dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-06 @ 17:37

Frogger: The Great Quest is a lazy PS2 conversion that's limited to 640x480. Resolution forcing works, but breaks menus (options menu and name entry). Exiting the options menus crashes the game when running dgVoodoo2 (regardless of resolution settings), but not natively.
greatquest_2017_07_06_19_20_33_568.jpg

Ace Saga: The Lament of a Raven, despite its problem of being a bit too full of Korean text looks like a surprisingly decent RTS. It works flawlessly in dgVoodoo2 and even resolution forcing works (the game is usually limited to 1024x768 with bad UI scaling). Weirdly enough it needs the "Disable8And16BitModes" compatibility flag or Windows will automatically use the "DWM8And16BitMitigation" flag and you really don't want that. I say weirdly because no other games run with dgVoodoo2 manages to trigger this.
AceSaga_2017_07_06_20_19_55_694.jpg

Disney's Mickey Saves the Day. Nothing to say here. Works flawlessly, resolution forcing works flawlessly (it's a 640x480 only game):
Steamboat_2017_07_06_20_45_48_350.jpg

Fur Fighters works great with resolution forcing though it supports up to 1600x1200 as is. If 32-bit zbuffer is not specified in game options it will look really bad. Forcing resolution creates lines in some 2D UI elements (the kind you would expect from forcing resolution/AA, not glitches).
furfighters 2017-07-06 22-18-43-68.jpg

Lucky Luke: On the Dalton' Trail works perfectly with resolution forcing (640x480 only game), the Glide render works too, but pictured is the Direct3D render.
game_2017_07_06_22_38_35_303.jpg


End of Twilight just exits silently, no error or anything. Works natively. Demo here: http://www.gamepressure.com/download.asp?ID=930

Nelson Piquet's Grand Prix Evolution just throws an error message "The device driver data/drivers/d3d.vd reports some errors". Works fine natively.
Last edited by ZellSF on 2017-7-07 @ 12:13, edited 2 times in total.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-06 @ 21:23

The Lord of the Sea, a Korean Warcraft 3 clone seems to work perfectly. Fonts are missing but they're missing natively too, probably due to me not having Korean fonts installed. Resolution forcing works, but you can already get 1600x1200 by editing an ini file. Still nice to be able to go higher I guess:
Changpogo_2017_07_06_23_10_02_347.jpg

The Land Before Time: Big Water Adventure is another game that maxes out at a fairly high 1600x1200. Works perfectly in dgVoodoo2 with resolution forcing:
lbt_simd 2017-07-07 00-52-37-76.jpg

Disney's Tarzan, a Glide game, seems to work perfectly with resolution forcing:
tarzan_2017_07_07_12_40_33_633.jpg

Drakan: Order of the Flame. I was going to try this again earlier but forgot it, I couldn't get the mouse cursor working, I think UCyborg mentioned that "Fast video memory access" affects this. So I tried again now and what do you know, Drakan: Order of the Flame does work perfectly. Resolution forcing also works (and is needed since bad UI scaling), but non-integer scaling, texture filtering overrides and antialiasing makes text look bad. Though for antialiasing you can obviously just downsample and/or use post-processing antialiasing. Screenshot is without AA though:
Drakan_2017_07_07_16_52_55_232.jpg


Kao the Kangaroo works perfectly, but also has perfect high resolution support out of the box so no need to use dgVoodoo2 for resolution forcing.

Millenium Racer Y2k Fighters works perfectly too. It doesn't need resolution forcing since it supports high resolution perfectly, but it won't work at all without dgVoodoo2 (well it has both D3D and Glide renders so you could use another Glide wrapper).

Nightmare Creatures works perfectly. Resolution forcing works too, but the game natively supports high resolution anyway. Though you probably need dgVoodoo2 to make that work anyway (without dgVoodoo2 it only reports 0x0 as the only available resolution).

