dgVoodoo 2 for DirectX 11

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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-31 @ 23:09

Earthworm Jim 3D (GoG build). Something's wrong:
EarthwormJim3D 2017-07-31 17-42-54-69.jpg
Natively it looks better:
EarthwormJim3D 2017-07-31 17-44-52-01.jpg
Tintin: Destination Adventure has no issues, though the graphic rendering screams shitty PSX port, I found no resolution options but forced resolution works nicely:
Game 2017-07-31 21-05-24-22.jpg
Hype: The Time Quest looks pretty good, is a 640x480 only game, but resolution forcing looks pretty nice:
MaiD3Dvr_bleu 2017-07-31 20-03-00-89.jpg
The "beta" or "Special Edition" of Tonic Trouble (I'm confused as hell by how this was distributed) works great with resolution forcing. Though it can already do 1600x1200, going higher is nice:
MaiD3Dvr 2017-08-01 00-53-20-02.jpg
But the final retail build just crashes. If you want to try this you need the French version (all other language version uses some sort of exe packing newer Windows versions hate) and since the installer will probably fail (just kill the installer when it throws a error before it rolls back) you might need to know how it knows where to look for data. First it needs to be run with "-cdrom:driveletter" as an argument, second you need C:\Windows\Ubisoft\ubi.ini to contain this. The game launches fine in DxWnd (haven't tried playing it though)

Weird thing is, apparently the unfinished "beta"/"Special Edition" of this game is more common than the final version and is even available with DVD MPEG2 videos, which you miss out on in the final version.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-7-31 @ 23:12

Hugo 3D, a game with no resolution choice again looks pretty good in dgVoodoo2:
Hugo3D 2017-07-31 21-06-08-15.jpg
Escape from Monkey Island works great and had no issues with resolution forcing (usually limited to 640x480):
Monkey4 2017-07-31 18-47-03-79.jpg
I don't remember what Zapper's issue was with high resolution support, but it's gone with dgVoodoo2:
zapper 2017-07-31 21-13-40-15.jpg


Grim Fandango worked, but resolution forcing had way too many glitches for it to be playable with that.

Revenant... I was sure someone had this working, it works with DxWnd but this is what I get with dgVoodoo2:
Clipboard01.jpg
Clipboard01.jpg (20.95 KiB) Viewed 1201 times
Demo here: https://www.fileplanet.com/19568/download/Revenant-Demo

Empires Dawn of the Modern World crashes in ddraw.dll:
Clipboard02.jpg
Clipboard02.jpg (28.59 KiB) Viewed 1201 times
It's Direct3D8 (no idea what it uses ddraw.dll for) so you can just remove dgVoodoo2's ddraw.dll and it will play the introduction videos, but after that it will just go black screen. It works fine natively.

Alexander has some mouse/focus issues (mouse may be invisible until you go windowed and back to fullscreen), but more interestingly forcing resolution doesn't work at all. The game runs fine, but dgVoodoo2's forced resolution is ignored.
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Re: dgVoodoo 2 for DirectX 11

Postby Osprey » 2017-8-02 @ 09:41

If anyone has an issue with the Windows mouse cursor (especially the blue circle indicating that Windows is busy) being momentarily visible when you're playing, try forcing vsync in the dgVoodoo control panel. I've found that that greatly helps with Blade Runner and Outlaws. BTW, I've found that this holds for nGlide, as well, so it's not a dgVoodoo-specific issue.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-02 @ 17:11

Darkened Skye works fine. No point in resolution forcing (but it works) since it renders nicely in high-resolution anyway.

Invictus: In the Shadow of Olympus works as it should too. Any 3D the game uses seems to be rendered in software. Resolution forcing is pointless and it gives you double cursor problem (one cursor that's constrained in a 640x480 and moves according to that, one that's running at the forced resolution).

Soldiers of Anarchy works in menus but when you try to start the tutorial:
soa 2017-08-02 17-57-37-46.jpg
Natively it works fine:
soa 2017-08-02 18-00-46-59.jpg
diff3dLoader.cpp(323) : TRACE_ERROR: Error: ASSERT_HRESULT(0x80070057)
Seems to be the only line that's unique to dgVoodoo2 in the game's log file. Demo: https://www.fileplanet.com/112223/downl ... archy-Demo
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-02 @ 20:36

Someone already mentioned Sanitarium had glitches, so here's two pairs of comparisons image with DXGL. DXGL actually runs Sanitarium perfectly and has better scaling options than dgVoodoo2 anyway, but if you're curious:
sntrm 2017-08-02 22-28-38-16.jpg
sntrm 2017-08-02 22-27-10-64.jpg
sntrm 2017-08-02 22-28-40-43.jpg
sntrm 2017-08-02 22-27-12-84.jpg
The person who reported this earlier also claimed there were performance issues, I encountered none but this is one of those games that need vsync off.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-02 @ 21:31

