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Re: dgVoodoo 2 for DirectX 11

Uhhmm, cool!! :cool: I didn't tested THIS scenario you mentioned however multi GPU/multimonitor support is not accidental, it was introduced in 2.45 for DX emulation and I continuously test it since then on a real multiGPU system with 2 monitors. I suppose using the dGPU as an output is virtually …

Re: dgVoodoo 2 for DirectX 11

Oh and just a comment about games using Direct3D 8. While, from my limited experience, there aren't any significant problems with them, except this , I know for certain there is a problem with games that render shadows, decals, etc. by setting Z-bias value before rendering certain coplanar polygons …

Re: dgVoodoo 2 for DirectX 11

2. DX8 looks like on this video: https://drive.google.com/file/d/0BxsYG4LzThr4OC1mZnRxYTdTLVU/view?usp=sharing It'd be better not to add support for D3D8 through dgvoodoo, for the time being. The game rendering method is pretty straitforward and can't see any bugs on either (game and my) side. I …

Re: dgVoodoo 2 for DirectX 11

Maybe the 16bit depth buffer was the problem. I thought it was needed to avoid the z-texture fighting with headlights on nightraces, but apparently not. A very quick look into a lost canyon nightrace with weather had surprisingly still not the problem https://www.letsplayforum.de/wcf/images/smilies …

Re: dgVoodoo 2 for DirectX 11

You need a modified 3D Setup to be able to choose Glide there. Just use a fresh installed NFS4 and install the expansion pack. It contains everything you need to run the game plus a lot of extra cars and tracks. http://www.iplounge.net/forum/viewtopic.php?t=1756 Thanks! I tried some tracks with …

Re: dgVoodoo 2 for DirectX 11

Yes, WARP *classic* fullscreen handling is strange. Borderless fullscreen all the way? It doesn't seem to be because my desktop moves away a bit on the secondary monitor when I use low resolutions like 800x600 or sg. Perhaps it's mapped to legacy GDI display functions. ? Is it related to a depth …

Re: dgVoodoo 2 for DirectX 11

@Teleguy: I think I'm going to whip up a logging debug version of Glide or D3D8 to see what point it fails at the initialization for you, at 10.0. Edit: I intended the WARP renderer to be a kind of "reference" driver, but unfortunately it doesn't seem to be perfect: - It has no output so gamma …

Re: dgVoodoo 2 for DirectX 11

Yes, the save game i posted contain the positions where Komat dll has issues also. So in a conclusion, is there something you can do about it? Some general options to choose from that can be applied to other games also, that can fix issue like this? I dont think SC PT will be the only game out …

Re: dgVoodoo 2 for DirectX 11

I can see the issue with Komat wrapper too, on my AMD HD7850. I tried it quickly at 2 different positions. If there is difference between dgVoodoo and Komat wrapper then it may be some precision difference. DX8 standard spcecifies 22 bit floating point precision as a minimum, for vertex shaders v1.0 …

Re: dgVoodoo 2 for DirectX 11

A question: why "All of them" entry is named in that way (only in D3D12 multiple/different GPUs can work together, if I'm not wrong)? How about change "All of them" to a "Default" adapter (maybe the one actually used by Windows Desktop) so you can bind it to WARP (and grey out the field while WARP …

Re: dgVoodoo 2 for DirectX 11

Yes, a new "Direct3D 11 MS WARP (software)" output api in the list, without killing the GPU drivers. However, it's a bit confusing. I still have my usual GPU-adapters, but the WARP renderer cannot be tied any of them, so the best would be to have an empty adapter-list with empty display output-list …

Re: dgVoodoo 2 for DirectX 11

Wow! :cool: I was very curious and quickly added support for D3D11 MS Warp as API output. This renderer is way faster than I ever thought. First, when I tried it with a Farbrausch demo (ok, at a low resolution, 640x480 or 800x600) then it went so smooth that I thought there was a bug in the code and …

Re: dgVoodoo 2 for DirectX 11

@Teleguy: the config file you attached is unfortunately pretty uncorrupted. I have the feeling that dgVoodoo cannot read the config file (for whatever reason) on your laptop, and because of that, it uses the default config. Such a situation fully explains the symptoms because the output API is 10.1 …

Re: dgVoodoo 2 for DirectX 11

That gives me an error message. error.jpg Debugview still shows "DXX32: Warn: Registry value too long: MainVideo_SET in SYSTEM\ControlSet001\Control\CLASS\{4D36E968-E325-11CE-BFC1-08002BE10318}\0000\UMD". Could you attach the dgVoodoo.conf you're using, plz? It strongly seems to be NOT videocard/ …

Re: dgVoodoo 2 for DirectX 11

10.0 to me sound like a bad ideea. Question of viewpoint. 10.0 is not a/the new direction in dgVoodoo but just an extra, with some trade-offs and limitations, for the possibility of playing games through dgVoodoo on late-dx10.0 hardwares. I didn't ditch any existing feature for the favor of 10.0. …

Re: dgVoodoo 2 for DirectX 11

Just a very quick reply for now: yes, I also tried Pandora through 10.0 with MSAA, that's the problem indeed. But, shadows/lighting are missing because of a 10.0 limitation :( : an MSAA z-buffer neither can be resolved (to a non-MSAA one) nor can be a shader resource (like a texture). In the end, …

Re: dgVoodoo 2 for DirectX 11

Yes, http://dege.fw.hu/temp/dgVoodooWIP20_1.zip but changing D3D shaders a bit is the only change I did so far. +new info: testing Pandora Tomorrow through 10.0 output causes the shadows to disappear on my lowend GF 610. I still don't know if this a new 10.0 limitation revealed or just the driver is …

Re: dgVoodoo 2 for DirectX 11

So, 10.0 support seems to make some sense. :) Updated my video drivers to the latest ones available, still the same problem. If plain DDraw works (watermark is visible) but D3D doesn't then dgVoodoo probably can't create one of its precompiled 3D shaders and querying D3D interface or creating D3D8 …

Re: dgVoodoo 2 for DirectX 11

lowenz wrote: As you can see in the screenshot I simply added the Unreal System folder path (where the exe is locaetd) -> "Unavailable" adapter. With general (generic?) profile the VGA is correctly found. I'll try launching as admin. Ok, thanks. I almost messed it up with some nVidia profiles. I'll …

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