Astérix: The Gallic War is another game that just crashes. Doesn't run natively either (complains about failing to get mouse then crashes). WineD3D crashes like dgVoodoo2. DxWnd runs the game OK.
Diduz wrote:Hi, I can't download v.2.54 from the website. Browsers tell me the file is "dangerous" :dead:
Seems a false positive to me. Should I deactivate my firewall?
BTW, this thing is great, I'm managing to play Donald Duck Goin' Quackers vith v. 2.53 almost without issues (except for fmvs, which don't run at all), so thanks a lot. :happy:

FMVs should work, they do on my computer. Also the game looks pretty great with resolution forcing. It's included options for resolution are "low", "medium" and "high". With dgVoodoo2 resolution forcing it only determines the size of movie clips (set resolution to "low" for best results). "Disable Alt-Enter to toggle screen state" must be on or the game will go into window mode during startup.
Donald_2017_07_08_00_14_45_168.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-08 @ 17:06

dgVoodoo2 has some weird idea about how Praetorians' menu should look:
Praetorians_2017_07_08_19_01_25_206.png
Here's how it actually should look:
native.jpg
Demo here: https://archive.org/details/PraetoriansDemo

Infestation looks nice with forced resolution (by default it's limited ingame to 1024x768):
Infest_2017_07_09_01_46_50_979.jpg

No complaints about Evil Twin: Cyprien's Chronicles' either. Resolution forcing works (this again is limited to 1024x768, though there is a way to hack higher resolutions if you like hex editing):
EvilTwin_2017_07_09_01_42_29_714.jpg

Now this is nice, Every Extend one of my favorite little timewasters runs perfectly with resolution forcing, by default it just runs at 640x480, dgVoodoo2 makes for a very noticeable improvement:
SGX2_2017_07_09_02_05_26_067.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-09 @ 13:02

More games that just work. First Army Men RTS, by default limited to 1280x1024, which might be intentional. It reads my custom resolutions so obviously it enumerates resolutions from Windows, but stops at 1280x1024 for some reason. Well even if it had worked at higher resolution it has bad UI scaling and would need dgVoodoo2 anyway. There's some extremely minor glitches introduced by resolution forcing.
amrts_2017_07_09_14_17_50_272.jpg

The I of the Dragon. Only tried the demo here and couldn't check what resolutions it supports since the resolution selector was broken. That said I know the game has bad UI scaling and not any longer with dgVoodoo2's resolution forcing.
TheIOfTheDragon_2017_07_09_14_10_33_149.jpg

Etherlords is a game that's limited to 1024x768 with bad UI scaling. Sadly it seems to render the mouse cursor separately so with dgVoodoo2 and resolution forcing you get artifacts when moving the cursor. Still worth considering it over dealing with low resolution and bad GPU/monitor scaling though. Forcing antialiasing, texture filtering or non-integer scale resolutions is a bad idea here. Also for some reason dgVoodoo2 insists on running the opening videos windowed.
Etherlords_2017_07_09_17_21_46_861.jpg

Etherlords 2 appear to be running almost the exact same engine (it's a pretty different kind of game though), so no difference here.
Etherlords2_2017_07_09_19_00_23_991.jpg

Idinaloq looks pretty good, I think it's a 512x384 game by default actually. Sadly I get framerate drops whenever a new 3D model is loaded (I think). This also happens in WineD3D so it's probably not rendering related. I need to try it on a faster computer to see if it makes a difference.
idinaloq 2017-07-09 02-29-30-91.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-7-09 @ 18:08

ZellSF, thank you for the very detailed report!!
Very nice screenshots, I'd rip and insert them by choice into my test-result page. :D :D :D

I hope I can get to do some testing/development soon.
(I'm doing some basic dev but it's going slowly.)
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-10 @ 00:50

Hogs of War has... problems:
wrong.jpg
It actually looks the same natively. ddrawcompat gets it correcty which makes me think it's ddraw related in some way. Here's how it should look:
correct.jpg

Pac-Man Adventures in Time also has issues:
notready.jpg
Here's how it looks natively:
ready.jpg
Demo here: https://archive.org/details/PacDemo

It would have been nice if Hitman supported resolution forcing since the widescreen mod is only available for the D3D render and the UI is too tiny in 640x480 so you can imagine how easy it is to see at 4K. Unfortunately there's some pretty bad artifacting when forcing resolution here:
hitman_2017_07_10_00_38_59_182.jpg

Jurassic Park: Operation Genesis, Shadow Man and The Thing seemed to work perfectly, but they have proper high resolution support out of the box so no sense forcing resolution.