Simon The Sorcerer 3D works great with resolution forcing (usually limited to 1024x768), some minor issues getting it started (it insists on windowed mode), but once you're past that everything is great. Except some z-fighting, but that also happens natively.
Simon3D 2017-08-02 23-26-17-58.jpg
Cops 2170: The Power of Law. Just works perfectly, resolution forcing included. Usually limited to 1280x1024 with bad UI scaling. Bilinear blit stretch makes text invisible.
PoL 2017-08-02 22-47-54-49.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-03 @ 17:48

Rome: Total War's loading screens are wrong:
RomeTW 2017-08-03 18-41-55-74.png
Should be like this (maybe not quite, how did the FRAPS counter end up in this capture...):
RomeTW 2017-08-03 18-47-06-42.jpg
Battle scenes are also pretty awful:
RomeTW 2017-08-03 18-45-40-54.jpg
Should look like this:
RomeTW 2017-08-03 18-46-11-62.jpg
Demo: http://www.gamepressure.com/download.asp?ID=5555 . For some reason the map loaded in the demo had the ground looking right, but the loading screen and skybox were still wrong.

What about some Shogun: Total War?:
Clipboard01.png
Clipboard01.png (6.9 KiB) Viewed 1065 times
Oh :(
It sometimes works natively and with DxWnd, but no matter how much I tried dgVoodoo2 would not work. The demo has a different focus issue.

Gunlock just flashes the screen a few times and exits. Works fine natively. Demo: https://www.fileplanet.com/50150/50000/ ... unlok-Demo
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-03 @ 18:06

Platoon works great with resolution forcing. Usually limited to 1920x1440 and unscaled tooltips. It's weird how in some games almost everything is resolution independent except one little thing.
Platoon 2017-08-03 20-04-27-43.jpg
SWAT 3 already seem to be recommended to run with dgVoodoo2, but no one's made a comment on resolution forcing. It works great and negates the lack of UI scaling in this game.
swat_2017_08_04_23_04_49_694.jpg
Redline works, but only if you disable mipmapping in the game's options. Otherwise it crashes (it does not natively). Resolution forcing works too (usually menus are unscaled and higher than 2048x2048 resolutions crash the game), but you have to skip FMVs as they crash with resolution forcing (they're just company logos though).
Redline_2017_08_04_23_03_40_104.jpg
Tomb Raider 2 works. Resolution forcing creates some focus issue that forces the game into windowed mode. Borderless window gaming utilities might help workaround that. Only some minor UI elements aren't scaled natively (status bars, menu text).
Tomb2_2017_08_05_14_04_55_419.jpg
Tomb Raider 3 is pretty much the same without the resolution forcing/focus issues.
tomb3_2017_08_05_14_04_07_327.jpg

Tomb Raider 4 & 5 work great and have no resolution scaling issues and as such no need for resolution forcing.

Screamer 4x4 works in menus, but crashes when going ingame. Works fine with DxWnd. Didn't test this a lot though as when it crashes you have to log out and in again to get your keyboard working again.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-05 @ 13:54

Red Faction works. Resolution forcing works with some minor glitches (the game has no UI scaling).
RF_2017_08_05_15_49_39_747.jpg
Red Faction II also works, but resolution forcing is unnecessary as it has proper UI scaling this time.

Railroad Tycoon 3 works flawlessly. Resolution forcing too with some very minor glitches as long as you disable hardware mouse (hardware mouse gives double cursor). Natively it seems to max out at 1600x1200 for me though I've heard it should support higher.
RT3_2017_08_06_00_13_06_333.jpg
Wallace & Gromit in Project Zoo seems to work perfectly resolution forcing included. Natively it is limited to 1600x1200. I had to run the configuration program in DxWnd as it crashes natively and with dgVoodoo2.
Zoo_SSE_2017_08_06_00_46_23_650.jpg

Times of Conflict, the first game from the people who later developed The Gladiators: Galactic Circus Games (the one that crashes with "Floating point overflow") crashes with an access violation error. Which is really too bad since the game is locked to 800x600 and could use resolution forcing. It runs natively (terrible framerate though) and sort of works with DxWnd. With DxWnd it needs "Hot patch (obfuscated IAT)" flag , modal window style and window position 0,0,0,0. It also needs d3drm.dll and won't tell you about it.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-06 @ 11:53

