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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 …

Re: dgVoodoo 2 for DirectX 11

Unreal's textures are all natively paletted, Voodoo supports palettes natively and Unreal shouldn't be converting to 16-bit color textures for Glide. It should be doing that for its Direct3D renderer though, since many D3D cards at the time didn't support that, and 16-bit color textures are less …

Re: dgVoodoo 2 for DirectX 11

Expack, aren't you using an older GeForce with a "too new" driver? Similar happened to me recently, when I installed the newest one onto a GF 450 GTS, games started to crash or badly appear through dgVoodoo (didn't tested with anything else). So, I had to roll back to a 1-2 years old one to have it …

Re: dgVoodoo 2 for DirectX 11

Moto Racer 1 & 2 don't work with WIP15. I'm getting the black screen at startup. Thanks, indeed. New texture formats are not enumerated to DDraw correctly... going to fix it. Little problem with the configuration UI: http://s16.postimg.org/r7rq57gv9/dgv.jpg As you see if you select "Geforce 4800" ( …

Re: dgVoodoo 2 for DirectX 11

Farscape works now. It still has texture coordinate issues on transparent polygons. That's one of the issues whose fix I would like to include to the wip. :( 3. Glide - Option for enabling deactivation of an application is added What does that do? Let the game receive the WM_ACTIVATE* messages so …

Re: dgVoodoo 2 for DirectX 11

I release the current WIP again. There still are issues I know of, and I would have liked to include more things in this pack but it's about time again... http://dege.fw.hu/temp/dgVoodooWIP15.zip 0. The internal 'Aspect Ratio' scaling is enabled, but unfortunately it's not ready yet . Needed mouse …

Re: dgVoodoo 2 for DirectX 11

When I hack Radeon's Ark from the debugger to run natively on my GeForce, a lot of bumps and reflections are missing just like on the videos I found on youtube. :confused: With dgVoodoo it looks cool now I hope http://s14.postimg.org/eyv1bgjrx/Radeon_s_Ark1_2016_02_06_16_36_23_83.jpg http://s14. …

Re: dgVoodoo 2 for DirectX 11

I'm sure that's true, but Dege likes testing weird stuff anyways. :) Yees. :) Despite I shouldn't focus on this now, I couldn't stand and did some D3D8 fixings. Added L8 texture format (planning others), added full point sprite support (ATI Nature waterfall is drawn by pointsprites), fixed some …

Re: dgVoodoo 2 for DirectX 11

Tried out some of NVIDIA's DirectX tech demos for the GeForce 256 , GeForce 2 , and GeForce 3 with dgVoodoo2 2.5 with and without D3DCompiler_43.dll (where possible). (Unlike ATI, NVIDIA seemed to really like using OpenGL for its demos, so not a lot to test this time.) All the demos I tested, …

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