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Re: dgVoodoo 2 for DirectX 11

Dege, can you check the performance in UT2004? No rendering problems, only performance. I maxed the quality tweaking the ini, but 10 FPS is really too low :D No problem with similar settings in Republic Commando..... I don't have the full game, only its demo, but... Do you have a tweaked config …

Re: dgVoodoo 2 for DirectX 11

Screwed color palette for fighters and some background sprites/objects (all moving graphics maybe?) in Variable Geo Custom. Not in the right mood to do screenshots now but you can easily understand what I'm talking about if you look on youtube for "variable geo custom". No ddraw wrappers or new/old …

Re: dgVoodoo 2 for DirectX 11

Is the DirectX tab list influencing the Glide tab one? :| No. I mean that internal scaling is a global feature, affects both Glide and DX. So, for Glide, you couldn't choose a scale-to-resolution because the resolution selector on Glide tab is working and has other meaning. (and I'm planning to tie …

Re: dgVoodoo 2 for DirectX 11

Issue of the internal scaling now is about detecting a resolution to upscale to . But, since I cannot see any solution for now, I think I'll stick to the current state. Do not detect (the native/maximum res), use the entry selected in this list! :D http://s28.postimg.org/m4cjrcja5/image.jpg And …

Re: dgVoodoo 2 for DirectX 11

Because Lanczos filter is a smoothing lowpass filter. How does it come into resolution detection? :) As for detecting the native/desktop resolution: DXGI seems to be total crap. Citating from the SDK, IDXGIOutput::FindClosestMatchingMode : Not for the detection! For a brutal upscaling! Example: …

Re: dgVoodoo 2 for DirectX 11

Clearly visible in Mortyr: http://i.imgur.com/ypTFwxi.png Also the screenshot should be 1920x1200 instead of 1920x1080. I'm seeing black bars on the top and bottom. Different issue (no aspect ratio) with Earthsiege 2. In the fullscreen mode there's a problem with the cinematics and the cursor is …

Re: dgVoodoo 2 for DirectX 11

I'll have a look into it what's going on... I think I see what the difference is between dgVoodoo and xwa_ddraw. Xwa sets the display mode (allocates a swapchain) without specifing x/y resolution and the scaling mode. So, it gets a backbuffer with a whatever (desktop) size and then renders into its …

Re: Pandemonium 1 - dgVoodoo

in PC Emulation
That's okay, many of lightmaster's posts are confusing. ;) dgVoodoo 1.x, I forget if it ever supported the spinning logo. The spinning logo is generated by the game+wrapper loading an original 3dfx file. With original 3dfx cards it came from a particular driver included with the drivers, IIRC it …

Re: dgVoodoo 2 for DirectX 11

I have some problems with Metal Gear Solid (Integral), if i set the dgVoodoo adapter in graphic options the water looks corrupted (some kind of weird dithering noise effect), menus are overlaped and the performance is bad in general, setting the maximum resolution. This port could be the weirdest …

Re: dgVoodoo 2 for DirectX 11

For some reason, for Bejeweled Twist, 3D acceleration is not able to be enabled in the ingame options. Thus, high resolutions and 3D screen transitions are unable to be used. Isn't accelerated mode driven by D3D9? Or I may mess that with Bejeweled 3. I think someone previously mentioned but Diablo …

Re: dgVoodoo 2 for DirectX 11

Windows\SysWOW64 is the better because all of the games will find the dll there (but I know that people don't like putting things into system folders). Otherwise you have to copy the compiler dll into each game folder you use with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

If so, stay strict to D3D11! It's really unworthy. Did some quick exploration, and it turned out that - texture mipmapping in Glide, and in some cases in DX too, would gone with 10.0. - also, I'd have to disable one of the fixed function vertex features for DX8, e.g. vertex tweening (but it's not a …

Re: dgVoodoo 2 for DirectX 11

lowenz wrote: Dege wrote: daniel_u wrote: Why would 10.0 help? Old 2009 systems (notebooks with a decent 2009 VGA, -> 9600M) with Win 10 😁 Hmm, ok. 😀 I should list the 10.1 features I use for DX, to see what can be done for that. I can't tell it by heart, but am certainly sure 10.0 would go hand in …

Re: dgVoodoo 2 for DirectX 11

@Dege. So i tested some more Splinter Cel PT. The lights that come and go is a engine 'issue'. Is the way game deals with far away objects/level of detail. So the only bug i can report is the color of the light that is not as the original. Who knows maybe the way i know it is just a default path in …

Re: dgVoodoo 2 for DirectX 11

But if I change desktop resolution to 1920x1080, dgVoodoo scaling aspect ratio works as expected. Hm..., I think the native resolution cannot be detected, only the desktop resolution (according to DXGI docs). EDIT: current desktop resolution on a given monitor But I hope I'm wrong. Just a reminder …

Re: dgVoodoo 2 for DirectX 11

I think I've traced down and workarounded the AMD bug causing driver crash in Glide rendering. If anyone reading this from AMD: your driver or hardware crashes/gets into infinite loop if a pixelshader (4.1) reads the input position register (SV_POSITION) more than once, or more than one components …

Re: dgVoodoo 2 for DirectX 11

I think I've traced down and workarounded the AMD bug causing driver crash in Glide rendering. If anyone reading this from AMD: your driver or hardware crashes/gets into infinite loop if a pixelshader (4.1) reads the input position register (SV_POSITION) more than once, or more than one components …

Re: dgVoodoo 2 for DirectX 11

*dgVoodoo Unreal clouds (altered gamma): http://s2.postimg.org/s0whgzyhh/image.png *nGlide Unreal clouds (altered gamma): http://s2.postimg.org/vj3vzn9zp/image.png As you can see castle/wall textures have the same banding problem BUT the clouds don't. nGlide rendering doesn't show any banding. And …

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