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Re: dgVoodoo 2 for DirectX 11

I appreciate any efforts towards enabling the ability to enforce Nearest Neighbour upscaling in old & new games (especially old games). I also do not care about perfect doubling of resolutions and am okay with fractional upscaling that can result in pixel doubling oddities. WIP36 added this feature …

Re: dgVoodoo 2 for DirectX 11

Thanks so much, Dege, for the nearest neighbor integer scaling mode. It looks wonderful and it makes me fear 4k monitors far less. I'm experiencing some mouse weirdness in Might and Magic VIII which appears to be related to the new options. ScalingMode = centered ImageScaleFactor = 1 Performs as …

Re: dgVoodoo 2 for DirectX 11

I'd love to see that, too. Plain text per-game local .inis with all available options would be wonderful. I'm also looking forward to trying the new integer scaling feature. 😀 I'm not sure how niche it will truly be, though. You may be surprised how many people like sharp upscaling, Dege.

Re: dgVoodoo 2 for DirectX 11

Man, you can ALREADY force the rendering resolution (apart from 2D elements -> HUD, etc.) to whatever you want. Why do you want resolution like 640x480 and a sharp rescaling? Resolution-dependent effects? (Pandora Tomorrow, etc.) ? I don't know how I could be clearer. If you've read my previous …

Re: dgVoodoo 2 for DirectX 11

(I edited my previous post to reflect I was talking about MM6 which scales perfectly, not MM5 (sorry--I just finished playing through MM4+5).) Well, the whole process can be divided into 2 phases: ... So, if you want sharp output appearance then your best choose is selecting 'centered' scaling mode. …

Re: dgVoodoo 2 for DirectX 11

Yes, dgVoodoo's texture filtering modes affects only the rendered 3D polygons but not the scaling (postprocessing) of the final 2D image. The problem with this 2D scaling thing is that it's not under control of dgVoodoo. At least, not in all cases. If one of 'unspecified', 'stretched' or 'centered' …

Re: dgVoodoo 2 for DirectX 11

You can already select the filtering mode. You can set texture filtering. Not scaling algorithm. The scaling seems to be the usual bilinear. Edit: Here is an article in case anyone doesn't understand the benefit of having not only integer scaling but nearest neighbor as a (resolution) scaling …

Re: dgVoodoo 2 for DirectX 11

Been a while since I've used dgVoodoo 2 and was delighted to see the new-to-me integer scale factor options as a possible solution to what is so obviously missing from Nvidia and AMD 's GPU drivers. However, the result is still a blurry mess when this option is used. I'm using ISF to scale a 640x480 …

Re: dgVoodoo 2 for DirectX 11

Congrats on the GOG deal and also on being given access to the entire GOG catalog for the purpose of improving future compatibility of dgVoodoo2. ... And if my presumption is off and they didn't give you access to the entire catalog, what the fuck is the matter with them? 😉

Re: dgVoodoo 2 for DirectX 11

Hell I even see such banding in games like Fallout 3 and Oblivion when watching the sky transition to\from night\day. I can't speak specifically for those examples, but most of the time when banding is observed in modern games, post-processing is to blame. Vignetting (which is almost always lame …

Re: dgVoodoo 2 for DirectX 11

D3DCompiler_43.DLL is part of DirectX End-User Runtime: https://support.microsoft.com/en-us/kb/179113 Some time ago I believe EULA prohibited redistribution of DX End-User Runtime DLLs with applications. The end-user runtime is usually installed with games, so many users already have it...perhaps …

Re: dgVoodoo 2 for DirectX 11

Regarding broken scaling, an Nvidia employee confirmed there's a fix which will appear in a driver to be released in October. In other news, Return to Krondor FMVs are still broken. There's sound, but no video in 2.44 and 2.45 regardless of in-game stretch setting and driver scaling setting and FMV …

Re: dgVoodoo 2 for DirectX 11

Because I had misread (or misremembered) that it was only possible to play FS2 via ports. Since I own FreeSpace 2 as well, I'll take a look. Thanks! I've played through FSPort myself--I think I used the OpenGL renderer. Very well-polished and the positional audio through OpenAL is especially …

Re: dgVoodoo 2 for DirectX 11

I really have should opened AoW:SM up in a hex editor before :P Thanks for your patience! It does make calls to D3D8, so the system requirements were right. I took it for granted that the ignored flip flags issue of Windows 8 and beyond only affected versions up to DX7 (because that's what I'd …

Re: dgVoodoo 2 for DirectX 11

I imagine one of the most common use situations for dgVoodoo 2 is for DirectDraw games on Windows 8 and newer to alleviate the awful framerate issue. I've just encountered the framerate issue in what is supposedly a DX8 game, Age of Wonders: Shadow Magic. The problem only occurs on my 8.1 …

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