Magic Borderless

Magic Borderless

EASYJABBA May 1, 2019 @ 6:14pm
D3DOverrider Clone
Hello.

May we ask would the company ever consider creating a D3DOverrider clone which would force DirectX Triple Buffering and DirectX Vsync? You have a great program here and there is no program that runs stable on modern OS that can force these parameters.

You would make an absolute killing no doubt about it. MagicD3D !

Thankyou for your time and hope to speak soon.
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Showing 1-11 of 11 comments
Studio Christmas  [developer] May 1, 2019 @ 7:21pm 
Hello, thank you for your suggestion.
I will pass this to our market research team!
xvt May 4, 2019 @ 2:20am 
I think the golden age of triple buffering (TB) is pretty much past us with the advent of variable refresh rate (VRR) tech (freesync/g-sync). Some old games have occurrences of incompatibility with VRR, but they can be run at a constant frame rate/fixed refresh rate with even 4 year old laptop GPUs, so there's no need for TB nowdays.

I'm curious as to what games are you finding yourself missing TB functionality.
EASYJABBA May 4, 2019 @ 9:00am 
Originally posted by Studio Christmas:
Hello, thank you for your suggestion.
I will pass this to our market research team!

Hello and thankyou the reply.

This is great news, hopefully the market research team will agree that there is a huge need for this application.

Thanks again.
EASYJABBA May 4, 2019 @ 9:13am 
Originally posted by xvt:
I think the golden age of triple buffering (TB) is pretty much past us with the advent of variable refresh rate (VRR) tech (freesync/g-sync). Some old games have occurrences of incompatibility with VRR, but they can be run at a constant frame rate/fixed refresh rate with even 4 year old laptop GPUs, so there's no need for TB nowdays.

I'm curious as to what games are you finding yourself missing TB functionality.

Hello,

I would have to respectfully disagree with this statement. DirectX Triple Buffering is still an option on new games today, look at the new Deus Ex, it has TB in the options.

Also regarding freesync, you need either a Gsync or Freesync monitor and a compatible game to run the thing anyway.

What about standard monitors? T.V displays? Not everyone has a freesync display and not all games even support it.

There are games out there which don't even activate vsync nevermind TB.

Farcry1
Borderlands1/2

Cannot for the life of me get even vsync working with just those games nevermind not having DirectX TB which works wonders on T.V displays with gamepads and such.

DirectX TB eliminates stuttering also on AMD GPU's, also helps with Nvidia.

Please go and research D3DOverrider and you will still see forum threads on many other 3D applications which users state they had D3DOverrrider working on Win7 but will not work correctly with modern OS.

Also D3DOverrider is DX9 x86 compatible only, so imagine a new program from the devs which could be DX11 x64 or maybe DX12.

Thanks again.
EASYJABBA May 4, 2019 @ 9:16am 
Also just to update,

Yes we can cap the games FPS to our display refresh rate but there is still a horizontal tear on the display so you still need at least vsync active.
xvt May 4, 2019 @ 4:04pm 
Sure, as I mentioned, some games (mostly quite old by now) show incompatibilities with VRR tech, but the fact is TB is on the way out because its use case is being replaced by VRR.

I game on my TV from time to time and that certainly doesn't have VRR.
For the sake of argument, let's say my TV is 60.00hz. I use VSync (forced by the GPU driver control panel) with a framecap limit (forced through RivaTuner Statistics Server) of 60.

Now, let's say there's a hectic scene in the game I'm playing with lots of explosions, models on screen and what have you that make the GPU render less than the targeted 60fps at that moment; in this case scenario, framerate would most certainly jump from 60fps to 30fps constantly due to the double buffered nature of VSync, which would yield a seesaw effect on the frame pacing.
This is perceived as stuttering.

Here's where you would make a case for TB by way of D3DOverrider or even RadeonPro.
I've used both in the past extensively looking for that holy grail of smooth 60fps performance.

Back to our example: by forcing TB, yes, that seesaw effect would certainly be mitigated, because now, with that extra frame buffer, your framerate wouldn't jump from 60 to 30 and vice-versa, but would be staggered in it's behaviour: 60, 58, 55, 52, 58, etc.
This is certainly a smoother experience and you'd even say there's no stutter, since the change in framerate/frametimes is not as sudden as with double buffered VSync.

There's a big but tho: input lag with a third buffer is quite high.

Now, I want to make it perfectly clear, this is a scenario where the GPU is not particularly up to the task (meaning it cannot constantly sustain a 60fps cap), not a game with bad framepacing.

