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to those curious I found a more viable solution than using the AiO patch.

https://www.gog.com/forum/the_suffering_series/the_ultimate_solution
Strange problem with AiO patch - without dsound library game runs only 48-50 fps for some reason, but if you restore dsound.dll which comes with gog version, sound becomes broken and game hangs up very often (but you will get smooth 60 fps)..My only solution is to use Creative Alchemy (but not many people still have supported Creative SB cards) or just deal with less than ideal framerate ¯\_(ツ)_/¯
Post edited June 17, 2022 by KainXVIII
Yeah i also noticed 48-50 fps lock with patch, so i started to play without it and use dgvoodoo and dsoal. DId not try to check how it works without dsound.dll thats for tip, gonna check if it works fine with some of dsound wrapppers i know.

Also there is another problem with patch - it replaces dinput, and i ripped out gog's xidi or dixi (dont remember name) wrapper from few other games and it allows to bind keyboard and mouse to gamepad sorta natively, and this patch prevents using it.

One more problem i have with it - its widescreen patch pretty broken in many aspects and i prefer to play without it, and fixing game's incorrect aspect ratio with dgvooddoo advanced scaller.

If you did not notice - both PC version of Suffering 1 and 2 are suffering from incorrect porting of native aspect ratio, it seems that PS2 resolution 640x448 got verticall stretched to 640x480 by internal aspect ratio calculations, and rest of resolutions got whole 3d scene vertically stretched as well. You can see it pretty well if you find round shaped objects that will appear as vertically stretched ovals.

AIO patch really needs update to address these issues, and made compatible with any dll wrapper (dsound, dinput, d3d9 and so on).

Update, i just checked and can give more precise information about aspect ratio issue in vanilla game that never fixed by anyone.

So, game uses 640x448 resolution as base for aspect ration calculations, then it stretches it to 640x512 and then it crops to 640x480.

Vertical pixel resolution is exactly 1,142857142857143 (512/448) higher than it should be. If you play in 480p you actually have 420 virtual pixels vertically stretched to 480. If you play in 720p you actually have 630 pixels vertically stretched to 720. If you play in 4k or 2160p you actually have 1890 pixel virtually stretched to 2160!

Maybe mistake exist in vertical FOV calculation, im not sure how exactly they managed to screw up aspect ratio like this.

To fix any resolution vertical resolution or fov should be divided by 1,142857142857143 or by (512f/448f) (for better precision) then zoomed in or filled with extra pixels that was cropped initially.

These are sreenshots that proves - one is game rendered in 640x512 resolution as is, another is same screenshot downscaled to 640x448 - you can see how oval sprite turns into perfect circle.
Attachments:
Post edited June 10, 2022 by v00d00m4n
Interesting find, v00d00m4n! I wish someone would fix aspect ratio, because Ucyborg is no longer active (?)
Here is comparison between PC and PS2 (through PCSX2 emu) versions, Torque in pc version is much more slimmer
https://imgur.com/a/DR3GnMS
Post edited June 17, 2022 by KainXVIII
Thanks for the patch, works, but I need to run executable on main folder since clicking play on gog galaxy crash for some reason.
Doesn't work. "RFL Incompatible version!" error for TTB. I can run the game without it but i get the mouse bug and the only work around is windowed mode which in turn has its own issue of flickering every 6 seconds to my desktop.
For those who struggle with the game freezing due to dsound files, and eventually being locked at 45fps, this is the solution:

Go into the game's folder, and open dsound.ini with notepad or notepad++.

Check where it says: hardwareBufferCount = 128

Replace 128 with 127 as recommended in the point of reference above. If 127 doesn't work, you can try other values they recommend.

From the same game folder, every time you wish to play, run "SUFFERING.EXE" directly.

The game will be running at 60fps. Without freezing.
Do you guys have problems with the music on The Suffering TTB? I swear that the PS2 had more music playing.
I'm using the all in one patch, but ties that bind crashes in the opening video after launching

this wasn't an issue in the first game. though i still have the first game installed. is that some problem?
avatar
v00d00m4n: Yeah i also noticed 48-50 fps lock with patch, so i started to play without it and use dgvoodoo and dsoal. DId not try to check how it works without dsound.dll thats for tip, gonna check if it works fine with some of dsound wrapppers i know.

Also there is another problem with patch - it replaces dinput, and i ripped out gog's xidi or dixi (dont remember name) wrapper from few other games and it allows to bind keyboard and mouse to gamepad sorta natively, and this patch prevents using it.

