dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-5-31 @ 18:08

Firestarter works, has bad UI scaling without dgVoodoo2. Some very minor mouse issues (when tutorial messages pop up, mouse isn't constrained to screen).
fsShell 2018-05-31 19-41-32-18.jpg
Hired Team Trial Gold works perfectly (has bad UI scaling by default). Vertex lightning is broken but it's the same natively and with WineD3D.
Shine 2018-06-01 17-30-53-24.jpg
The intro of The Kreed is sort of weird, but it's the same natively and in WineD3D so I think it's some sort of weird design choice. Gameplay looks great, no issues.
K2 2018-06-01 23-51-24-17.jpg
Mace Griffin works, complains about not being able to detect video memory, but does the same natively. Has limited resolution support by default though there's an .ini file you can edit.
MaceGriffin 2018-05-31 19-43-27-37.jpg
Nitro Family (Serious Sam engine) has problems, dgVoodoo2 makes it run windowed and at pretty abysmal framerates. Anyone tried Serious Sam?
NitroFamily 2018-05-31 19-56-49-99.jpg

Edit: Yeah, Serious Sam Second Encounter isn't cooperative in D3D mode either, demo here:
https://www.fileplanet.com/82639/80000/ ... unter-Demo
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Re: dgVoodoo 2 for DirectX 11

Postby Squall Leonhart » 2018-6-01 @ 22:47

Dege wrote:
ZellSF wrote:
Dege wrote:Well, not... I realized I'd need to login into the game in the same way as for FFXI. But, if it's a 8 bit paletted game, doesn't 'Reduced color mode' with 8 bit 256 color helps for that? I encountered 2 other games with the same problem.

You don't need to login, here's a demo (and you want the demo since it drops you right into somewhere you can see the issue(s):
https://archive.org/details/FinalFantasyViiiDemo
Edit: oh and no, 256 color compatibility does not help.

Squall Leonhart wrote:XI and XIV are the only online Final Fantasy titles haha.

So... I must have looked at some wrong place or don't know...
But thanks for that! I've just fixed it.


:cool: sweet, thanks.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-6-02 @ 08:39

Mace Griffin runs at halved refresh rate through dgVoodoo though because it asks for that when initializing. Frame rate is uncapped natively so I made a patch to remove the halving.

I fixed some of the demos you mentioned:

Redline, Stratosphere Conquest of the Skies and Universal Monsters Monsterville.
Monsters still has a quite bad frame rate though, GetDC/ReleaseDC on surfaces is heavily used for rendering. I should improve that DC thing as currently it's kind of a second class citizen in dgVoodoo implementation.
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Re: dgVoodoo 2 for DirectX 11

Postby stranno » 2018-6-02 @ 11:46

Dege wrote:Mace Griffin runs at halved refresh rate through dgVoodoo though because it asks for that when initializing. Frame rate is uncapped natively so I made a patch to remove the halving.

Can you take a look at Hasbro's Battleship game refresh rate? I dont remember it running natively but thorugh dgVoodoo it runs at locked 20 frames per second and i doubt that was the original framerate, looks more like a 30 frames per second game.

viewtopic.php?p=670453#p670453

Could be the same case.

Thanks Dege.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-03 @ 23:15

Dege wrote:Mace Griffin runs at halved refresh rate through dgVoodoo though because it asks for that when initializing. Frame rate is uncapped natively so I made a patch to remove the halving.

I fixed some of the demos you mentioned:

Redline, Stratosphere Conquest of the Skies and Universal Monsters Monsterville.
Monsters still has a quite bad frame rate though, GetDC/ReleaseDC on surfaces is heavily used for rendering. I should improve that DC thing as currently it's kind of a second class citizen in dgVoodoo implementation.

Weird I didn't notice that at Mace Griffin, though my monitor is 144hz, so at 72hz it seems pretty smooth anyway. Great news about Stratosphere (and to a lesser extent Universal Monsters Monsterville).

