Rayman 2 looks better when using Glide than DirectX6???

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Garo
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Rayman 2 looks better when using Glide than DirectX6???

Post by Garo »

Yes you read the title correctly, Rayman 2 looks better when using Glide, let me explain:

I recently started playing Rayman 2 again (as a Rayman fan normally does) and noticed something strange. I saw that the lighting on textures was popping in and out and not smooth at all. I was confused since I didn't remember the lighting being this bad. I went into my dgVoodoo2 settings and started messing with them but nothing was fixing the weird lighting, so I decided to switch to the Glide renderer to see if it would fix anything. Turns out... IT DOES! When playing with Glide I noticed the lighting was much better and didn't have any of the distracting pop in issues as before. I'll put some comparison videos below so you can see what I mean:

Using nGlide v2.10 for Glide.

Using dgVoodoo v2.82.5 for DirectX6.

If you take a close look at the walls you can see that DirectX6 has lighting popping in and out on textures while Glide has no such issues. Another thing to note is that DirectX6 has mipmapping on some textures like mushrooms while Glide has no mipmapping on those textures:

Glide, no mipmapping:
r2GlideMushroomMipmap.png
r2GlideMushroomMipmap.png (41.61 KiB) Viewed 1450 times
DirectX6, mipmapping on mushroom texture:
r2DirectX6MushroomMipmap.png
r2DirectX6MushroomMipmap.png (37.97 KiB) Viewed 1450 times
This really isn't much of an issue on modern machines though, since you can just disable mipmapping in dgVoodoo2's settings but it's still something to note. So, what do you think? I'm curious if any of you guys have noticed this before because I've seen no one talk about this. I've always just assumed Glide and DirectX6 both worked the same on Rayman 2 but this proves otherwise.
Hugo
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Re: Rayman 2 looks better when using Glide than DirectX6???

Post by Hugo »

To be honest, I can't notice any difference at all. I don't see lighting popping in and out on textures in either video. Maybe my eyes are just not good enough XD

So DirectX6 and Glide are 3D graphics API, right? The same kind of thing as opengl? I'd really like to learn more about it and why it matters.
Garo
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Re: Rayman 2 looks better when using Glide than DirectX6???

Post by Garo »

Hugo wrote: Thu Jun 13, 2024 1:56 pm To be honest, I can't notice any difference at all. I don't see lighting popping in and out on textures in either video. Maybe my eyes are just not good enough XD

So DirectX6 and Glide are 3D graphics API, right? The same kind of thing as opengl? I'd really like to learn more about it and why it matters.
Yeah YT compression kinda made it hard to see the lighting pop in but if you look closely you can still see it, and yes DirectX6 and Glide are 3D graphics APIs. The reason why it matters to me is just that the lighting pop in was pretty distracting to me during gameplay and the reason why it was happening was because I was using DirectX6. I think most people use Glide anyways but I wanted to let people know about the weird issues that can occur if you use DirectX6.
Hugo
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Re: Rayman 2 looks better when using Glide than DirectX6???

Post by Hugo »

I took another look and finally I noticed it! I wasn't focusing on the right place before. Now I'm getting interested in lighting in 3D graphics, hehe. Glide all the way!
deton24
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Re: Rayman 2 looks better when using Glide than DirectX6???

Post by deton24 »

Have you also tried advanced settings of DX6 renderer? The menu is accessible when right-clicking on the title bar.
Some of the following was fixing some culling issues on textures, but can't remember if only when HD Tex mod was used:
Attachments
r2 dgvoodoo dx6.jpg
Garo
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Re: Rayman 2 looks better when using Glide than DirectX6???

Post by Garo »

deton24 wrote: Sat Jun 15, 2024 5:32 pm Have you also tried advanced settings of DX6 renderer? The menu is accessible when right-clicking on the title bar.
Some of the following was fixing some culling issues on textures, but can't remember if only when HD Tex mod was used:
I tried tinkering with the advanced DirectX6 settings but nothing fixed the weird lighting. This most likely isn't a compatibility issue though, the game was just programmed like this for DirectX6.
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