Posted June 09, 2013
I was finally able to get Nglide to work on KQ8, and test it out.
In NGlide. While its 'nice' that you can force it to load the game into native resolutions (even forcing widescreen), its actually stuck using the 640x480 screen resolution then expanding that into higher resolutions. So menus and subtitles look a bit distorted and very pixelated. 800x600 mode is currently broken apparently, and just causes the game cycle between modes until it crashes.
Running the game in 640x480 mode helps the 2D menus and subtitles look a bit better, but expense that 3D visuals won't look as good on non-native displays.
It also moves like a beast... It's very slow, and to get any useable framerate, you pretty much have to leave "dynamic lighting" turned off. So environment won't look as good. But even then the game is very sluggish on nglide. Even if you use 640x480. You'll get about the same framerate on forced native resolution as you will on 640x480.
Keep in mind that forced native resolution is not a true widescreen option. It still stretched the image to fit across the screen. You might find that using 4:3 still looks better. But 3D still looks slightly better forcing it to native resolutions than running at 640x480 mode, even if it screws up the 2D onscreen elements.
Nglide is somewhat buggy, and sometimes crashes on exiting the game. Loading screens seem to take longer than usual.
Now onto Zeckensack's... This is the standard glide version to use for the game, and one generally recommended. It might be that it was one of the first glide emulators to come along that supported the game.
It handles both native 640x480 and 800x600 modes quite fine, with all bells and whistles turned on. There is only a marginal impact to performance even with "dynamic lighting" turned on.
There is no way to force Zeckenack's into native wide screen modes. You can however 'double' (and possibly triple) the game's standard resolutions however. 640x480 becomes 1280x960 and 800x600 becomes 1600x1200 . Please note that doubling resolutions causes a major hit to performance, and unless you have a beefy machine, its not worth using. You will at least need a monitor that is higher than the two 'doubled' options.
On a modern machine it gets good overall speed, running at 800x600 mode (even with all bells and whistles turned on).
In Zeckensack's there is an issue on some graphics chips (I was testing on a Geforce GT 540M) where the game won't stretch to native resolution (even you have stretch to screen options turned on). So the viewable game is seen in small area surrounded by black bars on all sides. On my computer, I can force it to switch screen modes to stretch to window by using CTRL+ALT+F11. This will cycle through 4:3 stretched mode black bars only on left and right, and 16:10 stretched to full screen. But for the life of me I can't get it to default to either of those two modes on its own. I've only come across a few tames that have this problem. I don't know if this is a problem with the game detecting the chip, and fully activating it, and the fact there is also Intel HD chip on the system as well. But is a negative. This issue doesn't exist when using the Nglide, and it has its own 'stretch to screen' features.
So overall, between the two options. I highly recommend Zeckensack's. Infact if GOG ever incorporates a built in version of a Glide Wrapper into the installation, that is the program they should use. That is also the option that is used in the unofficial new installer for the cdrom version, you can find at Sierra Help pages;
http://www.sierrahelp.com/Patches-Updates/NewSierraInstallers.html#KQ
In NGlide. While its 'nice' that you can force it to load the game into native resolutions (even forcing widescreen), its actually stuck using the 640x480 screen resolution then expanding that into higher resolutions. So menus and subtitles look a bit distorted and very pixelated. 800x600 mode is currently broken apparently, and just causes the game cycle between modes until it crashes.
Running the game in 640x480 mode helps the 2D menus and subtitles look a bit better, but expense that 3D visuals won't look as good on non-native displays.
It also moves like a beast... It's very slow, and to get any useable framerate, you pretty much have to leave "dynamic lighting" turned off. So environment won't look as good. But even then the game is very sluggish on nglide. Even if you use 640x480. You'll get about the same framerate on forced native resolution as you will on 640x480.
Keep in mind that forced native resolution is not a true widescreen option. It still stretched the image to fit across the screen. You might find that using 4:3 still looks better. But 3D still looks slightly better forcing it to native resolutions than running at 640x480 mode, even if it screws up the 2D onscreen elements.
Nglide is somewhat buggy, and sometimes crashes on exiting the game. Loading screens seem to take longer than usual.
Now onto Zeckensack's... This is the standard glide version to use for the game, and one generally recommended. It might be that it was one of the first glide emulators to come along that supported the game.
It handles both native 640x480 and 800x600 modes quite fine, with all bells and whistles turned on. There is only a marginal impact to performance even with "dynamic lighting" turned on.
There is no way to force Zeckenack's into native wide screen modes. You can however 'double' (and possibly triple) the game's standard resolutions however. 640x480 becomes 1280x960 and 800x600 becomes 1600x1200 . Please note that doubling resolutions causes a major hit to performance, and unless you have a beefy machine, its not worth using. You will at least need a monitor that is higher than the two 'doubled' options.
On a modern machine it gets good overall speed, running at 800x600 mode (even with all bells and whistles turned on).
In Zeckensack's there is an issue on some graphics chips (I was testing on a Geforce GT 540M) where the game won't stretch to native resolution (even you have stretch to screen options turned on). So the viewable game is seen in small area surrounded by black bars on all sides. On my computer, I can force it to switch screen modes to stretch to window by using CTRL+ALT+F11. This will cycle through 4:3 stretched mode black bars only on left and right, and 16:10 stretched to full screen. But for the life of me I can't get it to default to either of those two modes on its own. I've only come across a few tames that have this problem. I don't know if this is a problem with the game detecting the chip, and fully activating it, and the fact there is also Intel HD chip on the system as well. But is a negative. This issue doesn't exist when using the Nglide, and it has its own 'stretch to screen' features.
So overall, between the two options. I highly recommend Zeckensack's. Infact if GOG ever incorporates a built in version of a Glide Wrapper into the installation, that is the program they should use. That is also the option that is used in the unofficial new installer for the cdrom version, you can find at Sierra Help pages;
http://www.sierrahelp.com/Patches-Updates/NewSierraInstallers.html#KQ