michael-fadely / d3d8to11

Run DirectX 8 programs in DirectX 11
MIT License
26 stars 10 forks source link

How to see if it works? #16

Open Akrelion45 opened 7 months ago

Akrelion45 commented 7 months ago

May be a somewhat stupid question but how do i see it did work?

I am using it on an mmorpg, where i have the source code from and can compile the entire game. The game sadly is so old it is a 32 bit game with DX8.1

I Put your files after compiling to my games Bin folder where an original d3d8.dll file was located and replaced all with your files, but ingame i see no difference and my ingame console still says directx8

This is my current game folder structure with your files: r

And this is the open public source code link if that helps understanding: https://github.com/openlastchaos/lastchaos-source-client/blob/master/Engine/Graphics/Gfx_Direct3D.cpp

michael-fadely commented 5 months ago

Hey, sorry for the delayed response to this! My apologies for not having a clear indicator built in. I'll consider adding in something like ImGui or logging in the near future. In the meantime, I have a few methods you can use to tell if it's working.

One good indicator is if a folder called .d3d8to11 is created in the game directory. This folder is used to store d3d8to11's configuration and shader permutation flags.

This one will sound strange, but hear me out. d3d8to11 allows DXGI to manage fullscreen toggling by pressing alt+enter. If this game doesn't natively support that on its own, then you can tell it's working if the fullscreen toggle works.

The most sure-fire way to tell, though, would be to install something like Rivatuner Statistics Server and configure its overlay to display the graphics API in use. I don't remember the exact settings for that on off the top of my head though.