Blaze and Blade looks like a really bad PSX port. It works nicely in dgVoodoo2 with resolution forcing as long as you set font size to small in options (if you set it to large it will do its own interpolated 2x scale of fonts that won't play nice with resolution forcing). Bad UI scaling and limited resolution support by default (I think it was max 1024x768).
Blaze_2017_08_06_13_24_52_283.jpg
Playing some more with Dungeon Keeper Direct3D patch. Couldn't get it working with dgVoodoo2 at all last time I tried but now I did. It sort of works. It needs "Disable Alt-Enter to toggle screen state" to be off, "Capture mouse" to be off and it needs to be run in window mode. Sadly setting "Disable Alt-Enter to toggle screen state" to off makes dgVoodoo2 interfere with borderless fullscreen utilities so menus will be messy. You can just alt-enter when you get in game, but eh... I wouldn't recommend trying this. By default the game is fixed resolution (640x480 I think).
keepd3d_2017_08_06_13_03_27_330.jpg
No idea why I couldn't get Dungeon Keeper 2 working with resolution forcing last time I tried. It works great now. By default it supports up to 1600x1200. You can set other resolutions in registry, but when I tried 3200x2400 it just reverted to 640x480 so maybe some sort of limit is in place.
testme2!_2017_08_06_13_40_33_837.jpg

WildTangent's (now there's a name I haven't heard in a long while) Fate works perfectly. Resolution forcing makes shadows very glitchy but it has native high resolution support out of the box. dgVoodoo2 is actually sort of unnecessary here as the game runs perfectly without it.
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Re: dgVoodoo 2 for DirectX 11

Postby Mud » 2017-8-06 @ 15:48

Mobil 1 Rally Championship 2000
freature level 10.1
Graphic cards (adapters to use):
Intel HD Graphic 3000 - WORK
NVIDIA Geforce GT540M - ERROR
Image
Why?
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-06 @ 20:25

Sea Dogs runs nicely as long as you force resolutions. Higher internal game resolutions for some reason gives terrible performance in menus with dgVoodoo2 (I got 2 FPS at 3200x2400). The game has terrible UI scaling anyway, so forced resolution is better.
ENGINE_2017_08_06_22_12_25_037.jpg
Pirates of the Caribbean, which is actually Sea Dogs 2 does not share that performance issue, but insists on going into windowed mode. Looks great and dgVoodoo2 fixes bad UI scaling.
ENGINE_2017_08_06_23_45_16_764.jpg

Singles Flirt Up Your Life, Space Haste, Stolen. Nothing to say about these three. Work perfectly in dgVoodoo2, but have no need for resolution forcing. So does Lord of the Rings: Return of the King. Why did we never get The Two Towers for PC? :(
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Re: dgVoodoo 2 for DirectX 11

Postby liqmat » 2017-8-07 @ 00:45

Mud wrote:Mobil 1 Rally Championship 2000
freature level 10.1
Graphic cards (adapters to use):
Intel HD Graphic 3000 - WORK
NVIDIA Geforce GT540M - ERROR
Image
Why?


This game runs natively in Windows 7 64 without the need for dgVoodoo2. You should also have the final patch version 6 installed for this game. Do you have DirectX 9.0c installed? What OS?

viewtopic.php?f=8&t=28074&start=20#p552830
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-07 @ 18:20

Mafia seems to work great? I didn't see any of the zbuffer problem mentioned since I only tried it for a few seconds. Enabling multipass rendering crashes with dgVoodoo2 (but not natively). Resolution forcing works too, though the only thing that isn't resolution independent here is for some bizarre reason the minimap zoom level:
Game_2017_08_07_18_17_42_396.jpg
True Crime: Streets of LA sometimes have problems loading its models with dgVoodoo2 (works fine natively). Also crashes unless NoShaders=1 is set in TrueCrime.ini , which is a hidden option so I'm guessing it's not intended to be used.. This game could benefit a lot from resolution forcing but floating eyeballs isn't a good look:
TrueCrime_2017_08_07_18_56_27_722.jpg
No Man's Land runs perfectly. Forcing texture filtering looks bad. Resolution forcing looks good. Usually limited to 1600x1200 (I think you can change it in a ini file though). It also has bad UI scaling which until dgVoodoo2 there was no fix for:
No Man's Land_2017_08_07_21_22_45_057.jpg
Armor Command's rendering looks perfect and resolution forcing works too, by default limited to 1600x1280 (weird) and bad UI scaling. Windowed mode must be used for movies but the rest of the game looks fantastic:
armrcmd_2017_08_07_22_37_16_702.jpg
Creature Conflict: The Clan Wars works perfectly. Resolution forcing results in some sort of bad glitches, but at higher resolutions natively this game gets smaller and smaller text and at 4K it makes for way too large spacing between letters. Here's how it looks with dgVoodoo2:
Creature Conflict - The Clan Wars 08.AUG.2017 - 00.03.04.05.jpg

Drake of the 99 Dragons runs perfectly but has no need of forced resolution. Also Thief works pretty well (though you want to be using NewDark for that).

