dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby PTRACER » 2017-4-24 @ 17:41

VirtuaIceMan wrote:Grand Prix 3 is causing issues in accelerated 3D. Without dgVoodoo there's many polygons that have the wrong z-index and very slow processor occupancy. With dgVoodoo (tested WIPs and old versions) the game runs fine, except cars have broken textures and gradually the sky fills with incorrect textures (using Spa as an example in the wet).


I don't have these issues, or at least I don't notice them.

My main problem with GP3 is that the framerate is very, very slow at the start of races (11-15fps or slower) when lots of 3D shapes are on the screen. If dgVoodoo can be optimised to use less CPU in GP3, then it would be damn near perfect. Can it be optimised or does it need a game-specific patch?
PTRACER
Newbie
 
Posts: 2
Joined: 2006-9-14 @ 01:17

Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-4-25 @ 19:12

I finished with testing
- about 50 DDraw scene demos
- about 66 D3D scene demos
- about 104 DX8 scene demos
- about 10 tech demos
- about 240 DX games
- about 78 DX8 games

and found that some things were broken compared to 2.53, but I fixed them.
Also, I released dgVoodoo 2.54.

I'm going to answer questions a bit later, I'm having really enough with dgVoodoo for now because intensive testing lasted for a few days. :D
Dege
Oldbie
 
Posts: 1000
Joined: 2003-9-04 @ 11:06

Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-4-25 @ 21:32

And 'cause you're only human! :D
Last edited by lowenz on 2017-4-25 @ 22:14, edited 1 time in total.
lowenz
Oldbie
 
Posts: 818
Joined: 2014-12-20 @ 01:30

Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2017-4-25 @ 21:46

Dege wrote:I finished with testing
- about 50 DDraw scene demos
- about 66 D3D scene demos
- about 104 DX8 scene demos
- about 10 tech demos
- about 240 DX games
- about 78 DX8 games

and found that some things were broken compared to 2.53, but I fixed them.
Also, I released dgVoodoo 2.54.

I'm going to answer questions a bit later, I'm having really enough with dgVoodoo for now because intensive testing lasted for a few days. :D


Congrats ! Now, someone pleaaaaaase....give this man a .....beer. :)
User avatar
daniel_u
Member
 
Posts: 199
Joined: 2015-1-11 @ 12:19

Re: dgVoodoo 2 for DirectX 11

Postby Firtasik » 2017-4-26 @ 09:36

11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111
User avatar
Firtasik
Member
 
Posts: 380
Joined: 2013-7-21 @ 19:07

Re: dgVoodoo 2 for DirectX 11

Postby AlienX999 » 2017-4-27 @ 01:18

Dude, I gotta say I think you fixed the input lag and I gotta say Thank you so much!!!
User avatar
AlienX999
Newbie
 
Posts: 6
Joined: 2016-9-10 @ 00:06

Re: dgVoodoo 2 for DirectX 11

Postby PTRACER » 2017-4-27 @ 13:34

v2.54 introduces a major texture problem in Grand Prix 3 when Fast Memory Access is enabled. However, with it switched off, the game's performance degrades to a point where it is almost unplayable. Will stick with the older version for now.

v2.53
Image

v2.54
Image
PTRACER
Newbie
 
Posts: 2
Joined: 2006-9-14 @ 01:17

Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-4-27 @ 15:24

Unreal with original D3D renderer has VSync NOT working using the related engine variable (setting either "true" or "false", there's no difference).
Rune (same engine, same renderer) has VSync working (with "False" as expected).
lowenz
Oldbie
 
Posts: 818
Joined: 2014-12-20 @ 01:30

Re: dgVoodoo 2 for DirectX 11

Postby CoolGamer » 2017-4-27 @ 17:52

"Evil Dead: Hail to the King" (DirectX 8 ) does not work via dgVoodoo v2.54. The game starts and shows dgVoodoo logo and plays the intro video. It crashes at the end of the intro video when it switches to the main menu. When I run the game natively on Windows 7, it crashes after the main menu. Gameplay video is below. Actor Bruce Campbell himself provided the voice acting for the game.

https://www.youtube.com/watch?v=iEsDhbn8DBs


Dege, it is much appreciated if you can get this game to work via dgVoodoo. Based on the reviews on various forums, most people are having difficulty getting the game to run.
CoolGamer
Newbie
 
Posts: 93
Joined: 2017-1-14 @ 17:22

Re: dgVoodoo 2 for DirectX 11

Postby Dreadmoth » 2017-4-29 @ 18:10

2.54 seems to have introduced heavy micro-stuttering in Machines (RTS by Charybdis Limited / Acclaim Entertainment, 1999).
So far I haven't found any dgVoodoo settings that affect the issue, apart from refresh rate - lower refresh rates result in more stuttering (I think the game uses V-sync by default, with no option to disable it).

