VOGONS

Common searches


Search results

Display options

Re: dgVoodoo 2 for DirectX 11

Not on Win8/Win8.1 machines. I beg to differ. :cool: avp2.jpg (I set it up for windowed mode for this shot, but it works fine fullscreen too. And it runs very smoothly.) "Very smoothly" in fullscreen mode.....I'll check later. Maybe it's because you have a solid system (i5-3570K, overclocked?)

Re: dgVoodoo 2 for DirectX 11

swaaye wrote: lowenz wrote: swaaye wrote: AVP2 should work ok on modern hardware. What are your system specs? It's a DX7 game, not DX8. That doesn't matter. DirectX 7 games usually work ok on modern machines. I've played AVP2 natively on several DX11 cards. Not on Win8/Win8.1 machines.

Re: dgVoodoo 2 for DirectX 11

I wanted to play some Blood2 before going to bed but it always crashed upon entering a game. When I debugged it for a while resentfully I realized that I tried to play it in 1280x1024. Seeing the problematic code I thought I would give a try to a quick patching. :happy: It seems it works, now I …

Re: dgVoodoo 2 for DirectX 11

I also tried MechWarrior3. It suffers from a little incompatibility too, but when I helped it through the problematic part by the debugger then it run and looked beautifully. This is awesome (Mech 3 is a great piece of BattleTech universe) and I dare ask you: the ground textures with dgVoodoo are …

Re: dgVoodoo 2 for DirectX 11

Could anyone tell me how to configure Blood2 to make it work? For me it doesn't work maybe because I'm trying the demo version? In software mode it runs but with graphical errors and the mouse cursor is at the center of the screen, and it crash randomly. In d3d mode it won't work. Just falls back …

Re: dgVoodoo 2 for DirectX 11

Thanks for your efforts Dege, Blood2 now runs perfectly! In setup/launcher window why I can select my real card (GeForce 750ti) and the game runs pretty well too (without selecting dgvoodoo virtual card)? Is it intended? The choice between the listed VGAs (the real one and dgVoodoo one) isn't …

Re: dgVoodoo 2 for DirectX 11

ZellSF wrote: Really? I can pretty easily. It doesn't bother me though. You're looking for color banding. It's the 8bit-paletted texture decade-old problem 😁 Only Intel GPUs today have the support for that old standard. Please join 😁 http://forums.guru3d.com/showthread.php?t=394995

Re: dgVoodoo 2 for DirectX 11

I was meaning "Win 8/Win 8.1 are completely different beasts from Windows 7 with old games" :p Two questions/requests: *can you implement the support for 8bit paletted textures (much used in pre-D3D8 era)? NVidia and ATI/AMD GPUs dropped the support since 2004..... *16 bit color depth (Glide and …

Re: dgVoodoo 2 for DirectX 11

Or, were you meaning including the fixed version of the MS ddraw in the pack? I was meaning "Win 8/Win 8.1 are completely different beasts from Windows 7 with old games" :p Two questions/requests: *can you implement the support for 8bit paletted textures (much used in pre-D3D8 era)? NVidia and ATI/ …

Re: dgVoodoo 2 for DirectX 11

So that's why I heard complaints from others using Win8. I was made sure that there is no significant difference between Win7 and 8 in the respect of the graphics drivers and architecture but I'm changing my standpoint. Dege, here's a ddraw generic fix for Windows 8 and Windows 8.1: http://www. …

Re: dgVoodoo 2 for DirectX 11

Update: you're right, Dege ! For some reasons on modern systems (tested with Win7SP1 64 bit) Unreal Engine D3D setting "UseVSync" bit is swapped, LOL! Tested with Undying and UT99 original D3D renderer, "True" actually is interpreted as "False" and viceversa! OK, so that issue isn't a dgVoodoo issue …

Re: dgVoodoo 2 for DirectX 11

Hmm.. Testing with UT99, it turned out that UseVsync = True means 'vsync off' and UseVsync = False means 'vsync on', for some reasons (False is the default). Right the opposite of I would expect. How do you set windowed mode? Through dgVoodoo or the game config (somehow)? (I can only test UT right …

Re: dgVoodoo 2 for DirectX 11

The only way I (thought could be) found is setting 'UseVSync=true' in the UnrealTournament.ini in the [D3DDrv.D3DRenderDevice] section but it works for me. It alters between 250 and 1100 FPS depending on the current scene. (The game runs faster by native DX :blah: ) A Win8 issue again? I obviously …

Page 77 of 78