Metal Fatigue still isn't working with DirectX render.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-08 @ 09:36

I'm running out of interesting things to test, so here's a summary of games with problems.

Games with rendering glitches:
-
Earthworm Jim 3D
Europa 1400: The Guild
Evolva (inaccurate fog)
Hogs of War
Hydro Thunder
Micro Commandos
Militarism (fonts, gdi/ddraw?)
Pac-Man Adventures in Time
Paradise Cracked
Partners, The
Praetorians
RIM: Battle Planets
Rome: Total War
Sanitarium
Stratosphere: Conquest of the Skies
True Crime: Streets of LA
Universal Monsters: Monsterville
WarTorn

Games with crashes in critical functionality (won't go ingame):
-
Astérix: The Gallic War
Empires Dawn of the Modern World
End of Twilight
Gladiators: The Galatic Circus Games
Gunlock
Revenant
Screamer 4x4
Shogun: Total War
Soldiers of Anarchy
Times of Conflict
Tonic Trouble

Games with crashes in non-critical functionality:
-
Frogger: The Great Quest (exiting options)
Mafia (enabling multipass rendering)
Massive Assault: Phantom Renaissance (running at certain refresh rates)
Nexus: The Jupiter Incident (entering menu)
Redline (enabling mipmapping)
S.W.I.N.E (FMVs)
True Crime: Streets of LA (setting NoShaders=0)
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-8-08 @ 09:55

Outstanding work, ZellFS! What a dedication!
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-8-08 @ 10:07

Yes, I concur, amazing! :cool:

I'm going to have a lot lot of stuffs to check out. :)
Thank you very much, again!!!

Mafia seems to work great? I didn't see any of the zbuffer problem mentioned since I only tried it for a few seconds.

That problem is fixed in 2.54 and wasn't related to z-buffering as I guessed previously.
But I can confirm the crash with multipass rendering.

Update: I've just fixed the crash, however there are some transparency issues with multipass rendering (light auras).
I get the same natively though (beside heavily distorted polygons) and according to the pipeline state, it's normal.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-8-10 @ 15:32

Someone mentioned here:
viewtopic.php?f=8&p=604679#p604679
That Asterix: The Gallic War actually works so I tested again and it sort of works. I get very inconsistent results when launching it. Especially when changing the config in ASTERIXSTART.EXE (even when changing to a config that worked previously). Weird.

Armor Command crashes often when playing FMVs, though when I changed RSAPI DD.dll to use dgdraw.dll instead of ddraw.dll that stopped even though dgdraw.dll is just a renamed version of the same file as ddraw.dll. I have no idea why I tried that or why it works, but I'm happy since I actually want to play this game.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-8-13 @ 16:24

ZellSF wrote:Someone already mentioned Sanitarium had glitches, so here's two pairs of comparisons image with DXGL. DXGL actually runs Sanitarium perfectly and has better scaling options than dgVoodoo2 anyway, but if you're curious:
sntrm 2017-08-02 22-28-38-16.jpg
sntrm 2017-08-02 22-27-10-64.jpg
sntrm 2017-08-02 22-28-40-43.jpg
sntrm 2017-08-02 22-27-12-84.jpg
The person who reported this earlier also claimed there were performance issues, I encountered none but this is one of those games that need vsync off.


Sanitarium is a paletted game and solves its bitmap conversions by the Windows DIB engine.
I set compat mode 'Reduced color mode' to 8 bit and it runs fine with dgVoodoo. No idea why the bitmap conversion is corrupted when 16 or 32 bit mode is present, but the conversion itself doesn't have anything to do with dgVoodoo.

ZellSF wrote:Soldiers of Anarchy works in menus but when you try to start the tutorial:
soa 2017-08-02 17-57-37-46.jpg
Natively it works fine:
soa 2017-08-02 18-00-46-59.jpg
diff3dLoader.cpp(323) : TRACE_ERROR: Error: ASSERT_HRESULT(0x80070057)
Seems to be the only line that's unique to dgVoodoo2 in the game's log file. Demo: https://www.fileplanet.com/112223/downl ... archy-Demo

Fixed, now works fine.
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Re: dgVoodoo 2 for DirectX 11

Postby MrEWhite » 2017-8-13 @ 21:55

Got a bit of an issue with a game called "Alien Shooter" by Sigma-Team.

Natively in Windows 10 it works fine, other than some stuttering when you use the med-kit and when you get a shield. Also the FPS is uncapped causing some issue with the AI.

But, with dgVoodoo, it works fine other than when you use the med-kit, the game just straight up crashes.
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