Wildfire crashes when loading levels with dgVoodoo2. It works natively and with WineD3D. It has a demo, but I couldn't get the demo to work at all.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-10 @ 19:14

Homeworld has some focus issues, improved a bit if you skip the intro video. Changing render or resolution ingame doesn't work (works natively though). You can just set render and resolution via regedit. Once you get to the menu everything's good, resolution forcing works great (good thing too as this has bad UI scaling) as long as you don't force antialiasing or texture filtering.
homeworld 2017-07-10 19-20-53-01.jpg
Gangland works perfectly. Has bad UI scaling so resolution forcing working is nice, but it is not flawless as it has some minor artifacting.
GANGLAND 2017-07-10 20-39-39-63.jpg
Asterix Mega Madness works flawlessly. Resolution forcing works, but breaks fullscreen (nothing you can't fix with Borderless Gaming). The game does natively enumerate all resolutions, but higher resolutions (haven't checked how high) breaks graphics.
asterixpc 2017-07-10 22-53-00-44.jpg
Micro Commandos is obviously misbehaving. 2D elements are flickering and wrong:
Micro_Commandos_2017_07_11_15_18_58_411.jpg
Natively (and with WineD3D) looks like this:
Micro_Commandos_2017_07_11_15_21_02_066.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-7-11 @ 19:50

Finally I had a little time and fixed something. :D
dgVoodoo had an issue with D3D8 cursors and viewport depth mapping. Now WildFire seems to work properly.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-11 @ 20:14

Massive Assault works great as long as you select software mouse (hardware mouse is invisible). Resolution forcing works too (helps with UI scaling). Antialiasing and texture filtering is another matter, so in this screenshot I've used ReShade's SMAA shader:
ma_2017_07_11_18_46_49_299.jpg

Sequel, pretty much same thing (though for some reason it refuses to work with dgVoodoo2 on one of my computers):
mapr_2017_07_11_22_00_22_207.jpg

Project Nomads works, but mouse cursor is missing in menus (no big deal really). Resolution forcing works (by default game is limited to 1024x768, but you can hex edit a dll to get higher resolutions):
nomads_2017_07_11_21_28_52_605.jpg

Stratosphere: Conquest of the Skies has problems, some polygons are just way too large:
strat 2017-07-11 19-04-23-84.jpg
I would fine a comparison image but this pretty much happens randomly (but frequently). Works fine with DxWnd (well it doesn't have this issue, but different problems). Demo here: https://archive.org/details/STRATDemo
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-12 @ 01:13

Die Slave works with resolution forcing (usually runs at 640x480):
DieSlave 2017-07-12 01-11-43-32.jpg
Dungeon Siege works great. Resolution forcing (needed because UI scaling and supposedly higher resolutions crash) has some minor text artifacts and artifacts when moving the cursor. Antialiasing breaks shadows, so here's ReShade+SMAA:
dungeonsiege 2017-07-12 01-30-22-34.jpg
Kult: Heretic Kingdoms works and so does resolution forcing, but little benefit since there's very few tiny 3D models and huge 2D backgrounds. The ugly seams here are not the result of resolution forcing, it looks that way natively too:
kult 2017-07-12 01-44-27-75.jpg

The Summoner is being oddly specific about calling dgVoodoo2 a Voodoo card and refusing to initialize the D3D render. Maybe the D3D render just looks to see if the card is called *Voodoo* and errors out if it does?
Clipboard01.jpg
Well if that's the case, maybe just hex edit the exe and rename any references to "Voodoo"?. Works pretty great:
Sum 2017-07-12 14-41-24-64.jpg
No clue if resolution forcing is needed. There's a fan patch that allows arbitrary resolutions but I don't know how it behaves. The demo fails to find dgVoodoo2 entirely (but works natively). https://www.fileplanet.com/56714/50000/ ... moner-Demo
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-12 @ 13:47

