📄 cedega_6_troubleshooting_guide.html
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<P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-left: 1.27cm; margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I>Desktop</I></FONT></P><UL> <UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Desktop mode creates a virtual desktop of the size specified, within which the game executes. If set to No the game will run in fullscreen mode.</FONT></P> </UL></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-left: 1.27cm; margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I>Pathto Browser</I></FONT></P><UL> <UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Web Browser to be used by games that start up web browsers.</FONT></P> </UL></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-left: 1.27cm; margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I>FreeTypeand XRender</I></FONT></P><UL> <UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Use new improved fonts (requires the FreeType, XRender, and FontConfig libraries).</FONT></P> </UL></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-left: 1.27cm; margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I>ActivateTransGaming HUD</I></FONT></P><UL> <UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Enable the display of the TransGaming Heads Up Display (HUD). This HUD includes the spinning Cedega logo and the current frame rate of the application.</FONT></P> </UL></UL><P STYLE="margin-left: 1.91cm; margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I>ShowMemory Usage</I></FONT></P><UL> <UL> <UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Enable memory statistics on the TransGaming HUD. The TransGaming HUD must be activated for this to be displayed.</FONT></P> </UL> </UL></UL><H2 CLASS="western">Audio Tab</H2><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> ALSA</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Selects the ALSA sound system for use by Cedega.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>CTLDevice (ALSA)</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The Linux path to the CTL Device (setting for ctl0) that is used to control volume.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>PCMDevice (ALSA)</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The Linux path to the PCM device (setting for pcm0) that is used to generate sound. </FONT> </P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>UseMMap (ALSA)</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Use the mmap() command for sound playback when using the ALSA drivers to play sound. Can improve performance, but is not available with all sound cards and plugins.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>OSS</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Selects the OSS sound system for use by Cedega.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> DSPDevice (OSS)</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The path to the Linux device for the DSP on the sound card you wish to use with Cedega.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>MixerDevice (OSS)</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The path to the Linux device for the Mixer on the sound card you wish to use with Cedega.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> FullDuplex (OSS)</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Allows sound to be recorded and played back at the same time. Not available on all sound cards. Some sound cards may require Use MMap be disabled when enabling Full Duplex support.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> UseMMap (OSS) </I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Use the mmap() command for sound playback when using the OSS drivers to play sound. Can improve performance, but is not available with all sound cards.</FONT></P></UL><H2 CLASS="western">Graphics Tab</H2><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> VideoRAM on Video Card</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">How much Video RAM your video card has. If set as Default, Cedega will use the value that is automatically detected and listed on the System/Hardware Information page.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> </I></FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> AGPVertex Data</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">How much data Cedega should attempt to store in faster AGP memory. This is only applicable when the NV_VAR option is enabled and in use (see below). This value should be approximately half of your AGP Aperture Size or half of the listing for AGP Memory Available in the System/Hardware Information page. Setting this value to Default will allow Cedega to automatically detect and set your AGP Vertex Data.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>EnablePixel Shaders</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Pixel shaders are used to compute complex per-pixel lighting and coloring. In some games the use of pixel shaders is optional, and disabling them can result in faster game play, albeit at the expense of graphics quality. Other games may not function at all without pixel shader support. This functionality is provided via either the GL Shading Language or the ARB_fragment_program extension, so not every video card that has the ability to render pixel shaders under Windows will be able to process pixel shaders under Linux. This is important to note when you are purchasing a game, since a game which lists a Geforce 3/4 or Radeon 8500 as its minimum video card may in fact require pixel shaders, which aren't available in Cedega with anything less than a Geforce FX series card.</FONT></P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Enabled (checked), Cedega tells the applications that pixel shader support is available.</FONT></P> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Disabled (not checked), some applications may rely on their own fallbacks.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>PixelShaders Version</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">This option specifies which level of Pixel Shader support Cedega reports to the application. The choices are 1.1, 1.2, 1.3, 1.4 or 2.0. The current default value for Pixel Shaders is 1.3. While 1.4 and 2.0 are now available, these levels may cause performance reductions in some games on older graphics hardware. You may still wish to enable this feature, however, as other games may require 1.4 or 2.0 to function.</FONT></P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Due to driver quality, ATI users may have varying degrees of success with pixel shaders. In particular, pixel shaders 1.4 will probably not work on 9x00 and Xx00 series cards unless you have GLSL enabled, due to limitations on the number of instructions available through the ARB_fragment_program extension on this hardware.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> EnableVertex Shaders</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Vertex shaders are used to calculate where objects appear onscreen, as well as how they're animated. They're also used to set up data for pixel shaders, so if you have pixel shaders enabled, you will definitely want vertex shaders enabled as well. We highly recommend leaving this option enabled.</FONT></P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The Cedega implementation of vertex shaders is hardware accelerated on all modern OpenGL drivers, although some very old cards or integrated chipsets may emulate them in software in the driver. It is impossible for Cedega to determine whether software or hardware vertex shaders are available; the ARB_vertex_program extension doesn't make this information available.</FONT></P> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Enabled (checked), Cedega tells applications that hardware vertex shader support is available.</FONT></P> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Disabled (not checked), some applications may rely on their own optimized software fall backs.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>NV_VARExtension </I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Use the NVIDIA Vertex Array Range extension for Accelerated Vertex Buffers. This extension is only available on NVIDIA graphics cards.</FONT></P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">You should leave this option enabled unless directed to change it by a TransGaming support member.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>ARB_VBOExtension </I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Use the OpenGL ARB Vertex Buffer Object extension for Accelerated Vertex Buffers. The NV_VAR option, if enabled and usable, has precedence.</FONT></P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">You should leave this option enabled unless directed to change it by a TransGaming support member.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> DynamicVBO</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">This option enables an alternate approach to handling certain types of vertex data when using VBO. This has the potential to speed up certain graphics operations, but this depends upon the video drivers and may result in poor performance and/or graphical corruption. This option only takes effect if ARB_VBO is enabled and in use. </FONT> </P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><B>This option is experimental</B>, and should be left disabled unless you find it helps a specific game.</FONT></P>
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