Earache Extreme Metal Racing (terrible game, btw) works fine:
Earache Extreme Metal Racing 2018-06-04 01-03-57-51.jpg
Hegemonia works as it should too:
Hgm 2018-06-03 12-30-41-76.jpg
Typing of the Dead was fixed somewhere between 2.54 and 2.55 (and benefits greatly from resolution forcing, though emulating the Dreamcast version might be the better way to play this game):
Tod_e 2018-06-03 12-59-49-80.jpg
Soldiers - Heroes of World War II works fine, although you can't get any benefit from resolution forcing as this changes resolution in a way not handled by dgVoodoo2. Which is a pity since this crashes at 1440p or higher. FMVs... sometimes work?
Soldiers 2018-06-03 19-34-55-60.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-04 @ 18:51

Hugo - Bukkazoom has no issues, although resolution forcing will not work, it forces the resolution, but 3D isn't rendered outside the resolution you specify (only menus will render over the entire screen).
Runtime 2018-06-04 19-52-27-94.jpg
Lego Drome Racers needs DefaultEnumeratedResolutions/ExtraEnumeratedResolutions or it will fallback to 640x400, despite being able to enumerate more resolutions in its options menu. Works great, framerate feels sluggish despite my FPS counter saying 144, but it's the same natively.
Drome Racers 2018-06-04 20-20-49-98.jpg
Lego Stunt Rally works perfectly, usually only offering a resolution choice between 640x480 or 800x600. Higher refresh rates makes cars too slow.
_msr 2018-06-04 20-37-09-30.jpg
Magic the Gathering - Battlegrounds was sort of annoying with some framerate/refresh rates issues. Tt insisted on running at 24 FPS, despite refresh rate being set to 120hz. Not a dgVoodoo2 exclusive problem though. Sometimes window focus is problematic on opening. Non-forced resolutions are harsh on performance (640x480 forced to 1920x1440 ran at 200 FPS, 1920x1440 native 100 FPS). Unreal engine, so it working is probably not the biggest surprise.
MTGBattlegrounds 2018-06-05 20-58-26-01.jpg
Triplane Turmoil II won't play its opening FMV, but is otherwise flawless. While it might seem from the screenshot like I didn't figure out how to take off, I did. After like 30 tries.
Triplane2 2018-06-05 21-45-38-13.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-06 @ 17:58

Batman Vengeance works perfectly. Usually limited to 1024x768.
Batman 2018-06-06 18-34-57-09.jpg
Big Scale Racing works perfectly. No particular issues. Usually limited to 1024x768 with bad UI scaling.
Big Scale Racing 2018-06-06 18-31-41-64.jpg
Blitzkrieg has the same engine as Cuban Missile Crisis and so also has problems with focus/windowing when switching resolutions. Doesn't seem to have text issues when forcing resolution though. Game has bad UI (and game FOV) scaling by default, but due to lots of 2D assets resolution forcing might not be ideal.
game 2018-06-06 19-45-44-02.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-07 @ 18:43

Machine Hunter didn't work until I edited the exe to point to vdraw.dll rather than ddraw.dll. Software rendering, so only benefits from integer scaling (if you like that for PSX era 3D games). Emulating the PSX version is a much better option.
MACHHUNT 2018-06-07 21-30-19-36.png

No Escape doesn't seem to work (black screen, but sound so game is running):
https://archive.org/details/NoEscapeDemo
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Re: dgVoodoo 2 for DirectX 11

Postby alberthamik » 2018-6-09 @ 23:57

I'm not sure when compatibility broke, but it's been impossible to use the DirectX and Glide wrappers together with Requiem: Avenging Angel 1.3. Currently it just crashes immediately, and whenever I do get it partially working using another directx wrapper for the 3DFX version, I get weird HUD issues where everything repeatedly disappears off screen, like being wiped off to put it literally. I tested out the old WIP10 version to make sure it wasn't just me, and in that instance I had the same situation as others when that test build came out, it worked until I was in-game and then lost all input.

