dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-11-22 @ 09:43

teleguy wrote:3DMark2000 uses DirectX 7. Dege explained a while ago that 3DMark2000 was coded somewhat improperly so it's pretty hard to support it. The same might be true for 2001.


I haven't check this yet, but it's on the list. :)

A bit other DX8/DX9 thing: as it seems to me, first generation shaders are/can be broken on new hw, which can be fixed by a new D3D8 implementation (dgVoodoo translates all old stuff shaders and FF into 4.0 shader code). But, there are games that are DX8-level only, however they drive the hardware through the D3D9 library. It's a pity that dgVoodoo won't help them. Maybe a D3D9->D3D8 wrapper needed for those? :-D :-D

It's similar to my case, dgVoodoo drives DX10.1 (altough DX emu now could be made available at 10.0 level) through the D3D11 interface.
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Re: dgVoodoo 2 for DirectX 11

Postby VEG » 2015-11-22 @ 10:17

Dege wrote:The current WIP is available

NFS3 screenshoter works Ok in the 32bpp modes now. That's great! But there is still no "keep app alive" option. :)
Best regards, Evgeny
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 10:25

Dege wrote:At what point does it crash?
Do you have d3dcompiler_43.dll? It won't work without it because SC2 uses DX8 shaders.
Also, I had to copy D3D8.dll into the game folder and into the offline\system folder too because pandora.exe is just the menu/launcher app.

You can launch directly SC2.exe, and yes I put d3dcompiler_43.dll in the offline system folder along with d3d8.dll as well.
Crash at start.

Hmm... cool. I have water reflections and shadows with proper lightsources. The shadow seems a bit pixelated and I don't know if it's normal, compared to the native mode.

It's normal. It's because the shadows (and nightvision effect too) seem calculated at low resolution.

Do you think you can implement in dgvoodoo the SC2 water and shadowbuffer/lighting fix and extend it to SC1?
Last edited by lowenz on 2015-11-22 @ 10:30, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 10:29

Dege wrote:But, there are games that are DX8-level only, however they drive the hardware through the D3D9 library. It's a pity that dgVoodoo won't help them. Maybe a D3D9->D3D8 wrapper needed for those? :-D :-D

It's exactly the Max Payne 2 case.
For it I use the combination of ThirteenAG Widescreen Fix (with d3d9.dll) and ReShade 1.1 (rename reshade32.dll to d3d8.dll)

And if you want MOAR material, see here : https://github.com/ThirteenAG/WidescreenFixesPack
Last edited by lowenz on 2015-11-22 @ 11:23, edited 3 times in total.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 10:42

Update for SC2 !

The problem lies in the intro video reproduction: the audio stream plays, the video stream doesn't!
About the shadows:

Dege implementation of D3D8:
Image

Komat fix:
Image

You can see the difference by yourself :p (in framerate too!!!!!)

About the water:

Dege Fix:
Image

Komat Fix:
Image

No Fix:
Image
Last edited by lowenz on 2015-11-22 @ 11:17, edited 3 times in total.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 10:51

SC1 *with shadowbuffer enabled* (ForceShadowMode=1 in SplinterCell.ini) crashes during the mission loading "General Protection Fault" (Classic Unreal Engine message window).
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 11:30

Thanks to the mighty of the internet :D, here's how SC2 water looked like 10 years ago: http://www.visualwalkthroughs.com/splin ... i/dili.htm

Image

So the Komat fix seems the winner.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-11-22 @ 11:36

lowenz wrote:So the Komat fix seems the winner.


Well, OK. :)
Then there is some bug in the shader implementation. Thanks for the reference!
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 14:15

Thanks to you, you're simply amazing!

A little bug in the configurator:
http://postimg.org/image/j8gdwcfub/

It seems that "last entry" = "default config" for the delete method (so you can't delete the last entry :D)
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 16:03

Thief Deadly Shadows + Sneaky Upgrade 1.1.5.2: game is running but there's some problems (maybe z buffer? ReShade too has some similar problem with this game)

http://postimg.org/image/7acsqz2dd/
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 17:27

Deus Ex: Invisible War: black screen @start if intro videos are enabled. If disabled the game crashes loading the menu
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-11-22 @ 20:20

Warcraft III works perfectly. No real reason to play it in dgVoodoo2 of course, but it is a D3D8 title looking pretty nice.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-22 @ 21:24

ZellSF wrote:Warcraft III works perfectly. No real reason to play it in dgVoodoo2 of course, but it is a D3D8 title looking pretty nice.

You can test the overhead of dgVoodoo or ReShade "DLL only" (it wraps to D3D9) vs no d3d wrapping :D
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-11-23 @ 10:04

Thanks Guys,

so there are stuffs for testing and fixing D3D8. :)

VEG wrote:
Dege wrote:The current WIP is available

NFS3 screenshoter works Ok in the 32bpp modes now. That's great! But there is still no "keep app alive" option. :)


Yes, I want to address mouse and other problems a bit later.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-11-23 @ 12:55

Plenty of stuff!

I'm ready to test TONS of D3D8/8.1 era games :p
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Re: dgVoodoo 2 for DirectX 11

Postby Expack3 » 2015-11-23 @ 15:10

Dege wrote:The current WIP is available:

http://dege.fw.hu/temp/dgVoodooWIP11.zip
also, you may need:
http://dege.fw.hu/D3DCompiler_43.zip

What you should know about the new features since v2.45:

1. DX8.1 support is added

What are not supported in this version but planned to be in the future:

- Depth textures
- Volume textures
- Point sprites
- MSAA (can only be forced externally through the setup)

All other DX8.1 features are supported but it all is in an early stage of development, it's not overtested.
So, don't hold your breath.

Does this include support for Quintric RT-Patches, RT-Patches, and N-Patches? If so, there's a whole bunch of games which support N-Patches (including UT2K4).
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Re: dgVoodoo 2 for DirectX 11

Postby Rod Primitive » 2015-11-23 @ 16:37

Dege wrote:2. Dynamic shader compiling for DX/DX8 is added

For the best performance and full DX8.1 feature set you need a dll that is not part of the operating system. It's 'D3DCompiler_43.dll'

I actually have it. When I tried to unpack it in the System32 folder, 7-zip asked me to overwrite.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-11-23 @ 16:54

Does this include support for Quintric RT-Patches, RT-Patches, and N-Patches? If so, there's a whole bunch of games which support N-Patches (including UT2K4).


No, they are unsupported. I forgot to include it in the list. :(
Maybe some day...

Rod Primitive wrote:I actually have it. When I tried to unpack it in the System32 folder, 7-zip asked me to overwrite.


Didn't you install DirectX SDK previously?
Bad performance in Kiss could be explained by forced DX10/11 debug mode to the game (or a folder containing the game) in the DX Control Panel app (by accident or sg like that).
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-11-23 @ 16:57

The Longest Journey seems to suffer from a minor regression: in the main menu if you mouse over elements there will be some corruption when the cursor changes.
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Re: dgVoodoo 2 for DirectX 11

Postby teleguy » 2015-11-23 @ 17:11

I fullscreen mode Morrowind crashes immediately with Pixel Shading enabled. If you run the game in a window it shows this error message:

morrowind.jpg


If you close the message the game will continue to run but water will flicker on and off like crazy.

This doesn't happen with Pixel Shading disabled but some effects are missing.


Also there's some z-fighting.
http://steamcommunity.com/sharedfiles/f ... =561147340
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