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Re: dgVoodoo 2 for DirectX 11

RaVeN-05 wrote: dgVoodoo doesnot work with BlairWitch Projects, Coffin Rock etc... =( I played all three Blair Witch games (and Nocturne that runs on the same engine) with dgVoodoo 2 without any issues last year. I used version 2.54, Windows 7, AMD GPU.

Re: dgVoodoo 2 for DirectX 11

Is there a way to limit what resolutions a game can have available ? I am playing Claw and it runs at 640x480. It has a cheat code to increase resolution, but I have to enter that cheat code several times until I get to a resolution I want. I would like to make the game think it only has 640x480 and …

Re: dgVoodoo 2 for DirectX 11

I have a weird problem with Escape From Monkey Island with version 2.55.4. When I force resolution to 1280x960 and set centered scaling the framerate drops down to 36. It's nothing game breaking, but it's weird. I have not noticed any shadow issues though, but I only just got to the second island. ( …

Re: dgVoodoo flickering lines

It may sound like overkill, but you could use Reshade and write a shader that draws a black line on the edge. I used that when I played Machines, but for me the line was on top. Since I didn't know how to add new shaders to the program, I changed the existing Sepia.fx shader file, the changes to …

Re: dgvoodoo2 Indeo support

Nocturne 's intro works once you reactivate the VFW Intel indeo v5 codec. I don't recall whether the intro worked with dgVoodoo2, however. It's main problem is that the in-game menus lag a lot, natively or not. For some reason the menus didn't lag for me when I had DFX Audio Enhancer active. I use …

Re: dgvoodoo2 Indeo support

I activated and revamped my half-baked GDI hooking code in dgVoodoo and now movie playback is working in Panzer Dragon. I think all games using the AVI player lib should work but, it's a shame, I couldn't remember what games are suffering from this problem. You could try with Nocturne, it uses .avi …

Re: WIP versions

I tried Starship Troopers (2005) demo, with DirectX 9 x86, because that game is known to have issues running on modern systems and I had to use WineD3D to play it. It seems to work perfectly, and I can also force AA and AF through dgVoodoo, which I couldn't do when using WineD3D, even through the …

Re: WIP versions

I tried Splinter Cell Chaos Theory with the WIP58 version (DirectX 9). With WIP57 the shadows would not render, with this version they are rendered correctly. With WIP57 there was a weird "grid" over the whole screen, but now there is none. x86 version has trouble on game launch, the game starts in …

Re: dgVoodoo 2 for DirectX 11

I see ZellSF is posting a lot of games. Is there a compatibility list somewhere ? I played around 10 games with dgVoodoo 2 so far from start to finish, but I just post about it on PCGamingWiki pages if dgVoodoo fixes a game, or if it can improve it in some way(resolution, HUD scaling, etc).

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