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Re: Regressive bugs - report them here

Why the use of the d3d9.dll when dgVoodoo 2 can step in at Direct3d 8? I'm assuming d3d8to9 is integrated into ephinea.dll, so I can't imaging stacking a wrapper (dgVoodoo) on top of another wrapper (d3d8to9) will have everything working as expected. I think the only real issue is vertex fog doesn't …

Re: Mass Effect bad lighting

Thanks for finding and somewhat fixing the bug so far, I'd probably be using D3D12 anyway because of the solid texture bug. It will be nice to use dgVoodoo since I find it easier and more reliable to have borderless window working, everything else I've tired messes up scaling somehow, mouse doesn't …

Mass Effect bad lighting

The lighting is very noticeably wrong regardless of output API. My hardware is a Ryzen 2700X, 32GB RAM and a Radeon RX 580 8GB if that helps. Mass Effect - Native.png Mass Effect - dgVoodoo.png EDIT: Decided to put the somewhat unrelated things I had to do to get Mass Effect "working" down here. If …

Re: The Wrapper Collection Project

It's more like DirectSound EAX converted to OpenAL EFX, completely bypassing the OpenAL EAX features that OpenAL-Soft doesn't have. So for now, EAX on OpenAL is still tied to Creative hardware/software. I'm not certain how OpenAL EAX is handled by other OpenAL hardware/software, this is just how I …

Re: The Wrapper Collection Project

Right now, OpenAL-Soft (used by DSOAL) barely supports EAX (I think reverb), but mostly supports EFX. EFX is what the DSOAL wrapper is using, and unfortunately it seems no one has added support for EAX even though EFX has a number of similar features. There is a possibility of some games supporting …

Re: The Wrapper Collection Project

Found another source for builds in a guide for Halo Custom Edition, https://opencarnage.net/index.php?/topic/7383-the-halo-ce-ultimate-enhancement-guide-updated-050619/ The link is number 11 in that first post or http://vaporeon.io/hosted/dsoal-builds/ . This one seems more bare-bones since the one …

Re: The Wrapper Collection Project

So apparently DSOAL that uses OpenAL-Soft is still being developed, and it seems to support up to EAX 4.0 with the EFX functions of OpenAL. https://repo.or.cz/dsound-openal.git There are some some binaries, this is how I came across the existence of it in the first place, there is a mod on Nexus …

Re: dgVoodoo 2 for DirectX 11

I checked again today. Anti-aliasing is off, in both the dgVoodoo settings and the general video card settings as well. What do you mean "if scaling isn't changed"? I tried all values of scaling and the result is always the same: the game looks flat. The only thing I didn't try is to run Sentinel …

Re: dgVoodoo 2 for DirectX 11

ReShade on it's own can't use the depth-buffer if Anti-Aliasing is enabled at all, something to do with how Anti-Aliasing works and where ReShade is trying to inject into or something. I can't remember where I came across this information, it was a long time ago when SweetFX and ReShade were new and …

Re: dgVoodoo 2 for DirectX 11

Still getting mip-map corruption on Phantasy Star Online: Blue Burst. http://i.imgur.com/g2wOcQG.png I'd like to fix it but I don't know how to install this game. I'd check out this private Phantasy Star Online: Blue Burst server, which includes the installer and a handy beginner's guide . Expack3 …

Re: dgVoodoo 2 for DirectX 11

I think what would be important is to be clear about what options do what, and not assume the user knows what they mean by name. Like sure I know what anisotropic filtering does, but some may not. I do agree that having all sorts of options and the abundance of "optimized" or "ultra HD high quality …

Re: dgVoodoo 2 for DirectX 11

Is it possible to this texture edge fringing that punch though? PSOBB, on a private server, has this on some areas, such as the legs on this monster. http://i.imgur.com/KiiCgwZ.png Also Grand Theft Auto III, Vice City, and San Andreas has this issue especially on trees and foliage and some fences. I …

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