dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby Arklay » 2016-12-18 @ 14:53

Test for Star Wars The Phantom Menace.
With dgvoodoo 2.4.5.0 the game is perfect no setting used, but with the new versions 2.5.3.0 I have this message "COULD NOT INITIALIZE GRAPHICS HARDWARE error". If I use those specifics settings everything is perfect.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-12-19 @ 18:28

With a shining new 1050 Ti the forced AF is working in Pandora Tomorrow using dgVoodoo2.

So it was an AMD driver issue.....or so it seems.
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Re: dgVoodoo 2 for DirectX 11

Postby VirtuaIceMan » 2016-12-20 @ 00:07

Here's a large collection of older PC racing game screenshots I took, upscaled using a mix of dgVoodoo and nGlide: http://forum.arcadecontrols.com/index.p ... 678.0.html
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Re: dgVoodoo 2 for DirectX 11

Postby Peixoto » 2016-12-20 @ 08:43

Dege wrote:
gameragodzilla wrote:Why not use Komat's method then if it seems to function fine without the brief lagging?

D3D11 can only accept shader byte code of version 4.x/5.0, so old D3D8/9 shaders (1.x - 3.x) cannot be utilized without recompiling.

gameragodzilla wrote:Though seems like Komat is only compatible with Pandora Tomorrow rather than Splinter Cell 1's buffer shadows so I guess there's a difference between the two games?

Fixing the shadow buffers (SC1) could be possible through pure D3D8 but the fix needs additional logic over MS D3D8 then.


If you don't mind, could you explain how it could be done? I wanted to try it, just for the fun of it
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Re: dgVoodoo 2 for DirectX 11

Postby stranno » 2016-12-20 @ 09:52

VirtuaIceMan wrote:Here's a large collection of older PC racing game screenshots I took, upscaled using a mix of dgVoodoo and nGlide: http://forum.arcadecontrols.com/index.p ... 678.0.html

I didnt know Taxi 2 was ported to PC. It looks far better than the PS version, in my opinion one of the worst racing games ever done.
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Re: dgVoodoo 2 for DirectX 11

Postby VirtuaIceMan » 2016-12-20 @ 16:14

stranno wrote:
VirtuaIceMan wrote:Here's a large collection of older PC racing game screenshots I took, upscaled using a mix of dgVoodoo and nGlide: http://forum.arcadecontrols.com/index.p ... 678.0.html

I didnt know Taxi 2 was ported to PC. It looks far better than the PS version, in my opinion one of the worst racing games ever done.


Taxi 2 (French only release) was made by Blue Sphere, who previously made the DOS arcade racer GT Racing 97 (a much better game). Taxi 2 has rather sensitive handling and is overly hard due to poor car controls. It also runs at a million miles an hour unless you lock it to 60hz.

Did you know there was an even worse game though? That's right, Taxi 3... this is the PS2 version, as the PC version videos on YouTube are really jerky (it's not): https://www.youtube.com/watch?v=KlDseF-LhgU
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Re: dgVoodoo 2 for DirectX 11

Postby SpooferJahk » 2016-12-20 @ 21:29

http://www.vogons.org/viewtopic.php?f=8&t=51159

Wanted to leave the thread I posted but I wanted to bring up another game that is forked over with modern hardware for lacking some buffer hardware, Advent Rising. Apparently the game was broken even at the time was released with the shadowing system on anything but an ATI card. I have tried dgvoodoo2 with this title and it does not really do anything outside of making my game lag a bit but wanted to bring this up so maybe Dege can implement support from the shaders that the ATI 9800 supported.
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Re: dgVoodoo 2 for DirectX 11

Postby stranno » 2016-12-28 @ 16:11

Dakar Rally, another obscure japanese rally game with japanese error message.

Image

Same error with DXWnd.

DirectX 3 game, pretty old. It is, quite probably, Playstation HLE emulation. You can turn on "emulation" in registry and it looks exactly the same as the Playstation game.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-12-28 @ 16:32

Testing with a new shining 1050 Ti :D

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Same old bug ever.....sometimes the surfaces are black. Disabling+Enabling the nightvision fix them.
Last edited by lowenz on 2016-12-28 @ 21:26, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby Myloch » 2016-12-28 @ 16:36

stranno wrote:Image
DirectX 3 game, pretty old. It is, quite probably, Playstation HLE emulation.