I haven't been able to test out the latest builds of dgVoodoo 2 to see if it can rectify the main problem I've been having, which is being able to record the game and it's menus. OBS does not like capturing this game with it's constant switching (seen by OBS as different programs essentially). I can understand this being a secondary problem at best and one that might not be as easy to solve given how the game works. It would just be nice to not have to fight with different wrappers to get this one game to behave.
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Re: dgVoodoo 2 for DirectX 11

Postby BMickey » 2018-6-12 @ 14:11

At first thanks to Dege and community for this great tool :) This and DxWnd are mandatory tools for every retro gamer nowadays.

I've been testing Colin McRae Rally 1998 recently using version 2.55.x and there are problems with dust and sun rendering. Edge of the visible part of the textures is distorted.
dust.jpg
sun.jpg
And I think this is a regression - in some older versions it was ok, but I don't remember which one exactly has broken it. I'll try to find out later. (On Dege's site with test results the game has near perfect status and I'm sure it really was some time ago.)

-----------------
I tested 2.54 with the same CPL settings ("Virtual 3D Accelerated Card" / D3D11 with FL 10.1 / AF16 / 4x MSAA / resolution forcing) and I'm not sure about the results, see below. Dust is better but foliage worse. There is some issue with transparency textures for this game.
dust_254.jpg
sun_254.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-13 @ 09:17

Have you tried the other videocard settings? I'm not sure, but I think Dege changed them a bit.
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Re: dgVoodoo 2 for DirectX 11

Postby batterymandark » 2018-6-13 @ 13:57

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Last edited by batterymandark on 2018-6-13 @ 19:36, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-6-13 @ 17:35

stranno wrote:
Dege wrote:Mace Griffin runs at halved refresh rate through dgVoodoo though because it asks for that when initializing. Frame rate is uncapped natively so I made a patch to remove the halving.

Can you take a look at Hasbro's Battleship game refresh rate? I dont remember it running natively but thorugh dgVoodoo it runs at locked 20 frames per second and i doubt that was the original framerate, looks more like a 30 frames per second game.

http://www.vogons.org/viewtopic.php?p=670453#p670453

Could be the same case.

Thanks Dege.

I checked it out and this is not the same problem. I profiled the game and most of the time was spent in Battleship2.exe and GetTickCount (Win32). I think it's some timing glitch in the game.

BMickey wrote:At first thanks to Dege and community for this great tool :) This and DxWnd are mandatory tools for every retro gamer nowadays.

I've been testing Colin McRae Rally 1998 recently using version 2.55.x and there are problems with dust and sun rendering. Edge of the visible part of the textures is distorted.
dust.jpg
sun.jpg
And I think this is a regression - in some older versions it was ok, but I don't remember which one exactly has broken it. I'll try to find out later. (On Dege's site with test results the game has near perfect status and I'm sure it really was some time ago.)

Yes, I changed texture colorkeying a little in 2.55 because it was erroneous in previous versions, but the visible edges appear because you force texture filtering to anisotropic.
Applying 'appdriven' works fine. Colorkeyed textures are always rendered with those artifacts present when they are filtered by any other than a point-sampled filter.
The other way (for forced filtering) is a virtual GeForce card, they have a little different method for colokeying. The appearance will be better but not perfect.

Requiem: I'll test it.
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Re: dgVoodoo 2 for DirectX 11

Postby BMickey » 2018-6-14 @ 18:21

OK, thanks, I didn't know to fiddle with AF. Now it's all good and OSD elements are also good.
dust_app_driven.jpg
sun_app_driven.jpg

Changing to other virtual GPUs is improving 16x AF a little bit but not ok still, as you said.
But I'm using 4x MSAA together with "4x Sparse Grid Supersampling" transparency supersampling antialiasing forced in nVidiaProfileInspector and even with texture filtering set to "App driven" (which leads to point sampled here) overall image is perfect now, road textures filtered at distance, no texture shimmering etc. - lack of AF is not visible for me.
And btw, using other emulated cards doesn't allow setting VRAM to 16MB, which is the only amount wherein intro videos are shown; more VRAM gives black screen only with sound. (Real gameplay is OK whatever you set.) Yes, I'm targeting full experience with this game:)
BTW2. "ATI" card is crashing CMR in 2.55.2, I remember it was working at some point.