Aside from reverting to 2.53, the only ways I've found to reduce the stuttering are:
• Forcefully disable V-sync via Nvidia drivers
• Enable Nvidia Fast Sync via Nvidia Inspector

Machines requires D3DRM.dll.

PTRACER wrote:v2.54 introduces a major texture problem in Grand Prix 3 when Fast Memory Access is enabled.

I've noticed a similar issue in Shogo: Mobile Armor Division:

2.53 (Fast Memory Access on) / 2.54 (Fast Memory Access off)

2.54 (Fast Memory Access on)

In Shogo's case, I think only lightmaps are affected - creating a light near a broken patch reveals the underlying texture to be unaffected: screenshot
Thankfully the game doesn't seem to need Fast Memory Access for good performance.
Windows 7 64-bit | Intel Core i7-4770 @ 3.4GHz | Gigabyte GeForce GTX 770 OC 4GB | Samsung S23A700D, 1920x1080@120Hz | Gigabyte GA-Z87-HD3 | Corsair Vengeance 16GB DDR3, 1866MHz @ 9-10-9-27 | Samsung 840 PRO 256GB (system) | WD Black 2TB (storage)
User avatar
Dreadmoth
Newbie
 
Posts: 1
Joined: 2017-4-28 @ 16:43
Location: Australia

Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-5-02 @ 19:02

PTRACER wrote:v2.54 introduces a major texture problem in Grand Prix 3 when Fast Memory Access is enabled. However, with it switched off, the game's performance degrades to a point where it is almost unplayable. Will stick with the older version for now.

v2.53
Image

v2.54
Image


Thanks, I'll check it out.
The framerate problem is a known issue to be fixed somehow, later. :S

CoolGamer wrote:"Evil Dead: Hail to the King" (DirectX 8 ) does not work via dgVoodoo v2.54. The game starts and shows dgVoodoo logo and plays the intro video. It crashes at the end of the intro video when it switches to the main menu. When I run the game natively on Windows 7, it crashes after the main menu. Gameplay video is below. Actor Bruce Campbell himself provided the voice acting for the game.

https://www.youtube.com/watch?v=iEsDhbn8DBs


Dege, it is much appreciated if you can get this game to work via dgVoodoo. Based on the reviews on various forums, most people are having difficulty getting the game to run.

It works for me through dgVoodoo but it can't handle Alt-Tab.

Dreadmoth wrote:2.54 seems to have introduced heavy micro-stuttering in Machines (RTS by Charybdis Limited / Acclaim Entertainment, 1999).
So far I haven't found any dgVoodoo settings that affect the issue, apart from refresh rate - lower refresh rates result in more stuttering (I think the game uses V-sync by default, with no option to disable it).

Aside from reverting to 2.53, the only ways I've found to reduce the stuttering are:
• Forcefully disable V-sync via Nvidia drivers
• Enable Nvidia Fast Sync via Nvidia Inspector

Machines requires D3DRM.dll.

PTRACER wrote:v2.54 introduces a major texture problem in Grand Prix 3 when Fast Memory Access is enabled.

I've noticed a similar issue in Shogo: Mobile Armor Division:

2.53 (Fast Memory Access on) / 2.54 (Fast Memory Access off)

2.54 (Fast Memory Access on)

In Shogo's case, I think only lightmaps are affected - creating a light near a broken patch reveals the underlying texture to be unaffected: screenshot
Thankfully the game doesn't seem to need Fast Memory Access for good performance.

Hmm, indeed, but I experience stuttering in Duke Nukem Manhattan Project Demo in fullscreen.
I don't have a clue why is that, it'll be quite hard to trace down.
Dege
Oldbie
 
Posts: 1000
Joined: 2003-9-04 @ 11:06

Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-5-02 @ 19:05

lowenz wrote:Unreal with original D3D renderer has VSync NOT working using the related engine variable (setting either "true" or "false", there's no difference).
Rune (same engine, same renderer) has VSync working (with "False" as expected).

