As for Breath of Fire 4, crashing is not fault of dgVoodoo.
This game runs with a 64KB stack (what a tiny one... but I guess this had to run on Win95 with 4MB RAM) and it's even divided into more parts inside the game (16KB).
Edit: probably the same is true for all early Capcom games like Megaman1.
Running it through dgVoodoo causes internal stack overflow and the game crashes. Instead of struggling with keeping the stack usage low (somehow) in dgVoodoo, I patched the game exe:
Now it should run even with 2.51.
Dege, i cant get 60Hz with my 970G1. The monitor is perfectly capable aswell as the graphic card. […]
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Dege, i cant get 60Hz with my 970G1. The monitor is perfectly capable aswell as the graphic card.
If i set the 60Hz manually it still render 59,97FPS.
Any idea about this?
Could you attach a dgVoodoo.conf file plz, in which the resolution and refresh rate is set to 1920x1080, 59Hz, plz?
I guess your monitor doesn't support 60Hz but "only" 59.97Hz. These refresh rates are given in rational forms, like 5997/100,
and for displaying the result to the user, Windows may round it up while dgVoodoo rounds that down.
Found another D3D8 game where AF16x is not applied (Pandora Tomorrow was the other one): Enclave.
Does forcing AF16x is applied for other D3D11 games? 😀
Ok, it's a stupid question, I guess it is.