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.,