Gaming in Windows XP
April 12, 2002
by Richard Leader
While most of the press concerning Windows XP, even among the gaming
community, has concentrated primarily on the product's new activation
scheme along with the standard host of benchmark comparisons--gamers
making the upgrade were still left in the dark concerning many of
the issues they would soon be facing. Though it was expected that
some games would not run (including some of the more recent releases),
even more problematic were the games that seemed to take inordinately
long times to load and yet seem to function happily after that. Not
being a clear cut example of incompatibility, users were left to wonder
if they themselves are at fault. Other problems, such as the now infamous
60 Hz display error (where monitors would default to the ungodly low
refresh rate that causes eyestrain from the flicker) had both Microsoft
and video card manufacturers pointing their fingers at each other
in blame, leaving most users in the lurch. These issues, however,
have made it so that many other issues relevant to XP gamers have
been largely ignored.
DOS Gaming

That is the million dollar question: will all my old DOS games still
work? After trying to field that question many times, it seems that
it is best answered by yet another question, "still?" Even
Windows 98 (and its siblings SE and ME), though based on a DOS core,
often had trouble with older software designed for the archaic Expanded
Memory system and ISA format sound cards. If and when they did work,
they would often run far too fast to be useful on today's more powerful
machines.
While some advanced users resorted to doing more esoteric things
to temporarily sabotage their computer's speed, such as disabling
CPU's on chip cache (which is surprisingly effective on newer CPUs)
or even changing the BIOS clock frequency multiplier to that of a
slower chip, most gamers turned to various shareware programs such
as MoSlow. While these were often capable of slowing games
down to the required speed, not only were they were hard to use with
often ridiculously complex command line instructions that required
guessing what percentage of your CPU's normal speed would be the equivalent
of a 386 16mhz chip, they usually also required registration and payment
for the software to be fully functional--both of which were (and are)
a deterrent to the casual user.
Because of these issues, it is more than a little bit disingenuous
to ask if your old DOS games will still work, as it is painting a
far too rosy picture of the way things were prior to Windows XP. After
all, many members of the gaming community have been working diligently,
volunteering their own free time, in an attempt to reverse-engineer
old games to be playable on modern systems, such as the Exult team's
work on Ultima VII.
To finally answer the question, however, I would have to say, in
short, yes. Many DOS games will run and in some cases more easily
than ever before
as long as sound is not involved.

Though the Compatibility mode feature has received its share of
hype, ostensibly allowing you to essentially emulate the various environments
that different Microsoft operating systems provide, practically speaking,
these are of little use to gamers.
As few games were produced for Windows 95 that ran strictly in the
Window's environment (often running instead on the dos4gw.exe shell,
a proprietary environment licensed by many developers) until Blizzard's
original Diablo showed the world what DirectX was really capable
of, in 1996. Even fewer major Windows games existed prior to that,
so the fact that XP Compatibility mode does not even offer a Windows
3.1 environment is of no loss from that standpoint. However none of
the modes seem to offer any advantages pertaining to the DOS kernel,
so running a DOS program in Windows 98 Compatibility mode is NOT the
same as running a DOS program on a separate Windows 98 install, something
that most of the hype has managed to imply.

Despite XP featuring a more robust control set for allocating memory
to DOS programs (it is no longer necessary to run a separate PIF editor
to manage these functions as they can be accessed by simply right
clicking on the program's icon and selecting "properties"
from the drop down menu), it seems that maximizing the settings is
often less efficient than just leaving them on auto-pilot. Master
of Magic, a cult classic that combined the building aspects of
both Sim City and Civilization with the military tactics
of the lesser known Centurion (all set to a world taken out
of the collectible card game, Magic the Gathering) ran flawlessly
out of the box despite its hefty requirements for conventional memory
that made it sometimes tricky to run back in the days when DOS was
the norm. Tweaking the settings in the Memory Properties control panel
did more harm than good. However, all of this is without sound.

