dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby Cyrem » 2018-9-14 @ 09:24

Dege wrote:
Cyrem wrote:Excellent, looking forward to trying the next version. The lighting issues aren't as much an issue since 2.54... there are a few oddities here and there, I'll post them some other time. Main thing was just getting the game working again on nVidia. :happy:

You can already test it with WIP50:
viewtopic.php?f=59&t=51790&start=460#p696238


Tested it and it no-longer freezes! perfect.... but then found another issue that I'm hoping you could test.

I was just playing the level "Driller Night!" upon discovering a new cavern after drilling northward the game camera seems to fly go way out of bounds and the map goes black. Everything else works though.

This is what happens after opening a new cavern: http://prntscr.com/kuaq7y

Thanks mate!
Cyrem
Newbie
 
Posts: 4
Joined: 2018-8-14 @ 03:52

Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-9-16 @ 13:27

Jeff Wayne's War of the Worlds mouse issues was fixed in the latest dgVoodoo2 version. Still crashes when changing resolution, but not sure that is dgVoodoo2's fault (other wrappers don't like it either). Figured out the crash in options menu was because I only gave it one supported resolution. As long as dgVoodoo2 enumerates at least two supported resolutions it will work fine. Which is a bit weird, since at the time the game was released it was possible someone would have a computer that only supported 640x480. Very unlikely, but possible.
ZellSF
Oldbie
 
Posts: 1122
Joined: 2006-1-01 @ 18:19

Re: dgVoodoo 2 for DirectX 11

Postby Deffnator » 2018-9-16 @ 14:15

DMA Design/Rockstar Tanktics has some serious screen flicks when using ddraw
the menus becomes garbled with artifacts flashing, and the in-game 2d interface keeps flashing
Deffnator
Newbie
 
Posts: 11
Joined: 2018-9-05 @ 01:03

Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-9-16 @ 16:19

V-sync is enabled or not?

Some games flicks seriously when v-sync is disabled into dgVoodoo2
FulValBot
Newbie
 
Posts: 23
Joined: 2008-3-01 @ 18:43

Re: dgVoodoo 2 for DirectX 11

Postby Deffnator » 2018-9-16 @ 21:12

Deactivated, i tried it with DxWnd and it works perfectly, besides the mouse cursor still flashing when i select something in the menu
Deffnator
Newbie
 
Posts: 11
Joined: 2018-9-05 @ 01:03

Re: dgVoodoo 2 for DirectX 11

Postby Cyrem » 2018-9-16 @ 22:42

Cyrem wrote:
Tested it and it no-longer freezes! perfect.... but then found another issue that I'm hoping you could test.

I was just playing the level "Driller Night!" upon discovering a new cavern after drilling northward the game camera seems to fly go way out of bounds and the map goes black. Everything else works though.

This is what happens after opening a new cavern: http://prntscr.com/kuaq7y

Thanks mate!


Just an update on this, after switching the video card to the 5700 Ultra, this stopped. Even after switching it back to dg's Virtual 3D card it didn't come back. Not sure whats going on, but if it happens again will let you know.
Cyrem
Newbie
 
Posts: 4
Joined: 2018-8-14 @ 03:52

Re: dgVoodoo 2 for DirectX 11

Postby FANTOMAS » 2018-9-17 @ 16:11

0 problem with Hydro Thunder (2001)...........frame rate seems limited to 30.
Dgvoodoo 2.55 @1600x1200 @MSAAX8 enhanced with 8x Sparse Grid Supersampling (nvidia inspector)

Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.285
Attachments
04.jpg
03.jpg
02.jpg
01.jpg
01
User avatar
FANTOMAS
Newbie
 
Posts: 9
Joined: 2018-8-08 @ 15:27

Previous

Return to dgVoodoo General

Who is online

Users browsing this forum: No registered users and 1 guest

cron