Sorry for high respond latency,
gameragodzilla wrote:
Is it possible to increase the limit so that at least an entire level's worth of caching is done prior to loading so there isn't the stutter for at least one level?
Sorry if it sounds like I'm talking aobut of my ass.
Only if the level in question was loaded once at least before. For the first time, "stuttering" is unavoidable.
As for the limit, time will tell. I know that SC manufactures tons of DX8 shaders, but I never made any statistics how many DX11 instances is created from them, as an average. I'll log this out in the debug version, and see.
VicRattlehead wrote:I have a question related to the flickering issue I have in Sacrifice but it's also about dgvoodoo2 in general. If a visual bug is observed in a game using the WARP renderer, does that rule out any possibility of the bug being hardware or driver-specific?
No, WARP is always a software renderer.
But some conclusion can be made:
- WARP can be treated as a reference driver as for the visual appearance (but I contradict myself right off: unfortunately I experienced bugs in WARP too, so...), so if a visual glitch is present with a hw driver but not with WARP then it's probably a bug in the hw driver
- if a glitch is present with both hw and WARP then it's a bug in dgVoodoo by good chance
VicRattlehead wrote:
I've been trying to determine if the aforementioned flickering is specific to my GPU (AMD HD 6670) or driver (Catalyst 15.7) because I find it odd that I can't find any posts on the internet mentioning the bug (well, it is rather subtle after all.) So I tried the WARP renderer, and with that renderer I observed the same flickering issue.
But WARP is slow, so flickering can occur even at low resolutions with that.
janjansen wrote:First of all, thanks a million for making this. It has allowed some of us to use Condor Soaring (gliding simulator) with resolut […]
Show full quote
First of all, thanks a million for making this. It has allowed some of us to use Condor Soaring (gliding simulator) with resolutions higher than DX7 supported, multimonitor and even using 3D (http://forum.condorsoaring.com/viewtopic.php?f=15&t=16821)
With my previous nVidia card, and with intel onboard graphics, all is well. However, I just bought a radeon 470 to enable assymetrical eyefinity on my triple monitor setup, and then dgvoodoo doesnt work. Even with a single monitor, no eyefinity, the textures are all messed up. This is what it should look like (and does on nvidia/intel or radeon without dgvoodo):
This is what I get with the radeon +dgvoodo :
Like flying on mars 😀. Even the 2D splash screen is corrupted, looks like 4 color or something. I have tried all settings I can see or think off, in Condor itself, both in AMD drivers and dgvoodoo, but the problem persists. I would use my nvidia card, but unfortunately, nvidia doesnt support my 1080 + 2560 + 1080 setup for gaming.
Any chance of a solution for this? Condor is old, but its still the best/only gliding simulator and still has quite a following. Quite a few cockpit builders run it, or would like to run if it can do multiple monitors (which it can now, thanks to your app, using nvidia at least)
Wow, it looks fantastic, I mean the eyefinity on 3 monitors... 😎
It seems as if red and green were transposed, or green is completely missing. Does this come only with dgVoodoo? Other DX11 games, maybe?
HunterZ wrote:Tested out v2.53's DirectX emulation with Diablo 1 v1.09 in Windows 10.
The best I can do is to get the game to sort of work in Windowed mode (animations are spotty). It usually refuses to stay in fullscreen after the intro video(s), with the only successful attempt rendering the whole game in blue.
Diablo1 isn't compatible with dgVoodoo because that game places extra windows over its rendering window (if I remember right, some of the menu elements are build of standard Windows controls). There are other games doing this, like O2Jam and one of the Jane's simulator.
This is not compatible with DXGI, so they are always forced back to windowed mode.
(Earlier I thought that fake borderless fullscreen is the solution but I realized that it won't work too: if the game resolution doesn't match the desktop resolution then the extra windows won't cover the game window in the proper way. They should also be scaled up...)
SeraphTC wrote:
Thanks for the response Dege - when you say 'always gets dropped to windowed mode', it doesn't with TAG's widescreen emulator. That seems to keep everything in fullscreen nicely, but ofc then the videos are at tiny original resolution and we don't have your shadow and lighting fixes. I'm assuming that TAG's approach doesn't use DXGI?
With regards to moving the game window, does anyone know of a tool that might be able to achieve this? It doesn't have to be anything specifically game related, just something that can force a window to a specific set of screen co-ordinates when it opens?
Thanks all!
TAG probably doesn't use DX11. 😀
Forcing windowed mode isn't done by dgVoodoo but by DXGI (DX11) watchdog thread. If it detects resizing the game window, or placing any other window over the game window when in fullscreen, then it forces the rendering back to windowed mode. Not much can be done there. 😢
daniel_u wrote:
Can you emulate to have all beams color to be white? I can be happy with that.
I don't know. It would be a big experimenting to achieve that somehow but does not have a priority now. 😐
VicRattlehead wrote:Heavy Gear II seems to be missing some effects under dgvoodoo2, particularly distance fog and the terrain lighting up during a l […]
Show full quote
Heavy Gear II seems to be missing some effects under dgvoodoo2, particularly distance fog and the terrain lighting up during a lightning strike.
Those effects can be observed in these videos, all taken from the first mission and all from different people.
https://www.youtube.com/watch?v=adSMBU1-WTg
https://www.youtube.com/watch?v=jt8CBdxGXeA
https://www.youtube.com/watch?v=M53BLsZEA2w
https://www.youtube.com/watch?v=c_vkLSfyIgU
This is what the game looks like on my end.
Thanks! Now I have some games to fix, again. 😀