Same could be said for a lot of psx-to-pc ports of the nineties, like Air Assault japan only pc release or a lot of Taito pc games. Considering system requirements and average hardware of those times, it definitely cannot be LLE.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-1-01 @ 16:53

ReShade is now open source! Go thank mr. crosire! :D

https://github.com/crosire/reshade
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Re: dgVoodoo 2 for DirectX 11

Postby Kropotkin » 2017-1-02 @ 02:34

Splinter Cell with dgVoodoo v2.53 - viewtopic.php?p=552013#p552013.
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Re: dgVoodoo 2 for DirectX 11

Postby UCyborg » 2017-1-02 @ 12:14

Classic Max Payne games with dgVoodoo: http://imgur.com/a/jMVZo

Check this thread: viewtopic.php?f=8&t=51579

PS: Max Payne 2 doesn't use d3d9.dll at all for rendering, it just loads it very early, does some queries or something, unloads it, then everything is driven with d3d8.dll
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-1-02 @ 13:44

I use crosire d3d8to9 for Max Payne 1&2. It works flawless.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-1-02 @ 13:55

UCyborg wrote:PS: Max Payne 2 doesn't use d3d9.dll at all for rendering, it just loads it very early, does some queries or something, unloads it, then everything is driven with d3d8.dll

Exactly.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-1-02 @ 16:02

dgVoodoo 2 has a problem with Chrome engine 1 (Chrome and Chrome SpecForce)

fmt: X8R8G8B8
1728x1080, bpp:16, hz:60, fmt: R5G6B5
1728x1080, bpp:24, hz:60, fmt: X8R8G8B8
CAPS: MaxSimultaneousTextures 8
CAPS: MaxTextureBlendStages 8
FATAL ERROR: Cannot find valid frame buffer format!


(1728x1080 is my custom 16:10 resolution, declared through NVidia Panel)
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-1-02 @ 16:24

Strange, I deleted the dlls and configs file, re-"installed" dgVoodoo2 and now it works :|

