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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 …

Splinter Cell 1 ShadowBufferMode shadows

in Windows
I think it's a good thing to have a dedicated thread to SC1 and its erratic ShadowBufferMode shadow rendering. So Pandora's thread is properly to Pandora :D Using/forcing ProjectorMode is obviously a solution on today systems (to avoid shadow glitches) and it works well. It's why SC1 is on Steam ( …

Re: Splinter Cell Pandora Tomorrow

in Windows
New fix :D https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/scpt Now with automatic widescreen support and full resolution night vision! [MAIN] ResX = 0 ResY = 0 ForceShadowBufferMode = 1 // Use with d3d8 wrapper that comes with this fix or any other that fixes the issue. …

Re: dgVoodoo 2 for DirectX 11

Addendum (for the sake of performance analysis :D ): Unreal 2.27i (but Original 2001 DDRAW) Fullscreen 1280x800 Maxed out with NO AA -> 113 FPS And with a simple DDRAW passthrough ( https://github.com/narzoul/DDrawCompat ) Unreal 2.27i (but Original 2001 DDRAW) Fullscreen 1280x800 Maxed out with NO …

Re: dgVoodoo 2 for DirectX 11

Performance report! dgVoodoo 2.52 WIP ( GeForce Ti 4800 profile + 128 MB ) + Windows 10 64 + 9600M (9600M! A 2008/2009 noteboook VGA!) Unreal 2.27i (but Original 2001 DDRAW) Fullscreen 1280x800 Maxed out with NO AA -> 113 FPS Unreal 2.27i (but Original 2001 DDRAW) Fullscreen 1280x800 Maxed out with …

Re: dgVoodoo 2 for DirectX 11

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 check it out …

Re: dgVoodoo 2 for DirectX 11

W-O-W, *helluva* :D new problem in Splinter Cell Versus (10.1 and 10.0 rendering path), on my Radeon 7850! Never ever seen before this release, so it' strictly related to new D3D8 changes. *With normal/night vision there's some serious FPS killing going on in open space, looking at distance (1.5 FPS …

Re: dgVoodoo 2 for DirectX 11

Without creating a dedicated profile (see the problem), the emulation goes well on this old and very weak - for today standards :D - 9600M. Unreal Gold NaliCastle classic flyby runs @92 FPS vs 180 FPS ("Native Direct Draw" in a 1024x768 window to avoid VSync Windows 10 limitations), all details …

Re: dgVoodoo 2 for DirectX 11

- No Phong shading available (tolerable, as it didn't prove to be very useful in practice + performance issues again, it's very computation-consuming) Why the option is still there (in the configurator)? :| I reply by myself :D The old 10.1 feature level is still there AND we got the 10.0 as an …

Re: dgVoodoo 2 for DirectX 11

* 1. On the one part, it revealed that there are number of limitations, one of is very basic, in theory. These are: - Lack of mipmapping in Glide ( :blah: ) - Lack of mipmapping in DX(<=7) in some (rare) cases (tolerable) - Missing fixed function vertex tweening support in DX8 (tolerable, as I …

Re: dgVoodoo 2 for DirectX 11

Myloch wrote: Direct3d debuted in Directx 2. Found more infos here: https://en.wikipedia.org/wiki/Direct3D#Direct3D_2.0_and_3.0 MechWarrior 2 Mercenaries was DX2 😁 I remember the installation process SO well (man, we got old.....it seems yesterday to me)

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