dgVoodoo 2 for DirectX 11

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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-7-21 @ 22:06

Yes :D
Some performance tests done with Unreal (all D3D renderers!)

Win10 64 + Unreal 227i / 1280x960 Windowed / Max Quality

*Intel 530 (lastest drivers)

D3D9: 378
D3D8: 342
D3D8->D3D11: 223
DDRAW: 356
DDRAW->D3D11: 125


*NVidia 1050 Ti ( 382.83)

D3D9: 567
D3D8: 395
D3D8->D3D11: 402
DDRAW: 410
DDRAW->D3D11: 273


Dege, as you can see the D3D8 wrapping process is really performance wise (NV GPU), but the ddraw one suffers some heavy performance hits!
Last edited by lowenz on 2017-7-22 @ 06:09, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby DosFreak » 2017-7-21 @ 23:42

rcreif wrote:
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:


IIRC 965 only supports D3D9. See topic title.

I'm wondering if Dege should make it blatantly obvious on the interface if the hardware isn't capable, since people aren't going to check themselves.

Options:
Play the driver game. Win 8 doesn't support XP drivers so if you go through all the WDDM drivers and the game doesn't work then load up 7 and try XP drivers.
Trying the game under WARP. It will likely be unplayably slow but might be playable at 640x.
See if WineD3D works.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-7-23 @ 07:20

Tip: with Intel GPUs there's sometimes the infamous "colour inheritance" problem in fullscreen (Splinter Cell 2, MechCommander 2, and of course other titles).
Force the inheritance through the DGV2 setup panel and you'll good to go.

Never seen with my NVidia VGAs (using dgVoodoo2).
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-7-23 @ 07:43

lowenz wrote:Yes :D
Some performance tests done with Unreal (all D3D renderers!)

Win10 64 + Unreal 227i / 1280x960 Windowed / Max Quality

*Intel 530 (lastest drivers)

D3D9: 378
D3D8: 342
D3D8->D3D11: 223
DDRAW: 356
DDRAW->D3D11: 125


*NVidia 1050 Ti ( 382.83)

D3D9: 567
D3D8: 395
D3D8->D3D11: 402
DDRAW: 410
DDRAW->D3D11: 273


Dege, as you can see the D3D8 wrapping process is really performance wise (NV GPU), but the ddraw one suffers some heavy performance hits!

Maybe the cost of locking ddraw surfaces for the software rendering...For rendering purely through GPU it's not needed. But, should be checked out.

DosFreak wrote:I'm wondering if Dege should make it blatantly obvious on the interface if the hardware isn't capable, single people aren't going to check themselves.

In the CPL, only those D3D11 feature levels should appear that are supported by the GPU.
But yes, I think the default choice would be better to set to WARP instead of 'best available' if no real hardware support is present, to draw the user's attention to this fact.

@rcreif: do you have any selectable option other than WARP or 'best available' in the 'Output API' combo list?
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-7-23 @ 19:16

Dege wrote:Ok, good to hear that. :)

I never tested Gothic's with dgVoodoo, it seems it's time to put them onto the list.

Gothic "1" (1.08k+Player Kit+System Pack) is working well.
DDraw stuff.

The engine's window manager/compositor is kind of strange :p

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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-7-23 @ 20:49

I forgot to report that 1-2 months back ago me too tested Gothic 1, it was D3D but the ingame framerate strangely altered between 21-60.
If I remember right, when my character or the camera was moving then framerate lowered to -20 fps and when every moving had stopped then it run up to 60. (Or the opposite. :D)
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Re: dgVoodoo 2 for DirectX 11

Postby MetalBuffalo » 2017-7-23 @ 21:15

The GOG version of Combat Mission: Beyond Overlord works pretty well with dgVoodoo2 with the exception of fog. Quite simply no fog is rendered - I don't know if fog table emulation is something that dgVoodoo can do?
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-7-23 @ 21:54

Dege wrote:I forgot to report that 1-2 months back ago me too tested Gothic 1, it was D3D but the ingame framerate strangely altered between 21-60.
If I remember right, when my character or the camera was moving then framerate lowered to -20 fps and when every moving had stopped then it run up to 60. (Or the opposite. :D)

D3D8?