One more problem i have with it - its widescreen patch pretty broken in many aspects and i prefer to play without it, and fixing game's incorrect aspect ratio with dgvooddoo advanced scaller.

If you did not notice - both PC version of Suffering 1 and 2 are suffering from incorrect porting of native aspect ratio, it seems that PS2 resolution 640x448 got verticall stretched to 640x480 by internal aspect ratio calculations, and rest of resolutions got whole 3d scene vertically stretched as well. You can see it pretty well if you find round shaped objects that will appear as vertically stretched ovals.

AIO patch really needs update to address these issues, and made compatible with any dll wrapper (dsound, dinput, d3d9 and so on).

Update, i just checked and can give more precise information about aspect ratio issue in vanilla game that never fixed by anyone.

So, game uses 640x448 resolution as base for aspect ration calculations, then it stretches it to 640x512 and then it crops to 640x480.

Vertical pixel resolution is exactly 1,142857142857143 (512/448) higher than it should be. If you play in 480p you actually have 420 virtual pixels vertically stretched to 480. If you play in 720p you actually have 630 pixels vertically stretched to 720. If you play in 4k or 2160p you actually have 1890 pixel virtually stretched to 2160!

Maybe mistake exist in vertical FOV calculation, im not sure how exactly they managed to screw up aspect ratio like this.

To fix any resolution vertical resolution or fov should be divided by 1,142857142857143 or by (512f/448f) (for better precision) then zoomed in or filled with extra pixels that was cropped initially.

These are sreenshots that proves - one is game rendered in 640x512 resolution as is, another is same screenshot downscaled to 640x448 - you can see how oval sprite turns into perfect circle.
You mentioned fixing the aspect ratio with the advanced scalier, how exactly do you do that?

Edit: Also seem to be having problems getting dgVoodoo to even work. No watermark or anything showing up at least.,
Post edited November 23, 2022 by SinForged
avatar
v00d00m4n: Yeah i also noticed 48-50 fps lock with patch, so i started to play without it and use dgvoodoo and dsoal. DId not try to check how it works without dsound.dll thats for tip, gonna check if it works fine with some of dsound wrapppers i know.

Also there is another problem with patch - it replaces dinput, and i ripped out gog's xidi or dixi (dont remember name) wrapper from few other games and it allows to bind keyboard and mouse to gamepad sorta natively, and this patch prevents using it.

One more problem i have with it - its widescreen patch pretty broken in many aspects and i prefer to play without it, and fixing game's incorrect aspect ratio with dgvooddoo advanced scaller.

If you did not notice - both PC version of Suffering 1 and 2 are suffering from incorrect porting of native aspect ratio, it seems that PS2 resolution 640x448 got verticall stretched to 640x480 by internal aspect ratio calculations, and rest of resolutions got whole 3d scene vertically stretched as well. You can see it pretty well if you find round shaped objects that will appear as vertically stretched ovals.

AIO patch really needs update to address these issues, and made compatible with any dll wrapper (dsound, dinput, d3d9 and so on).

Update, i just checked and can give more precise information about aspect ratio issue in vanilla game that never fixed by anyone.

So, game uses 640x448 resolution as base for aspect ration calculations, then it stretches it to 640x512 and then it crops to 640x480.

Vertical pixel resolution is exactly 1,142857142857143 (512/448) higher than it should be. If you play in 480p you actually have 420 virtual pixels vertically stretched to 480. If you play in 720p you actually have 630 pixels vertically stretched to 720. If you play in 4k or 2160p you actually have 1890 pixel virtually stretched to 2160!

Maybe mistake exist in vertical FOV calculation, im not sure how exactly they managed to screw up aspect ratio like this.

To fix any resolution vertical resolution or fov should be divided by 1,142857142857143 or by (512f/448f) (for better precision) then zoomed in or filled with extra pixels that was cropped initially.

These are sreenshots that proves - one is game rendered in 640x512 resolution as is, another is same screenshot downscaled to 640x448 - you can see how oval sprite turns into perfect circle.
avatar
SinForged: You mentioned fixing the aspect ratio with the advanced scalier, how exactly do you do that?

Edit: Also seem to be having problems getting dgVoodoo to even work. No watermark or anything showing up at least.,
Bump, i want to know this too!
Does anyone know how to fix the aspect ratio of the menu and the hud while keeping the FOV fix?