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UCyborg

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Everything posted by UCyborg

  1. Should be. /gfx/thebes/gfxPrefs.h DECL_GFX_PREF(Once, "layout.frame_rate", LayoutFrameRate, int32_t, -1); /gfx/thebes/gfxPlatform.cpp /*** * The preference "layout.frame_rate" has 3 meanings depending on the value: * * -1 = Auto (default), use hardware vsync or software vsync @ 60 hz if hw vsync fails. * 0 = ASAP mode - used during talos testing. * X = Software vsync at a rate of X times per second. */ already_AddRefed<mozilla::gfx::VsyncSource> gfxPlatform::CreateHardwareVsyncSource() { RefPtr<mozilla::gfx::VsyncSource> softwareVsync = new SoftwareVsyncSource(); return softwareVsync.forget(); } /* static */ bool gfxPlatform::IsInLayoutAsapMode() { // There are 2 modes of ASAP mode. // 1 is that the refresh driver and compositor are in lock step // the second is that the compositor goes ASAP and the refresh driver // goes at whatever the configurated rate is. This only checks the version // talos uses, which is the refresh driver and compositor are in lockstep. return gfxPrefs::LayoutFrameRate() == 0; } /* static */ bool gfxPlatform::ForceSoftwareVsync() { return gfxPrefs::LayoutFrameRate() > 0; } /* static */ int gfxPlatform::GetSoftwareVsyncRate() { int preferenceRate = gfxPrefs::LayoutFrameRate(); if (preferenceRate <= 0) { return gfxPlatform::GetDefaultFrameRate(); } return preferenceRate; } /* static */ int gfxPlatform::GetDefaultFrameRate() { return 60; } The comments hint at existence of hardware vsync, but I didn't find it. Should go up with dynamic content or if you test with autoscrolling; make sure it's enabled, then activate it with middle click on a page long enough to scroll for a bit that way. The first number is the current frame rate, the others...I'd have to go dig inside the code. The number is only relevant for as long as something is going on since it doesn't refresh constantly like a game. If hardware acceleration works, theoretically any software that measures frame rate in games could pick it up. I seem to remember seeing DxTory's frame counter in normal desktop applications. It's been a while since I've used it, back then it did work on XP. It's paid software, but if I remember correctly, there weren't restrictions when used just as a frame counter. Older version of RivaTuner Statistic Server might be more suitable for this task alone.
  2. Fixed that for you. Nah, we're going straight to death bed after decades of wage slavery. Isn't life a gift?
  3. Found a hint here about adding --no-sandbox command line parameter to prevent the issue with text on pages disappearing, which may happen under certain not understood circumstances on XP. Also eventually happens with ArcticFoxie's 360Chrome 11 build on my XP install without --no-sandbox parameter here. I have PPAPI Flash Player 32.0.0.465 (with timebomb disabled) installed besides NPAPI version, PPAPI version is loaded when entering settings page and makes the 360chrome.exe process where it's loaded crash in Flash Player's DLL, though this doesn't prevent using settings page. I've disabled PPAPI version on chrome://plugins page. This version otherwise seems to function normally, though I remember from past experiences that NPAPI version usually performs better. I haven't tested too see if sandboxless Chrome makes PPAPI version perform smoother. As far as I understand, PPAPI was practically made to sandbox Flash Player.
  4. https://www.dailysabah.com/life/environment/disposable-masks-the-dark-side-of-covid-19-pandemic Inappropriately disposed (thrown outside on the ground) masks are also a common sight here. And that's only the tip of the iceberg,
  5. At least https://docs.github.com/en/rest/reference/repos still loads in vanilla Firefox 52.9.0.
  6. Looks like --disable-windows10-custom-titlebar is gone in Edge. Still works in Chrome.
  7. JFYI, GZDoom should have gl_vid_multisample setting. It's in your INI file and turns on basic MSAA at whatever level you set it. Never tried transparency antialiasing though, I read it works with MSAA regardless if set in-game or forced via driver. I do have GTX 750 Ti though, never had major problems with 368.81 driver on any OS, probably 'cause the card is newer and better tested with that driver.
  8. DxWnd can make it work. They key setting is Renderer set to primary surface in the game's profile (which you have to create) settings on DirectX tab. There's also a mouse patch which you'd need to make mouse input work since it normally uses VXD driver () for reading mouse movement. Doom95 is probably mostly interesting for historical reasons for some doomers since it was considered a bit sloppy even when it was new. It was Microsoft's attempt to promote DirectX in Windows 95.
  9. Welp, looks like the latest and greatest KM got the same flaw as Serpent/New Moon. Changed back to 1st July 2020 version and it's fine. Compared to those two browsers, KM also lacks certain functionality for some sites to function, I guess lack of WebAssembly support is the first likely candidate.