--------------------------
Next issue I found is missing blue bars representing car damages. Native version (only known Win7 patch applied) has them, see comparison.
repair_dg_ng.jpg
repair_native_ok.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby Logbia » 2018-6-15 @ 20:17

Hi!,

I gladly donated for this awesome project!.
I just wanted to note that on Windows 10, the version: dgVoodoo v2.55.2 doesn't remove the DgVoodoo watermark when the box is unchecked and applied.
When I start the game the watermark is still there. I tested also on version: dgVoodoo v2.55 and the DgVoodoo watermark went gone. So it must be an issue with this newer release.

Edit: dgVoodoo v2.55.1 has this issue too.

Greetings,

Logbia
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-15 @ 20:51

Dan Da Dan unsurprisingly works. Unsurprisingly because it's by the developer of Every Extend and seems be developed using similar tools. Doesn't benefit as much from resolution forcing as Every Extend, but still a pretty noticeable difference.
ddd 2018-06-15 22-44-42-38.jpg

Logbia wrote:Hi!,

I gladly donated for this awesome project!.
I just wanted to note that on Windows 10, the version: dgVoodoo v2.55.2 doesn't remove the DgVoodoo watermark when the box is unchecked and applied.
When I start the game the watermark is still there. I tested also on version: dgVoodoo v2.55 and the DgVoodoo watermark went gone. So it must be an issue with this newer release.

Edit: dgVoodoo v2.55.1 has this issue too.

Greetings,

Logbia

Works for me. Maybe delete configuration files (dgVoodoo.conf in %appdata%\dgVoodoo and game directory) and create a new configuration? If the game is run with compatibility mode, dgVoodooCpl.exe must be run with same compatibility mode.
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Re: dgVoodoo 2 for DirectX 11

Postby Logbia » 2018-6-15 @ 23:18

Nevermind, I now know how to solve it, I was just to stupid to select the wrong Config Folder. :lol:
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Re: dgVoodoo 2 for DirectX 11

Postby CoolGamer » 2018-6-17 @ 17:03

Full Throttle Version 2.0 (aka Second Issue Windows Version, 2002 CD release) does not work via dgVoodoo. It works fine natively. I attached the log file.
http://www.mobygames.com/game/windows/full-throttle

This game would be perfect with Vsync and pixel perfect scaling.

There is no installation. Just insert the CD, copy "Full Throttle.exe" to any folder you want and place dgVoodoo files next to it.

I am sure that this bug is related to the previously reported bug that prevents LucasArts adventure pack Steam games (Indiana Jones Fate of Atlantis, Indiana Jones The Last Crusade, The Loom and The Dig) from working via dgVoodoo.
viewtopic.php?f=59&t=34931&p=619573#p619573
Attachments
FullThrottle.LOG
Full Throttle dgVoodoo Debug Log
(2.37 KiB) Downloaded 51 times
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-6-17 @ 21:51

CoolGamer wrote:Full Throttle Version 2.0 (aka Second Issue Windows Version, 2002 CD release) does not work via dgVoodoo. It works fine natively. I attached the log file.
http://www.mobygames.com/game/windows/full-throttle

This game would be perfect with Vsync and pixel perfect scaling.

Uh, it seems to run at 640x480, badly scaled from 320x200? Unless I'm missing something, if you want Full Throttle scaled properly, the original Windows version isn't going to work.
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Re: dgVoodoo 2 for DirectX 11

Postby CoolGamer » 2018-6-17 @ 23:01

ZellSF, does Full Throttle run on your computer via dgVoodoo? On my windows 7 laptop, the game EXE starts and instantly closes when I try to run it via dgVoodoo.

The game works fine without any problems when I remove dgVoodoo dlls from game folder. That's why I reported it as a bug.
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