monitor hooked up.įor those looking for more details, the algorithm in at " VBoxGlobal.cpp", search for "requiredVideoMemory", don't want to put the direct line reference as it is subject to change. On the example above, I had a Win10 guest, on a 2880x1800 MBPr, with an added 1280x1024 ext. Well, it turns out that it depends on several things, including how many monitors you have hooked on your host, the maximum resolution of your biggest monitor hooked on your host, and the guest type (Windows or not). I had never tried that and the results seemed. : Well, it doesn't actually go in a linear fashion, so I tried something what's the minimum vRAM required depending on the 2/3D acceleration and the number of monitors, before you get a warning. But, "destroy" your computer? Nope, I don't think I've ever heard of a similar case Why would it help? You have twice the memory for twice the monitors. Would this help or destroy my computer?Neither. It's a head-scratcher trying to figure out why the game isn't seemingly reading those files.Darth Vader wrote:if you increase the monitor count, you can increase the video memory to a max of 256 MB. I don't think it would make a difference to have to edit the files in all of the folders. If I could describe what's happening, it's as if the game isn't reading the files at all.įor the record, I double checked to make sure I was editing the files in the M&G folder. I also renamed the Documents\EA Games\The Sims 2 folder to something else in order to force the game to regenerate the folder. The game remained locked at 800圆00 resolution, with no way to change them. I attempted to add the adapter to Video Cards.sgr myself by adding the following to the bottom of the file: However, the game's graphics settings are still stuck at their lowest values, with no way to increase them (resolution is stuck at 800圆00, for example).Īccording to -config-log.txt, the game isn't recognizing VirtualBox's graphics adapter and flags it as "NOT FOUND IN DATABASE!", is only using 32MB of texture memory, softwareDeviceLocalVideoMemorySize is set to 33554432, and activeDeviceUseSoftwareRasterizer is set to true. The flashing pink issue was resolved by adding boolProp UseShaders false to the userStartup.cheat file. When I loaded the Pleasant family lot, all of the wall textures flashed red. However, I was greeted with the unsightly "flashing pink" issue. The game started up with no issues (no errors about DirectX issues or any of that), and was able to successfully initialize Pleasantview. I ran Sims Graphics Rules Maker and it appeared to have successfully updated the relevant config files however, it failed to add the VirtualBox driver to the Video Cards.sgr file, even when prompted (no error message would appear clicking on "Add now." simply did nothing). Installation of the game went without a hitch (I did not install Ultimate Collection I installed Double Deluxe, then all of the EPs, then the SPs), and installed all of the patches. DxDiag reports that the system has 383MB of display and dedicated memory, though it has 0MB of shared memory (not sure if that makes a difference). Given this, the game should have had sufficient resources to run, not with stellar performance (this is a virtual machine, after all), but at least acceptably. While installing VirtualBox Guest Additions, I opted to install the Oracle VM VirtualBox WDDM Driver and not the Basic Direct3D support (see manual). I gave the virtual machine two CPU cores, 6014MB base memory (RAM), 256MB video memory, VBoxSVGA graphics controller with both 2D and 3D acceleration, 128GB of storage, and VirtualBox Guest Additions. So I installed a 64-bit version of Windows 7 in a VirtualBox 6.0.18 virtual machine. This doesn't seem like something that had been attempted before (at least, not from what I can find).
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