vQuake1, 2 and vHexen White Magic Raven Res Hack and RReady underwater RAMDAC palette fix
I've never done any videos about the @WhiteMagicRaven hacks. RReady implements them completely, well almost. There're a few more hacks which RReady doesn't currently use.
These allow:
vQuake 2 to to use internal game resolutions up to 1152x864 and underwater resolutions up to 1280x1024 (default:320x240).
vHexen II to use underwater resolutions up to 800x600 (default:320x200).
These two games are patched at runtime in memory (leaving the original binaries unaltered) .
It also allows vQuake to run high underwater resolutions (default:320x200). RReady caps this to supported vQuake resolutions (i.e, up to 896x...). But the hacks don't really have a limit, other than each dimension being 16 bits in size.
There was also an underwater palette bug with RReady. You can see it in action in all 3 of these games. It was a blending bug, since blending with say black additively doesn't produce a black tint ( RGB 0,0,0 + RGB colour = RGB colour (0+a=a)). So a special code path has been added to blend darker colours just in these 3 games and only when underwater (detectable when integer coordinates lines are drawn with render to texture enabled).
In the videos, vHexen 2's loading progress bars aren't captured. They're front buffer effects and software based capture can't grab them since they're overwriting what's on screen, instead of producing a fresh frame.