe contracts) have this “issue” too.
I haven’t tried Peixoto, the problems I have with the Nemesis Widescreen fix are that it only works in Directx7, so it is problematic to limit the fps to 60 and I cannot force anti-aliasing as it makes the text unreadable (only FXAA doesn’t cause problems), for this I hope that in the future a version for OpenGL will be released (as it solves all the problems described). As for the size of the HUD, in my case I play in FullHD on a 27 " screen so the text is small but readable, but it would be nice if there was a solution for this too
As I said Peixoto seems hooks fixes on the exe game everytime you start the game, but this works only if you start the game from peixoto launcher. It also have a lot of options like Vsync, frame limit and all that stuff to make it work better on modern system.
Btw when you start the game from Peixoto, the patch hooks the fix DX7 to 9.
Yes, but I would prefer something less “intrusive” than Peixoto. It would be great if Hitman got the same treatment as games like Mafia 1, Splinter Cell 1-2, GTA 3, etc.
I found the solution for Hitman Codename 47: Widescreen Fix + dgVoodoo2 which hooks DX7 into your system’s DX and you can configure anti-aliasing and vsync in the dgVoodoo Control Panel.
Unfortunately this solution doesn’t allow the use of a DirectSound wrapper (ALchemy, DSOAL…).
Also dgVoodoo2 seems to corrupt the texts (it also happens by forcing an anti-aliasing method other than FXAA in DirectX7).
A d3d7to9 wrapper built into Ultimate ASI Loader would be perfect, but I guess it’s also complicated to implement.
I think the solution is to play with widescreen fix in DirectX7, DSOAL/ALchemy, FXAA or AA off, Dxtory to prevent the game from exceeding 60fps (if you have a high refresh rate screen with FreeSync/G-Sync).
I hope there will be better solutions in the future.
Yeah I’d also like to use DSOAL, corrupted text doesn’t really bother me. According to PCGamingWiki the Widescreen fix can be enabled with OpenGL if you use DxWnd. I tried, but didn’t look too much into it. It introduced lag so I decided it’s not worth it.
I opened an issue ticket on GitHub because I can’t hook the asi loader if I rename it to dinput.dll for some reason, hopefully the creator can help:
On Nvidia Anti aliasing with nvidia inspector in OpenGL mode corrupts the textures, so it’s a pick your poison situation. DirectX makes the text harder to read, but the textures are fine.
In some older OpenGL games, according to my tests, using “antialiasing transparency supersampling” from Nvidia Inspector breaks the textures. Use another method if that’s the case. I don’t remember trying it in this game.
In DirectX7 in this game, as mentioned above, any anti-aliasing method other than FXAA will corrupt the text. I don’t think there is a solution, I haven’t found it.
Unzip the opengl32.dll from the zip: gldirect5/bin/release to the game’s main folder, you also need the ASI-loader and the scripts folder with the Widescreen fix’s .asi and .ini.
So the way I understand it, game hooks dsound.dll (asi loader) which in turn hooks the modules from the scripts folder. Unfortunately it doesn’t solve the DSOAL issue as the only possible .dll that will get hooked is dsound.dll. I suspect it’s because ddraw.dll is no longer hooked (it’s the DirectX .dll, and we’re already using opengl32.dll for graphics). And as you know the game doesn’t recognize anything other than dsound or ddraw (at least to my knowledge).
I have seen GLDirect but unfortunately it is an incomplete wrapper and it is no longer in development (it does not seem to fully support OpenGL 2.0). So unless someone develops a widescreen fix for OpenGL rendering, we’ll have to content ourselves with playing Direct7, hoping that some future Windows update won’t break compatibility.
I don’t remember if I tested super-sampling antialiasing 2x2, 1x2, etc (according to Nvidia Inspector, they only work for Direct3D applications). MSAA and all other modalities, as mentioned above, breaks the texts.
In OpenGL, if you were having trouble with textures, it was probably because you had “anti-aliasing transparency supersampling” enabled in Nvidia Inspector. With Half Life and Return to the Caste Wolfenstein the same happens, both are old OpenGL games.