  10. One of those that must be created manually, eh? Must be why I missed it since I didn't look at the code much. I just tested by preventing access to relevant registry key under HKCR\Classes\CLSID.
  11. Does any snapshot work for you without returning 301 error?
  12. I do need ClearType for fonts to look good to my eyes. Needed tuning on XP, but in either case a must-have for me.
  13. Hopefully won't happen again, but I've read here somewhere MS did put some unconditional SSE2 code in one of XP or POSReady 2009 updates (likely the latter), so people with older CPUs had problems and had to uninstall it.
  14. You'd have to get out of your way and block MMDeviceEnumerator from being invoked in order for it to fall back to WinMM! If you wanted to try WinMM on Windows OS they target, that is.
  15. When it comes to me, my eyes don't like the way Chromium browsers render text. MS improved it a lot in Edge so it follows system parameters, though text still looks a bit better in Firefox browsers to me. Same on WinXP - Firefox > Chromium. Well, FX still does mess up rendering certain fonts on that platform, maybe Direct2D/DirectWrite or whatever on newer OS helps. In either case, they will have to pry the good 'ol fox (or the moon or the snake ) from my cold dead hands.
  16. The changelog is looong and there's a lot of things related to scripting. The engine is very much oriented towards modding and its renderer uses OpenGL 3.0+ features, Vulkan backend is also implemented. It's not the kind of engine you pick if you want to play Doom like in 1993.
  17. Nah, the code says -1 for layout.frame_rate means 60 FPS and layers.offmainthreadcomposition.frame-rate = -1 means use the value of layout.frame_rate. Value of 0 has special meaning for both settings. Both control FPS of different parts. Maybe it figures out monitor refresh rate on certain systems and use that if -1 is set for the first setting, would have to check more thoroughly.
  18. Last XP compatible version: gzdoom-bin-4-1-2b.zip Relevant topic on official forum
  19. It's display name is something like .NET Runtime Optimization Service v2.0.50727_X86, the description is Microsoft .NET Framework NGEN. .NET Framework 4 has Microsoft .NET Framework NGEN v4.0.30319_X86. These are also versions of CLR (Common Language Runtime). .NET 2.0 - 3.5 share one and .NET 4.0 - 4.8 share another. Most of the time, the services shouldn't be active as you're not getting any updates for these framework versions on XP that would require generating new native images of its libraries. Don't remember having problems with .NET in general, except there was something about v4 on XP out-of-the-box, I suppose libraries weren't NGENed on install. It somehow caused waiting on the logon screen. Then you ran the optimization process manually and the issue was solved. I have those services on manual, if I'm not mistaken, the one for .NET Framework 2.0 - 3.5 is set to manual by default while the one for 4.0 is set to auto by default, so without changing startup setting, it would run only for a short time, just to see there's nothing to do.
  20. You'll also be better off with K-Meleon on XP as it doesn't have an issue that is slowing down WebGL performance. Pale Moon on Linux also has the similar WebGL bottleneck. Unless something changed after last summer, it persists in today's Firefox as well.
  21. When number of tabs exceed dom.ipc.processCount, it's possible to experience inability to switch to another tab if one of the tabs get super-busy, as in single-process mode. Some extensions don't work in multi-process mode. Anyone found the documentation on how to make them compatible? Test your add-ons for Multi-process Firefox compatibility page leads to a dead page: https://developer.mozilla.org/en-US/docs/Mozilla/Add-ons/Working_with_multiprocess_Firefox Also can't have Actual Window Manager enabled for the browser as long as it's in multi-process mode because the browser soon becomes unresponsive as the secondary process gets in some kind of infinite loop, using 100% of CPU core. BTW: XP_WIN just means Windows. Another macro may be defined in its place when compiling code for another platform, eg. XP_MACOSX or XP_UNIX.
  22. Reset those in about:config, D3D11 is available on Vista+ and WARP is a software rasterizer which is part of D3D11. See what it says then. Linux looks more hopeless since it reports missing OpenGL feature. I don't know whether it's only needed for HW compositing of web pages or also WebGL. In this case, I suspect both. I remember some graphics related things in Firefox browsers on Linux could only be forced via an environment variable, but I don't recall any more details, I have a feeling it might have been just for compositing of web pages, not WebGL. Won't help if required feature is missing.

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