[PID] 2684
[CPU] vendor: GenuineIntel, features: FPU CMOV TSC MMX SSE SSE2, clock frequency: 3792.00MHz
[MATH] SSE path
[VER] Net:10103
[VER] SaveGame:50041
No run-info file <run.ini> !
D3DRenderer: supported display modes:
1440x1080, bpp:16, hz:60, fmt: R5G6B5
1440x1080, bpp:24, hz:60, fmt: X8R8G8B8
1728x1080, bpp:16, hz:60, fmt: R5G6B5
1728x1080, bpp:24, hz:60, fmt: X8R8G8B8
CAPS: MaxSimultaneousTextures 8
CAPS: MaxTextureBlendStages 8
D3DRenderer: chosen display mode:
resolution: 1728x1080, refresh: 60Hz
frame buffer: color_bits: 24, alpha_bits: 0, format: X8R8G8B8
back buffer: color_bits: 24, alpha_bits: 0, format: X8R8G8B8
depth buffer: depth_bits: 32, stencil_bits: 0, format: D32
VendorDesc: \\.\DISPLAY1
VendorID: 0
DeviceID: 0
TweakFlags: 0
[TexMgr] Max texture dimensions: 8192x8192, compression supported
[TexMgr] Texture format L4 -> L8
[TexMgr] Texture format L8 -> L8
[TexMgr] Texture format A8 -> A8
[TexMgr] Texture format A4L4 -> A8L8
[TexMgr] Texture format A8L8 -> A8L8
[TexMgr] Texture format R5G6B5 -> R5G6B5
[TexMgr] Texture format A4R4G4B4 -> A4R4G4B4
[TexMgr] Texture format R8G8B8 -> X8R8G8B8
[TexMgr] Texture format A8R8G8B8 -> A8R8G8B8
[TexMgr] Texture format render target -> X8R8G8B8
[TexMgr] Texture format render target alpha -> A8R8G8B8
[TexMgr] Cubemap format L4 -> L8
[TexMgr] Cubemap format L8 -> L8
[TexMgr] Cubemap format A4L4 -> A8L8
[TexMgr] Cubemap format A8L8 -> A8L8
[TexMgr] Cubemap format R5G6B5 -> R5G6B5
[TexMgr] Cubemap format A4R4G4B4 -> A4R4G4B4
[TexMgr] Cubemap format R8G8B8 -> X8R8G8B8
[TexMgr] Cubemap format A8R8G8B8 -> A8R8G8B8
[TexMgr] Cubemap format render target -> X8R8G8B8
[TexMgr] Cubemap format render target alpha -> A8R8G8B8
[CSoundMixerDS3D] caps PRIMARY16
[CSoundMixerDS3D] caps PRIMARY8
[CSoundMixerDS3D] caps PRIMARYMONO
[CSoundMixerDS3D] caps PRIMARYSTEREO
[CSoundMixerDS3D] caps SECONDARY16BIT
[CSoundMixerDS3D] caps SECONDARY8BIT
[CSoundMixerDS3D] caps SECONDARYMONO
[CSoundMixerDS3D] caps SECONDARYSTEREO
[CSoundMixerDS3D] caps Max hw static buffers: 1
[CSoundMixerDS3D] caps Max hw 3d all buffers: 0 free 0
[CSoundMixerDS3D] caps Max hw 3d static buffers: 0 free 0
[CSoundMixerDS3D] caps Max hw 3d streaming buffers: 0 free 0
[CSoundMixerDS3D] caps secondary freq from 100 to 200000
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
CD3DRenderer::GetBackBuffer(..): cant convert back buffer data: D3DERR_INVALIDCALL!
[Renderer] fog: 0 : 0
[LoadMaterial] Default mat used instead of .\data\materials\water\water_refl_uw.mat (data\meshes\test\.\data\materials\water\water_refl_uw.mat)
[LoadBinary.ILoad]: Can`t open file without name
[FXHeightMap.Load] Can't load heightmap
[LoadWave] cannot open file: data\sounds\net\respawn\invobject
FXEmitter@9b46dc StartCLightmapMgr::Shutdown(): some lightmaps still referenced! (materials not freed)
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Re: dgVoodoo 2 for DirectX 11

Postby UCyborg » 2017-1-02 @ 17:56

lowenz wrote:I use crosire d3d8to9 for Max Payne 1&2. It works flawless.

But there's no guarantee it will work flawlessly forever with original DLLs. The risks associated with doing heavy stuff in DllMain have been known forever, but Remedy guys haven't considered that, and few years later, things started to break. It still seems to work flawlessly on NVIDIA out of the box, at least on 368.81 drivers, but again, there is no guarantee this will always be the case.

In such cases, some people love to blame Windows, drivers etc. because it happened to work on early versions of those, only careful examination reveals the actual culprit.

lowenz wrote:
UCyborg wrote:PS: Max Payne 2 doesn't use d3d9.dll at all for rendering, it just loads it very early, does some queries or something, unloads it, then everything is driven with d3d8.dll

Exactly.


Right, should've quoted dege's original post. :D I wrote that because he stated at one point that Max Payne 2 uses D3D9 runtime, but only utilizes D3D8 level features and I've noticed that d3d9.dll is already gone from the process by the time configuration dialog shows up, though indeed it does actually make some calls to d3d9 before that. Perhaps this is why MP2 takes noticably more time to launch then MP1? At least that's what I notice on my PC.
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Re: dgVoodoo 2 for DirectX 11

Postby UCyborg » 2017-1-02 @ 22:34

Patch for 3D Mark 2001 SE done so it can run via dgVoodoo as well: viewtopic.php?f=8&t=51587
On 6th test, it throws this error: P_D3D::DRV_allocateMap - device does not support bump normal maps

Also, Windows applies some compatibility workarounds to the executable to prevent it from crashing as apparently the program does something ugly. One of those fixes is apparently the one that limits number available of available resolutions, so when run via stock d3d8.dll, only first few resolutions are available. Would be cool if someone figured out a patch to make it run flawlessly without those compatibility workarounds.

3DMark2001SECompat.png
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-1-02 @ 23:45

I got all the 32 bit resolutions (16 bit ones are no more supported)

Image
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