AlienX999 wrote:AlienX999 wrote:I also forgot to say that there is a bug in DgVoodoo2 that makes the cutscenes not show up (except their sound) for games like Codename Tenka (Distinctive Developments logo), Galapagos Mendel's Escape, Microsoft's Midtown Madness 2 (Intro logos) and some other games like Andretti Racing. Is there Any way to fix that because I have tried all kinds of codec packs such As K-Lite and it doesn't seem to budge it
It also Might have something to do with It Being fullscreen instead of windowed cause If I put it on Windowed mode It works
I think it is the well known issue when a video player renders the video through GDI instead of DDraw (DirectShow). D3D11 screen cannot be drawn by GDI in full screen mode, that's why videos shows up only in windowed mode.
It's an issue waiting for being handled somehow.
@ZellSF: Cool screenshots! 😎
ZellSF wrote:Hydro Thunder has no resolution selection and is limited to 640x480, it works with resolution forcing. Sadly it seems to have z-fighting issues on the ships (look at the rear of the ship) even at native resolution. Works in WINE ddraw, so maybe same problem as Star Wars Episode 1 Racer?
Possible. It seems to rely on the same engine.
ZellSF wrote:Force vsync off in your driver settings or run in dgVoodoo2 forced windowed mode and it should be fine. No idea why forced window mode works since that should also be vsynced to Windows' desktop compositor.
Yes, the desktop rendering itself is vsynced but the compositor can skip frames coming from DX applications, so they virtually can run at higher (uncapped) framerates.
ZellSF wrote:Sadly when resolution forced the mouse cursor will go outside the right and bottom edges of the screen so it's not really playable.
The game itself may handle mouse clip, or the Windows compatibility layer hacks it in the background, overriding dgVoodoo.
I encountered a game (can't remember which one) where the compat layer hacked the mouse visibility counter, couldn't be decreased below 0. That's why I was forced to choose a solution for emulating the cursor ending in potential real-cursor flashes.
ZellSF wrote:Also tried CSI: Hard Evidence. Apparently a D3D8 game. It works great in dgVoodoo2, but only in unspecified aspect ratio mode (emulated modes and mouse cursor is stuck in top left corner) and resolution forcing just doesn't work.
🙁 Unspecified scaling mode is the only that keeps the size of the game window. All other change it but some game relies on the expected window size, to e.g. calc a viewport for the rendering (Radeon's Ark) or handle mouse, and so on, but changed size break it all.