MechCommander 2 works, resolution forcing to high resolutions (where Windows DPI scaling comes in) seems to crash loading screens. The game is by default limited to 1280x1024 with bad UI scaling. Antialiasing and texture filtering breaks 2D elements, so again ReShade+SMAA:
Mc2Rel 2017-07-12 15-41-17-21.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby Shing » 2017-7-12 @ 15:21

ZellSF wrote:DDungeon Siege works great. Resolution forcing (needed because UI scaling and supposedly higher resolutions crash) has some minor text artifacts and artifacts when moving the cursor. Antialiasing breaks shadows

Do you check the performance too? I remember trying DS1 with dgVoodoo and i had horrible FPS... I didn't test it with the latest version though.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-12 @ 15:58

Shing wrote:
ZellSF wrote:DDungeon Siege works great. Resolution forcing (needed because UI scaling and supposedly higher resolutions crash) has some minor text artifacts and artifacts when moving the cursor. Antialiasing breaks shadows

Do you check the performance too? I remember trying DS1 with dgVoodoo and i had horrible FPS... I didn't test it with the latest version though.

Most of the games I posted about I tested on a GTX680/i7-860 system the rest on a GTX1070/i7-4790. I tested all of them with vsync disabled (which causes performance problems in some games in dgVoodoo2). Dungeon Siege I tried on the slower of the systems and it ran at 70-90 FPS.

Only game I noticed had performance problem was Idinaloq, and that did turn out to be computer specific. I want to figure out why but that's hardly relevant to dgVoodoo2.

If you're actually going to play Dungeon Siege one thing I figured out is that default Windows mouse cursor sometimes flickers over the game window, I found that hitting alt-enter to switch to window mode and back fixed it. That also applies to Kult: Heretic Kingdoms.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-13 @ 23:38

I figured out why Massive Assault: Phantom Renaissance crashed on my main computer with dgVoodoo2. The game tries to set refresh rate to 60hz at start, somehow dgVoodoo2 interferes with this. If I manually set refresh rate to 60hz before starting the game it works fine.

But starting the game when the monitor is running a higher refresh rate = crash. Trying to force refresh rate to anything else with dgVoodoo2 = crash. Trying to change refresh rate ingame = not working (vsync stays at 60 FPS).

Edit: never mind that, starting the game at 60hz or 144hz works, everything else crashes, even refresh rates the games explicitly support. Any refresh rate works fine natively though, it's just dgVoodoo2 that has this problem. Not really an issue since I don't have any problems running the game at 144hz, but maybe interesting?

Also pretty please look at RIM: Battle Planets? Of the games I've posted that's the one I'm the most interested in playing with dgVoodoo2 enhancements.
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2017-7-16 @ 11:30

I can't download latest preview version because chrome and firefox detect it as malware...

edit: it works with ie11 and edge


Armored Fist 3 with 2.54 version it works fine, except for BinkPlay.exe file that crash
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-19 @ 12:51

Dangerous Waters seems to work fine, though there's a separate topic about it. By default limited to 1600x1200 with sort of bad UI scaling so dgVoodoo2 might be beneficial.
dangerous.jpg
Earth 2150 works great with resolution forcing, by default it's limited to resolutions less than 1800 lines, any more and you get issues with mouse cursor. Resolution forcing isn't entirely without drawbacks as 2D elements suffer a bit (look at the minimap).
earth2150.jpg
Panzer General 3D looks great with resolution forcing, but mouse cursor is not constrained to the screen. It also has some focus issues so I had to run it windowed. Sven's dedicated wrapper might be a better choice for this game (it needs some kind of resolution forcing as by default it's limited to 800x600).
pg3d.jpg