I used ddraw.dll and impl.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-23 @ 23:55

WarTorn has a Glide render, but here's how the menu looks in the non-Glide render with dgVoodoo2:
WarTorn 07.24.2017 - 01.42.12.01.png
Universal Monsters - Monsterville has issues when graphics are set ingame to highest detail level:
Monsters 2017-07-23 23-54-56-09.jpg
That for some reason get drastically better when you force resolution and texture filtering (performance related?). This game also benefits a lot from resolution forcing since it seems to be fixed at 640x480, though probably not a game you would want to play:
Monsters 2017-07-23 23-50-16-46.jpg
Cuban Missile Crisis works but feels like throwing you back into window mode whenever it's supposed to change resolution (and it switches resolution often). Doesn't seem to be an interesting game anyway. Resolution forcing works, though has a very negative effect on 2D text elements (that's not that apparent in this screenshot, but trust me it's a problem):
Game_2017_07_24_00_32_28_976.jpg
Dogs of War works great. Resolution forcing is rough on 2D text which is a pity since the game has bad UI scaling and sort of needs it:
DOWSS_2017_07_24_01_35_19_797.jpg
Last edited by ZellSF on 2017-7-24 @ 00:00, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-23 @ 23:58

Moving on to games that actually look sort of interesting... Treasure Planet - Battle at Procyon works great. Resolution forcing works but has some negative consequences on 2D UI elements, arguably worth it as the game is limited to 1600x1200 with bad UI scaling:
tp_win32_2017_07_24_00_10_17_111.jpg
Machines works pretty much perfectly, resolution forcing works (and this too has bad UI scaling):
machines_2017_07_24_00_51_08_346.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby KainXVIII » 2017-7-24 @ 16:54

Installed dgvoodoo for Outlaws (GoG version) by https://pcgamingwiki.com/wiki/Outlaws hint (allows for enabling translucency effects, but i don't know what effects they mean, nglide also have transparent water..), and tried historical missions - wharf town map and almost immediately game hangs with dgvoodoo, but it works fine with nglide..
UPD - fixed by unchecking "Render everything in one pass" option!
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-25 @ 15:52

Parkan: Iron Strategy seems to work great, except for intro FMVs that only work in windowed mode. Resolution forcing works great, this game actually supports high resolution with UI scaling, but text isn't scaled correctly (gets too small and dislocated at higher resolutions).
iron_3d 2017-07-25 16-56-31-72.jpg
Riverworld looks great (well actually it doesn't, but that's no fault of dgVoodoo2), only tried the D3D render though. Seems to have no resolution options and is fixed at a low resolution.
XWORLD 2017-07-26 19-32-00-96.jpg
RoBoRumble has no issues, though again I only tried the Direct3D render. Fixed 640x480 game so resolution forcing is nice.
rr_dx5 2017-07-25 16-17-01-13.jpg
Star Trek: Starfleet Command also seems to be another "just works perfectly" game. Usually limited to 1280x1024 with bad UI scaling.
Starfleet 2017-07-25 16-22-23-25.jpg
Star Monkey looks perfect, the only Small Rockets game of the four I've tried without native high resolution support.
monkey 2017-07-26 19-28-03-29.jpg

Colobot, MAD: Global Thermonuclear Warfare, Rayman 2, Rayman 3 and Sub Culture also work flawlessly.
KainXVIII wrote:Installed dgvoodoo for Outlaws (GoG version) by https://pcgamingwiki.com/wiki/Outlaws hint (allows for enabling translucency effects, but i don't know what effects they mean, nglide also have transparent water..), and tried historical missions - wharf town map and almost immediately game hangs with dgvoodoo, but it works fine with nglide..

I don't know what they mean by that, but I'm guessing they mean the Direct3D render has some effect the Glide Render doesn't, but the Direct3D render is not without issues.

Are you trying to get the game's Direct3D or Glide render (set in olcfg.exe) to run? Have you copied dgVoodoo2's ddraw.dll and d3dimm.dll to the game's folder (even if you're using Glide)? What do you mean with "hangs" (crashes to desktop or just freezes?) and "immediately" (right after loading or after a few seconds?).

Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2.
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Re: dgVoodoo 2 for DirectX 11

Postby KainXVIII » 2017-7-27 @ 10:34

Updated my post, but yeah, if there is issues (white waterfall) maybe i better stick with nglide or software mode (sepia effect is cool!)
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Re: dgVoodoo 2 for DirectX 11

Postby Firtasik » 2017-7-27 @ 11:11

Firtasik wrote:Carmageddon (Win 95): problem with black bars in the in-game menu:

Image

This might be helpful:
https://github.com/narzoul/DDrawCompat/ ... b16e2f7ed8
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Re: dgVoodoo 2 for DirectX 11

Postby Osprey » 2017-7-27 @ 22:56

ZellSF wrote:Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2.

dgVoodoo 2 allows for forcing antialiasing and anisotropic filtering. I can confirm that both work and are noticeable (even if you have to look closely). If having those features is valuable to you, that's a distinct advantage, I'd say.

Also, looking around (i.e. mouselook) feels noticeably better to me while using the D3D renderer through dgVoodoo 2. The 3Dfx Glide renderer through nGlide feels slightly sluggish to me in comparison. It's fine if you have nothing to compare it with, but the D3D renderer just feels more responsive and "modern" to me (similar to how a D3D9 game feels better than a D3D7 game). It could be because Outlaws' D3D driver is 4 years newer than its Glide driver (according to olcfg.exe) or because it's a simpler, purer process to wrap D3D to D3D (with dgVoodoo 2) than it is to wrap Glide to D3D (with nGlide).
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-28 @ 18:22

Tried "Slave Zero" too, works great in dgVoodoo2.
Osprey wrote:
ZellSF wrote:Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2.

dgVoodoo 2 allows for forcing antialiasing and anisotropic filtering. I can confirm that both work and are noticeable (even if you have to look closely). If having those features is valuable to you, that's a distinct advantage, I'd say.

Those work with nGlide too, you just have to configure them in your graphic driver options.

I noticed no difference in input latency between dgVoodoo2 and nGlide.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-29 @ 21:19

Emergency Fire Response works great. resolution forcing works too, (needed since 1600x1200 limited and bad UI scaling) but fire effects are a really performance killer if you try to run this at really high resolutions.
FDmaster_2017_07_29_23_05_11_272.jpg
Codename: Outbreak works flawlessly, no point in forcing resolution as it has native high resolution support out of the box (well you have to go .ini editing).

The Partners does not work. It is developed by Monte Cristo Multimedia, like Micro Commandos and seems to share the same issues as that game. Probably same engine.
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Re: dgVoodoo 2 for DirectX 11

Postby Gamecollector » 2017-7-29 @ 21:42

ZellSF wrote:WarTorn has a Glide render

Doubt that.
There is the "Play WarTorn with Voodoo I or Voodoo II" button in the autorun.
But there are no glide*.dll dependency and grGlideInit call in game files.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-29 @ 23:20

Militarism has issues rendering some of its fonts, seems to be using Windows fonts so maybe some ddraw/gdi interaction issue? It looked vaguely intriguing, but when I tried it I quickly realized it's a terrible game. Resolution forcing works pretty decently though:
JMAIN_1987_07_30_00_27_00_076.jpg
Only version of the game I could find was actually a rip by CLASS. Their installer uses DirectX and Microsoft's native implementation fails to render the background in it, but it works beautifully with dgVoodoo2:
INSTALL_2017_07_30_00_53_59_414.jpg
To Serve and Command works perfectly. Resolution forcing not so much. It breaks mouse scrolling and is for some reason limited to 1600x1200. Which is too bad because there are no image artifacts with resolution forcing:
TSAC 2017-07-30 01-13-20-68.jpg
Knightshift works great. Doesn't need resolution forcing since it has perfect high resolution support out of the box.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-7-31 @ 10:32

I hope I get my other project (currently working on) over soon and I can get back to dgVoodoo and retro gaming.

ZellSF, thank you again for the massive testing and reporting, I really appreciate it!!
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