For a game engine with not ideal framepacing, if you're on Windows 7/10 and assuming you're running the game in true fullscreen, by forcing VSync via GPU control panel and a FPS cap via RTSS, you can achieve TB-like behaviour by alt-tabbing in and out of the game once, since this introduces Windows' own Desktop Window Manager (dwm.exe) into the game's render pipeline, which effectively works as a third buffer.

You mention both Borderlands games and Far Cry 1 but not which OS you're trying to run these games on. I'm going to assume Win10.
Win10 introduced a new feature for fullscreen 3D applications by the name of Fullscreen Optimizations.

This feature completely decouples the Desktop Window Manager process from the 3D app render pipeline, which, in our case, ends up with games ignoring TB via the alt-tabbing method I mentioned above.

Also, this feature is enabled by default in the OS and must be disabled on either each executable (right click->properties->Compatibility->Disable fullscreen optimizations) or system wide via a registry edit.

I recommend you read blurbusters' guide HOWTO: Low-Lag VSYNC ON[www.blurbusters.com], which has been thoroughly tested to provide ideal framepacing and responsive input lag behaviour for non VRR screens.
I've used it for 2 years to great success.

To end this write up and address your suggestion, I think TB is a feature that's out of the scope of Magic Borderless (not to mention pretty much dead - deprecated by DirectX and only available in old versions of OpenGL), since TB has basically no use out of fullscreen applications and Magic Borderless' meat and potatoes deals with applications running in windowed mode, there's no overlapping between both concepts.
Last edited by xvt; May 4, 2019 @ 4:16pm
EASYJABBA May 5, 2019 @ 6:49pm 
Hello and thanks for the reply.

Originally posted by xvt:
Sure, as I mentioned, some games (mostly quite old by now) show incompatibilities with VRR tech, but the fact is TB is on the way out because its use case is being replaced by VRR..

Unless T.V Displays and non Freesync monitors can render actual Freesync then I'm afraid TB is not going anywhere and certainly isn't going out any time soon.

Originally posted by xvt:
I game on my TV from time to time and that certainly doesn't have VRR.
For the sake of argument, let's say my TV is 60.00hz. I use VSync (forced by the GPU driver control panel) with a framecap limit (forced through RivaTuner Statistics Server) of 60.

You can only force the GPU control panels Vsync with OpenGL 3D Applications only, it doesn't work for DX applications, look at the AMD panel for example, you see it says 'OpenGL Triple Buffering'' it also applies for Vsync.

Originally posted by xvt:
Here's where you would make a case for TB by way of D3DOverrider or even RadeonPro.

Yes indeed we tried RadeonPro mod and its unstable on modern OS.

Originally posted by xvt:
Win10 introduced a new feature for fullscreen 3D applications by the name of Fullscreen Optimizations.

This '' Fullscreen Optimizations'' does not activate any sort of Vsync.

Originally posted by xvt:
I recommend you read blurbusters' guide

Thanks for the link we'll take alook.

Originally posted by xvt:
To end this write up and address your suggestion, I think TB is a feature that's out of the scope of Magic Borderless

We are not requesting these features be updated into MagicBorderless, we are requesting a new program, example MagicD3D, it would be outstanding.

I don't understand why you are posting all this? Do you work for this company? I'm not sure but this company is well capable of creating such a new program, regardless of what freesync mode is round on new games we are talking about tens of thousands of games which would GREATLY benefit from such a MagicD3D type program.

Maybe stop looking forward in the line of games and just turn around for a minuet and look. How can you say TB is going out when new games have the option? It makes no sense what so ever.

Thanks again.
EASYJABBA May 22, 2019 @ 2:56pm 
Update here.

Forgot the mention Space Hulk and the newer version has broken vsync, I installed it the other day and realised I needed D3DOverrider, so this application is from 2013 and the other Space Hulk is 2014.

Please bless the world with MagicD3D.

Thanks again.
EASYJABBA Jun 28, 2019 @ 7:48pm 
Hello,

Just wondering any updates on this? Still no programs that force DirectX Vsync and DirectX Triple Buffering on modern OS.

Thanks again.
Studio Christmas  [developer] Jun 29, 2019 @ 12:15pm 
Hello, we have a very limited amount resources to work on features. This means we have to explore these new product options when we are free. Our priority currently is to focus on improving our products as our users are our priority.
Once we expand, we will be able to have more breathing room to explore more.

If you wish to help, please spread the word on Magic Borderless and give us a good review. It really helps us expand further!
EASYJABBA Sep 24, 2019 @ 9:14am 
Hello.

To be honest I would give a positive review but it wont work with any game we apply I'm afraid.

Another game Dawn of War with all DLC really needs a DX triple buffering parameter when Vsync is enabled, frame rates are all over the place.
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