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Re: WIP versions

Examples would be any nvidia GPU with recent-ish drivers. I have personally tested a wide range of cards from the 6600GT to the GTX1080, and they all do not render the glass bumpmap. Neither do AMD cards for that matter. I suspect this is due to the games config.txt system that has a whole bunch of …

Re: WIP versions

Artificial Academy 2 are completely broken rendered. 20190612212515_1.jpg version: WIP61 in newer win10, at the moment there is no way to run this game on hardware render ...... It can not do normal rendering(not using dgVoodoo2), and causes intense lag. due to window's DX changes on win10. Um, …

Re: WIP versions

Or more probably a bug in dgVoodoo's shader code generator (although I never experienced a driver crash with wrong shader code, instead, the rasterization simply didn't run (nvidia driver)). Unfortunately I cannot get to the place in question ingame. I only managed to explore the tutorial levels. …

Re: WIP versions

Driver crash in Guildwars 2 when panning the camera around the norn starting area, doesn't occur with native dx9 doesn't occur with D9VK. Here I am facing the area in particular with D9VK that i cannot pan about to without the TDR tripping It's probably a shader entering an inescapable loop. I …

Re: WIP versions

Driver crash in Guildwars 2 when panning the camera around the norn starting area, doesn't occur with native dx9 doesn't occur with D9VK. Here I am facing the area in particular with D9VK that i cannot pan about to without the TDR tripping https://cdn.discordapp.com/attachments/292727720876703744/ …

Re: OpenAL entirely broken on X-Fi

2.17.0008, XFTI_PCDRV_LB_2_17_0008.exe from Feb 2013 was the best openal driver from creative labs on windows 7 fixing the bsod issues that had plagued it forever Then the windows 8 compatible driver released with 2.40.0008, XFTI_PCDRV_L11_2_40_0008.exe on March 2014 introducing the openal audio …

Re: dgVoodoo 2 for DirectX 11

Well, not... I realized I'd need to login into the game in the same way as for FFXI. But, if it's a 8 bit paletted game, doesn't 'Reduced color mode' with 8 bit 256 color helps for that? I encountered 2 other games with the same problem. You don't need to login, here's a demo (and you want the demo …

Re: dgVoodoo 2 for DirectX 11

I have found a bug then. At first mission launch, the image is severely banded on the sun and nebula if i tab out and then back in, the image is perfect. I have a GTX 680 with 340.52 (newer drivers do not appear safe to use) running 2 monitors at 1920x1200 and 1680x1050 display drivers have been …

Re: dgVoodoo 2 for DirectX 11

hey dege, is there any chance you can add the ability to force/change color depth in the dx wrapper. The reason i ask is that it appears currently it honors the applications requested screen mode, which poses a problem on Geforce 8 and higher nvidia architectures as they did away with dithering in …

Re: Carmageddon 3dfx very slow frame rates, why?

in DOS
it depends on the glide build you use. i find it easiest with yhkwongs 3dfx build, i can tell by the title bar if the cycles are rising properly as they should be over 100,000 by the time the protected mode message appears. i've found if it doesn't increase, then changing the core type to auto while …

Re: Carmageddon 3dfx very slow frame rates, why?

in DOS
Guys, just make sure your cycles are actually increasing. Dosbox has been iffy for awhile with the cycles not working as they should. on both trunk and the glide custom builds, sometimes starting it with auto has it stick at 3000 cycles http://image.svijethardvera.com/thumbs/dosboxauto.jpg , or with …

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