Up :D

It's due to some kind of experimental workaround for the UE crash?
lowenz
Oldbie
 
Posts: 818
Joined: 2014-12-20 @ 01:30

Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-5-02 @ 19:10

lowenz wrote:
lowenz wrote:Unreal with original D3D renderer has VSync NOT working using the related engine variable (setting either "true" or "false", there's no difference).
Rune (same engine, same renderer) has VSync working (with "False" as expected).

Up :D

It's due to some kind of experimental workaround for the UE crash?


No, it's not... :)
Did it work with 2.53?
Dege
Oldbie
 
Posts: 1000
Joined: 2003-9-04 @ 11:06

Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-5-02 @ 22:35

2.53 -> same issue

Unreal Gold from Unreal Anthology 2006 DVD
lowenz
Oldbie
 
Posts: 818
Joined: 2014-12-20 @ 01:30

Re: dgVoodoo 2 for DirectX 11

Postby VirtuaIceMan » 2017-5-03 @ 12:03

That Grand Prix 3 problem is the one I noticed too. If you start a race at Spa (possibly others) in heavy rain, the sky texture will start to be replaced with other textures too (like people, trees, etc)!
My PC spec: Win8.1, i7-4970K (not overclocked) MSI Nvidia GeForce GTX 980, Creative Soundblaster ZXr, 16GB RAM, Asus Z97-A motherboard, NZXT 410 case, ROG Swift GSYNC monitor
User avatar
VirtuaIceMan
Oldbie
 
Posts: 850
Joined: 2003-12-22 @ 00:57

Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2017-5-05 @ 10:27

Quake II (with software rendering mode) has a serious mouse input problem with all axis, i think that is a bug of dgvoodoo2 2.54 (i don't have tested that game with older versions)


GTA1 (a ddraw game) has some slowdown with dgvoodoo2, and GTA2 (with 3dfx mode) has some micro-stuttering (very low)

Outlaws sometimes has some micro-pauses

with all 3dfx games i can't see 3dfx splash screen... (with that option enabled)




I can't use dgvoodoo2 with DosBOX 0.74, because it stop working...
Last edited by FulValBot on 2017-5-05 @ 11:32, edited 1 time in total.
FulValBot
Newbie
 
Posts: 10
Joined: 2008-3-01 @ 18:43

Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-5-05 @ 11:18

Quake 2 in software mode is only windows-dependent. There's no D3D/DDRAW influence.
lowenz
Oldbie
 
Posts: 818
Joined: 2014-12-20 @ 01:30

Re: dgVoodoo 2 for DirectX 11

Postby UCyborg » 2017-5-05 @ 16:27

I only found a version of Evil Dead Hail The King with videos ripped out, the other version didn't install due to a corrupted file. The one that works has no issues on my end.
UCyborg
Member
 
Posts: 132
Joined: 2015-9-04 @ 11:10

Re: dgVoodoo 2 for DirectX 11

Postby Myloch » 2017-5-05 @ 18:38

UCyborg wrote:I only found a version of Evil Dead Hail The King with videos ripped out, the other version didn't install due to a corrupted file. The one that works has no issues on my end.

Shhhh! The hounds are coming! Don't mention "yarrrr" software ;)
"Gamer & collector for passion, I firmly believe in the preservation and the diffusion of old/rare software, against all personal egoisms"
User avatar
Myloch
Member
 
Posts: 391
Joined: 2007-4-18 @ 22:13

Re: dgVoodoo 2 for DirectX 11

Postby CoolGamer » 2017-5-05 @ 21:04

My understanding is that he owns the original CD and it is scratched/corrupted. Or maybe the CDs are just dirty.

UCyborg, thanks for checking Evil Dead Hail to The King. I sadly couldn't get it to work natively or via dgVoodoo on my Windows 7 system. :depressed: It plays the intro video fine but it hangs/gets stuck when it switches to the main menu. In task manager, it says "Not Responding". See if you can run it on your system with videos after you clean your CDs. Whenever I have a problem with my old CDs, I just clean them very well and they usually work.
CoolGamer
Newbie
 
Posts: 93
Joined: 2017-1-14 @ 17:22

PreviousNext

Return to dgVoodoo General

Who is online

Users browsing this forum: No registered users and 2 guests