07-06-21, 14:29 | #1 |
Member
Joined: May 2020
Posts: 630
|
Loading screens & Special Features (Solution)
Hey everyone!
Issues like screen flickering when loading levels, and Special Features being unusable, is caused by selecting 32 bit colour depth in output resolution. If output resolution is set to 16 bit then the startup tradesmark screen and loading screens will work. See images 1-3. The inventory and pause screens also use the loading screen images for background instead of a in-game screenshot. This is a bit of a trade-off I know. See images 4-5. I've tested Special Features too and it works. _____________________ 1) Make sure Output Resolution is set to 16 bit. 2) Putting Texture Bit Depth on 32 bit won't hinder the loading screens or special features. Thought I should mention this to avoid confusion between the two settings. See image 6. Last edited by ATombRaiderFan; 01-03-24 at 17:39. |
07-06-21, 18:53 | #2 |
Inactive
Joined: Sep 2014
Posts: 3,594
|
thanks for the note! using dgvoodoo also helps, but this doesn't require external solutions which is great
Last edited by LateRaider; 07-06-21 at 20:36. |
08-06-21, 06:38 | #3 |
Member
Joined: May 2020
Posts: 630
|
No problem, and I'm also pleased that there is a internal solution.
Last edited by ATombRaiderFan; 25-06-23 at 14:24. |
18-09-24, 23:20 | #4 | |
Member
Joined: Apr 2010
Posts: 1,418
|
Quote:
(1) Use 16-Bit resolution. (2) Use 640x480 32-Bit resolution. With dgvoodoo, besides using 32-Bit resolutions, I also know some theoretical things. Previously, I always thought it's a game bug for not showing the loading screen when using 32-Bit resolutions. But if dgvoodoo works, it's probably not a game bug, but an issue of the graphics card and the graphics driver. |
|
19-09-24, 06:32 | #5 | |
Member
Joined: May 2020
Posts: 630
|
For me, dgvoodoo is inherently unstable to use for TR3-5, it works okay with TR2/GM and some other games on my system.
the tomb5 project is a better solution, it fixes transparency when the inventory is open instead of using a loading screen as a background. Also there's an additional 4 images in special features to be unlocked when using the patch. Quote:
|
|
29-09-24, 08:22 | #6 |
Golden
Joined: Apr 2013
Posts: 1,459
|
I believe you can use other 32 bit resolutions like 1280x720 and 1920x1080. As long as it's a multiple of 320x240 (for example 1366x768 wouldn't work) then it should work, but I could be wrong. That might only apply to fixing the inventory backgrounds.
|
02-10-24, 14:13 | #7 |
Member
Joined: Apr 2010
Posts: 1,418
|
^ Hi, thanks both for the reply. I thought about it. It seems the behavior of the loading screen in TR5 is highly dependent on the graphics card. I've seen the following different behaviors from different persons.
(1) Everything is normal in all 32-bit resolutions. (2) The loading screen is black (except for the loading bar of course). (3) From xtimz: The loading screen shows the skybox of the level in all 32-bit resolutions except 640x480 32-bit. (4) From TombHackR: It's possible that the loading screen is also normal in 1280x720 and 1920x1080 32-bit. (5) From ATombRaiderFan: The inventory screen shows the loading screen instead of the in-game screen. So I think that's really different from person to person, so dgvoodoo must be very suitable because it's a layer of the graphics card. |
21-10-24, 14:09 | #8 |
Member
Joined: Apr 2006
Posts: 2,185
|
I'd always assumed the flickering was caused by the 1152 x 864 custom resolution I prefer on the Dell 5:4 17" monitor I use.
But when I switched TR5 from 32 bit to 16 bit, as AtombRaiderFan suggested, the flickering disappeared. I tried it at a couple of different settings and they were both good so that advice worked for me using an i3 (3rd GEN) CPU with on board HD Graphics 4600. |
Bookmarks |
Thread Tools | |
|
|