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WIP versions

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Reply 741 of 1111, by luigi-master

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Teenage Mutant Ninja Turtles 2: Battle Nexus
Unlike the previous TMNT game, this one seems to upscale just fine without any weird texture issues. I haven't gotten very far so issues might pop up later, but for now Battle Nexus is supported.

TMNT2 2018-12-11 16-58-03-72.png
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TMNT2 2018-12-11 16-58-03-72.png
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Reply 742 of 1111, by ZellSF

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cnc-ddraw
Might sound like a joke, but I find cnc-ddraw's scaling settings pretty bad so always looking for alternatives and the newest versions of cnc-ddraw has a D3D9 render that works nicely with dgVoodoo:

C&C95 2018-12-12 18-19-48-21.png
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C&C95 2018-12-12 18-19-48-21.png
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But GeDoSaTo is better for scaling this game (both for its ability to ignore aspect ratio and for its lanczos scaling).

Reply 743 of 1111, by Dege

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A new WIP:

=========================
WIP54:
=========================

A large commit list again, so

- Adding support for float type textures/rts/surfaces
- Effort on avoiding stuttering caused by on-the-fly shader creation (DX8/9)
It's not perfect yet but I'm planning to do further optimizations later
- Fixing a lot of bugs related to shader validation/translation and vertex input binding
- Fixing D3D9 state block related things (D3DX)
- Incompatible D3D9 fogging, fixed
- Fix for grTexCalcMemRequired for more compatibility with real drivers (Glide 1/2)
- Optimizing D3D9 StretchRect (The Witcher)
- Various other fix in internal functions, like texture create/update/lock parameter validation
- Support for simultaneous texture/rt usage (D3D6-9)
- Other fixes I don't want to word (as usual 😀 )

I still didn't tested as much reported things as I wanted to and still there are known issues to fix, so it's really just a WIP version.

http://dege.fw.hu/temp/dgVoodooWIP54.zip
http://dege.fw.hu/temp/dgVoodooWIP54_dbg.zip

Beyond Good & Evil:

The settings application expects exactly one 16 bit and 32 bit display formats to be supported by D3D9, launches with empty resolution list or crashes otherwise.
dgVoodoo supports more so I patched the settings app:

http://dege.fw.hu/temp/SettingsApplication_patched.zip

This game has issues with dgVoodoo too, seems to overwrite its vertex data when the GPU is still working on it, causing flashing polygons and other glitches.
I disabled 'HW Vertex Processing' amongs the options and the game seems to be running perfectly for me, at max resolution.

Oblivion
You must disable HDR Lighting now or you get a blank screen. Now that float textures are supported the game tries to do HDR but something is still missing from my impl, so
it's not yet working.

Reply 745 of 1111, by ZellSF

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Bad Day L.A
Crysis
Raiden 3

Unchanged. Still significantly broken in some way.

Call of Cthulhu: Dark Corners of the Earth
Goes ingame now with lots of rendering glitches (sort of hard to capture in screenshots).

Command & Conquer 3: Tiberium Wars
Text rendering is fixed. Gameplay looks better now too, but I'm not sure specifically why:

cnc3game 2018-12-13 18-09-18-55.jpg
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cnc3game 2018-12-13 18-09-18-55.jpg
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1.26 MiB
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3282 views
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Fair use/fair dealing exception

Dragon Age: Origins
Doesn't launch anymore. Not that dgVoodoo should be used for this game, but potentially a regression?

F.E.A.R
Runs a LOT better now, but still has issues with gun rendering when close to walls.

F.E.A.R 2
Now goes ingame:

FEAR2 2018-12-13 18-16-28-59.jpg
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FEAR2 2018-12-13 18-16-28-59.jpg
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Obviously has issues though.