While there is an Autoexec.bat and a Config.sys in the root directory
of your hard disk in Windows XP, they are not actually used under
normal situations. Instead, an Autoexec.nt and a Config.nt located
in the \windows\system32 directory are called when running a DOS program
unless you specify an alternate path in the advanced settings. In
the Autoexec.nt, you will find the line to initialize Sound Blaster
compatibility. By default it will look like this:
SET BLASTER=A220 I5 D1 P330 T3
Or, for the sake of clarity:
SET BLASTER=AX IX DX PX TX
While some of the later DOS games would detect the location of a
sound card automatically, prior to that, it was necessary to manually
input the card's information within the install program--or in some
cases, every time the program is run.
There first three registers are the ones that are important and
need to be remembered. Ax specifies the card's address, Ix controls
the IRQ setting, while Dx is the DMA (sometimes called the "digital
IRQ" or DRQ) setting. Only the first of those registers is important
for Adlib compatibility (the first mainstream sound system, which
primarily played music and not sound effects), while all three have
to be entered correctly for many games to work with Sound Blaster
compatibility.
However, even with the correct numbers at your disposal, many modern
sound cards no longer come with DOS drivers, including the latest
incarnations of the Sound Blaster (though drivers for the SBLive!
series were made, they are no longer are included with the standard
software and must be downloaded from other hobbyists on the web).
But Microsoft has not gone to any lengths to make this easier for
users. In fact, most of the XP help files regarding these issues were
written years ago for previous operating systems and do not discuss
if and how XP supports Sound Blaster emulation through the Window's
Sound System.
That said, the average user will often be more likely to get a DOS
game to work on the first try with XP (though it is not as likely
to support sound as a Windows 98 install) but conversely, if a game
does not run in XP users will have little information regarding why
and even less recourse in trying to rectify the problem.
The option to make a bootable disk for a DOS environment still remains
as always--and is even more convenient now that most systems support
both making and booting from bootable CDs that contain basic startup
information. However, this is moving beyond the reach of most gamers
as traditional utilities such as memmaker.exe (a utility for optimizing
memory in DOS) are no longer readily available to them.
Strangely enough, it is often far easier for gamers to enjoy the
nostalgia of their favorites in emulation on the PC (whether it be
the original arcade ROM in the case of games "ported" to
the PC, or the Amiga or even Super Nintendo version of a PC favorite)
rather than with the game software they already own. What is puzzling
is that Microsoft itself has not worked towards creating a completely
emulated DOS session capable of handling a standard environment, that
would not only support most games (and things such as USB joysticks),
but be able to run them at the desired speed by assigning one of the
traditional "landmark" CPU classes to the session (the 8088,
the 286 16mhz, the 386DX 25mhz, 486dx2 66mhz, or possibly the Pentium
133mhz for those with especially fast CPU's today). Though this feature
would not be overly attractive to most users, it is a necessary component
of the Windows OS and it would most likely take someone the resources
that Microsoft has in order to accomplish it. It would be especially
feasible if Microsoft stopped trying to recreate the wheel with schemes
to get people to switch from MP3 to WMA (Window's Media Audio) for
their music needs.
Integrated XP Features
The most compelling reasons for making the upgrade to XP are promises
of higher stability and better handling of large blocks of memory--two
features that might make up for the larger overhead in system resources.
However, many of the more cosmetic and interface options also carry
over into gaming as well:
ClearType
Though font smoothing is not a new technology, XP does put a new
spin on it with the introduction of ClearType. Not only does it use
traditional methods of anti-aliasing (blending the edges of text so
that it appears smoother and more defined), it is based on a sub pixel
algorithm that takes advantage of the physical properties of new LCD
displays.

LCD pixels, unlike those of conventional CRT monitors, are made up
of three individual stripes whose intensity contributes to the final
perceived color of the pixel. By rendering fonts using the sub pixel
components, fonts can be made nearly 2/3rds smoother than using the
Standard font smoothing ability (introduced first in the Plus! add
on for Windows 95), but naturally, only on LCD displays. However,
ClearType can also be a compelling option for users of CRT monitors
as well because of some of the limitations built into the Standard
option.
Whether or not Standard font smoothing is actually enabled (even
as the option is turned on) for a certain size character seems to
be dependant upon screen resolution. These seem to be the smallest
sized font to be smoothed on various popular resolutions:
1600x1200 9pt.
1280x960 12pt.
1024x768 16pt.
800x600 22pt.
640x480 12pt.
Because of this, much of the text that you see at most gaming resolutions
will not be smoothed at all with the Standard option set.
There are drawbacks to using ClearType on a CRT display, as the sub
pixel data is still rendered, despite their not being any sub pixels
present. This has the effect of sometimes creating thin red fringe
on the left side of characters and another blue fringe on the right.
Especially thin characters (such as your cursor in a word processor)
that desire to be thinner than a single pixel can shift colors as
you move them about.
Though many of the popular 3D games such as Return to Castle
Wolfenstein use their own font rendering system, among other genres
there are many titles that use the Windows font system as well and
can often make use of the advantages that ClearType provides.

The above image is of the hit game Civilization 3 with Standard
font smoothing engaged. Move your mouse pointer over the image and
it will change to the same screen with ClearType enabled. The difference
is even more pronounced in other areas of the game's interface, such
as menu system, but the images of actual game play are more demonstrative
of the typical improvement.
Those of us lacking LCD displays will occasionally see some of the
problems associated with using ClearType on a CRT monitor, however.

