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Re: Regressive bugs - report them here

Bound by Flame not an old game. Why you need wrapper for this game? 2010> games difficult to work with DirectX. New games often use complex difficult schemes for shaders and code, this games have thousands shaders and new shader model versions. In most cases these games do not work correctly with …

Re: dgVodooo 2.8.x and related WIP versions

UPD: in Vice City just need to disable the game frame limit (in game menu - video options). And ResX\Y=-1 if using GTAVC.WidescreenFix. I suggest option for wrapper set affinity mask for game. Many games can work only on one or two cores (or 2 or 4 threads if HT is on). For example i noticed from …

Re: Crash with NV D3D12

Raven Shield still crashed even on 528.02. Apparently I didn't know about this because I didn't run the second level (Swiss Alps). Apparently these problems started a long time ago. I won't check very old drivers, there's no point in that. Please don't stop supporting d3d11! After all, I think this …

Re: Crash with NV D3D12

I did some research and found out the latest working version for NFS Underground 2 is 537.58. Next 545.84 version have CTD. as far as I understand the owners 20**\30**\40** don't have this problem? I mean surely this isn't a common driver problem? Otherwise, this can be considered sabotage against …

Crash with NV D3D12

Background: Yesterday I updated the BIOS and video card driver. Im a IT specialist and I know how to do it all (vga driver must updating through DDU, and after bios updating need do full reset). I haven’t updated them for a very long time because I have all updates disabled. I only do updates …

Re: dgVodooo 2.8.x and related WIP versions

I need to change my monitor( PS good online test: https://www.testufo.com/ [hr] cnc ddraw (https://github.com/FunkyFr3sh/cnc-ddraw) have function minimum fps. And it help with making image more smoother (in strategies when moving the camera). With this feature game (wrapper?) always render 60fps. …

Re: dgVodooo 2.8.x and related WIP versions

I want to offer this solution to the problem. The essence of the problem: 2 frames are output with a delay of 33ms (for 60hz with 30FPS). So we need to reduce the frame output time, but how can we know the future frame? We don't need to know this. When rendering a new frame, we combine it with the …

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