Europa 1400: The Guild has issues, it has two exes, here's what the TL (hardware transform & lightning?) exe thinks the church interior should look like (bright dots and mirror should not be that bright):
europa_church.jpg
And here's how the non-TL exe thinks trees should look like:
europa_trees.jpg
Natively the TL exe looks perfect, the non-TL exe just crashes. The movies also don't play (black screen, even in windowed mode). This was on the GoG build.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-19 @ 12:59

Nexus The Jupiter Incident seemingly looks great with resolution forcing:
nexus.jpg
Until you hit escape and get this:
Clipboard01.jpg
The GoG and Steam version has a way superior DX9 render with proper UI scaling implemented though so maybe not that interesting. What might be interesting is it shares behavior with Massive Assault 2: unless my desktop is set to 144hz or 60hz, it will crash at start (again, only with dgVoodo2, not natively).

Evolva seems to have some fog issues, here's how dgVoodoo2 displays it:
elvolva_dgvoodoo2.jpg
Here's how it looks natively:
evolva_native.jpg
Might not be entirely obvious by screenshots but natively part of the mountain in front of the player character is obscured by fog, in dgVoodoo2 much less is obscured by fog, in motion this looks terrible as terrain will just come into view without being gradually "faded in" by the fog.

Republic: The Revolution seems to work great, by default limited to 1152x864:
Republic 2017-07-19 14-41-18-74.jpg


Off-World Resource Base works great though it has perfect support for high-resolution as is and runs great natively. Empire Earth is the same if you use the hardware T&L render, but if you don't it will render terrain on top of the unit information screen.
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Re: dgVoodoo 2 for DirectX 11

Postby rcreif » 2017-7-21 @ 16:55

No One Lives Forever works well with dgVoodoo on my desktop with AMD A8-6500 CPU, GeForce GTX 750Ti, and Windows 8.1 64-bit.

However, I'm here because it does not work on an older laptop I use when someone else is on the desktop. c. 2005-model HP Compaq 6710b, Intel 965 Mobile Chipset, no GPU, Windows 7 64-bit, 2GB RAM. Originally downloaded dgVoodoo v2.54 to fix the black-underwater glitch from Intel chips; otherwise the game works fine even without the CD, running "lithtech.exe -rez [all the REZ files]".

Everyone else on the Internet says that just moving D3D8, DImm, and DDraw to the install directory works fine, example https://pcgamingwiki.com/wiki/No_One_Lives_Forever. When I did that, message "NOLF Error: Couldn't set D3D Emulation Mode. Shutting Down NOLF..." appears.

Troubleshooting methods: Deleted the three files, NOLF ran successfully (except underwater). Added the files back one at a time, and the error was triggered specifically by DDraw.dll. Re-downloaded and re-extracted dgvoodoo, same D3D error message. Selected DirectX bypass box in dgvoodooCpl.exe, NOLF ran fine (except underwater). De-selected bypass box, same D3D error message. Deleted existing d3d.ren, same D3D error message. Restored d3d.ren from Recycle Bin, ran fine without dgvoodoo, error message with dgvoodoo. Manually copied entire NOLF directory via thumb drive to the desktop, NOLF ran fine including underwater, Display options revealed d3d.ren was detecting dgvoodoo. Manually copied entire NOLF directory from desktop back to laptop... same error message.

On the one hand, I get the sense the specific CPU (Intel 965 Mobile Chipset) is the problem. But I also distinctly remember playing NOLF on this laptop in the past with no issues, until one day it stopped reading the disc, hence the no-CD fix. Everyone on the forums swears by dgvoodoo, so what am I missing?
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-21 @ 18:19

That GPU is just way too old for dgVoodoo2. Black water sounds like a driver bug. Not sure if it's possible to fix in any way, If you're desperate you might try messing with WineD3D, DxWnd and 3D-Analyze.
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Re: dgVoodoo 2 for DirectX 11

Postby rcreif » 2017-7-21 @ 21:59

ZellSF wrote:That GPU is just way too old for dgVoodoo2. Black water sounds like a driver bug. Not sure if it's possible to fix in any way, If you're desperate you might try messing with WineD3D, DxWnd and 3D-Analyze.


Too new to play an old game, too old to run the fix specifically designed to play old games? :lol:
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