The red and blue fringes from sub pixel rendering whole pixels are
sometimes most evident in bolded text, as you can see here. It is
much more distracting in the actual game than in a screenshot, as
it tends to shimmer. Here is a 2X enlargement to show further detail--take
note of how perfect the above red text looks and yet how distorted
the bold text below is:

Despite this, ClearType will make many of your existing games (unless
you play 3D first person shooters exclusively) much prettier to look
at in XP, not to mention easier on the eyes, though this is a personal
preference as some people find it to be blurry and distracting.
Audio and Accessibility improvements
Not all of the interface improvements in XP have been visual; great
strides have been made in making the operating system more accessible
to those with differing levels of physical abilities.
Like many people, I first encountered some of these features by accident.
In the best selling Deus Ex, there is a somewhat eerie
mission that takes place within a deep-ocean submarine base. Playing
through the game recently (after installing XP) it seemed far more
eerie than previously as I heard a muted voice in the background.
I could not make out many of the words that it was saying, but it
seemed to echo in the game's environment with disturbing clarity as
I had the 3D sound feature turned on. It was not until I exited the
game and did some research until I found out what exactly had happened
and how I had triggered it.
When I fumbled in the dark to hit ALT and "U" to use one
of the in-game items, I had mistakenly pressed the Window's key and
"U" which brought up the XP Utilities Manager and launched
the Narrator program. The disturbing speech I heard was actually a
combination of XP reading aloud my key presses and the in-game menus
and special events that appeared as text on screen! Similar things
have happened to many XP users who unknowingly had their Language
Bar (a toolbar that controls the speech recognition features) turned
on and had random text appear on their screen, not knowing that their
microphones were picking up ambient sounds from the room and recording
them as user input.
Though Microsoft has tried to freeze out competitors in the voice
chat market, such as Roger Wilco (which is now chiefly associated
with the GameSpy network), in favor of their own Sidewinder Game Voice
peripheral which relies on the MSN network, the new accessibility
features in XP could actually be a boon to the industry.
The Narrator is highly adaptable, where it can be directed to read
specific things and has customized voice profiles; though none of
the three included personalities seem remotely human, at least to
the extent that Macintosh users are accustomed to, especially with
regard to the wide variety offered with that OS. It is unclear to
what extent the fault lies with Narrator itself or whether the deficiency
is associated with the available profiles. Though perhaps not ready
for prime time, this feature might be of some use for gamers in the
future. While text to speech will never be able to replace good voice
acting, it is undoubtedly preferable to bad voice acting and is much
cheaper as well. A game could potentially include a dozen or so voice
profiles for the operating system's integrated text to speech software
in lieu of recordings of thousands of lines of recorded speech. Not
only would it save time and money--it would also save hard drive space
and make it feasible to add speech to role playing games that have
so much dialogue that recording it is simply unfeasible.
Going in the other direction, the speech recognition feature does
stand to eliminate competition in the industry as the software is
expensive to create and the market willing to pay for it has been
quite small, forcing products such as the Dragon Dictate series to
often sell for hundreds of dollars. However, having such software
included with the OS seems to be a boon to both those with disabilities
and the rest of us as well. By making it a standard OS component,
Microsoft has made it so other software packages always know what
to expect when trying to take advantage of it. Rather than having
to bundle a specific speech recognition application, even things as
seemingly trivial as games will be able to take advantage of the feature,
allowing users to only have to "train" the software once
(speech recognition software necessitates users speaking a variety
of words and phrases to calibrate the program for the specific users
voice). Unfortunately, once Microsoft's competition falls by the wayside,
there will be little incentive for them to improve upon this feature
further.
Conclusion
Developers are increasingly integrating their games to run with Windows
instead of "on" it as has been the legacy of moving from
DOS. Rather than pretending the OS does not exist as soon as the game
begins, more and more games are taking advantage of Windows OS conventions.
Although sometimes this is done haphazardly and to the annoyance of
users--such as Remedy deciding we might want our Max Payne
save-games to be stored within our "my documents" folder
(Dungeon Siege and Grand Theft Auto 3, among others,
have continued this trend)--if developers worked towards a standard
such a thing could be eminently useful. To continue with the above
example, in the past, save-games were hard to backup or transfer from
one computer to another because they contained directory or "path"
specific information and had components stored in multiple directories
that were not intuitive to users. If all developers agreed upon a
specific folder within the "my documents" to store this
game information and made it easy to backup or exchange from there,
it would be an improvement for all games across the board. Powerhouses
in the industry like the Gathering of Developers (GOD) and Electronic
Arts could make such a thing possible now that the OS has standardized
the feature. It is up to Microsoft to make the new features it releases
more modular and for developers to work together to exploit. Whether
or not this will happen any time soon, however, remains to be seen.