Neverwinter Nights 2
Renders correctly now:

nwn2main 2018-12-13 18-26-44-88.jpg
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nwn2main 2018-12-13 18-26-44-88.jpg
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221.25 KiB
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3282 views
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But resolution forcing (which would be VERY useful in this game) gives double cursor 🙁

Settlers 2: Anniversary
High shader detail works now:

S2DNG 2018-12-13 19-06-36-53.jpg
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S2DNG 2018-12-13 19-06-36-53.jpg
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392.81 KiB
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3282 views
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Sins of a Solar Empire
Renders correctly now and enumerates resolutions correctly now, however refresh rate enumeration still fails so it's impossible to set resolution ingame. Using dgVoodoo.conf to specific 1366x768 as the only supported resolution and forcing it to 2560x1440 reveals that resolution forcing works very nicely and is probably very helpful for this game:

Sins of a Solar Empire Rebellio 2018-12-13 18-36-47-06.jpg
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Sins of a Solar Empire Rebellio 2018-12-13 18-36-47-06.jpg
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Reply 746 of 1111, by ZellSF

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I'm running into quite a few games that need:

DefaultEnumeratedResolutions = none
ExtraEnumeratedResolutions

I don't mind editing conf files personally, and my setup isn't that common (1440p 120hz+ monitor), but have you thought about doing changes to the default resolution enumeration or somehow exposing those settings in dgVoodooCpl?

Anno 1701 AD
Renders 2D elements correctly now

3.jpg
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3.jpg
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Resolution forcing (pointless) gives double cursor.

Armed and Dangerous
Renders correctly now:

1.jpg
Filename
1.jpg
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736.92 KiB
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3269 views
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Resolution forcing works and might help with bad font scaling.

Boiling Point: Road to Hell
Still no 2D UI elements.

Caesar IV
Renders 2D elements correctly now:

4.jpg
Filename
4.jpg
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928.24 KiB
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3269 views
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Fair use/fair dealing exception

No point in resolution forcing so didn't try.

Dungeons & Dragons: Dragonshard
Still crashes.

Empire Earth III
Seems to crash now.

Fairy Bloom Freesia
Renders correctly now, resolution forcing works and would have been very nice if this game didn't already have a resolution patch:

2.jpg
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2.jpg
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1.03 MiB
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3269 views
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Majesty 2 (demo)
Renders correctly now:

5.jpg
Filename
5.jpg
File size
1.32 MiB
Views
3269 views
File license
Fair use/fair dealing exception

Resolution forcing very useful as the game has bad UI scaling, though I've no idea how the full patched version compares.

Reply 749 of 1111, by ZellSF

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F.E.A.R also occasionally does this (I've seen it with resolution unforced too):

FEAR 2018-12-13 21-54-32-57.jpg
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FEAR 2018-12-13 21-54-32-57.jpg
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But I can't find a reliable way to reproduce it at all.

Ghost Pirates of Vooju Island
Seems to work now, but resolution forcing makes FMVs unwatchable and framerate is less than 10 FPS.

Reply 751 of 1111, by ZellSF

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Earth 2160
Lava and fog renders properly now:

Earth2160_SSE 2018-12-13 22-17-19-27.jpg
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Earth2160_SSE 2018-12-13 22-17-19-27.jpg
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However compare to native as seen in this post:
Re: WIP versions
And one effect (lava eruption at top of the volcano) is still missing.

Paraworld
Works now. Resolution forcing gives invisible mouse cursor.

PWClient 2018-12-13 22-32-29-07.jpg
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PWClient 2018-12-13 22-32-29-07.jpg
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Reply 752 of 1111, by luigi-master

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Harry Potter and the Goblet of Fire (Demo)
The shadow issue from before persists.

gof_demo 2018-12-13 21-09-50-08.jpg
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gof_demo 2018-12-13 21-09-50-08.jpg
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Teenage Mutant Ninja Turtles (2003)
The texture issue has now been resolved, applies for both demo and retail versions.

tmnt 2018-12-13 21-15-50-47.png
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tmnt 2018-12-13 21-15-50-47.png
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3205 views
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Total Overdose
The game now renders properly, however this switch appears to be missing.

TOD 2018-12-13 21-19-50-63.png
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TOD 2018-12-13 21-19-50-63.png
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Ed, Edd n Eddy: The Mis-Edventures and Teenage Mutant Ninja Turtles 2: Battle Nexus still work correctly.

Reply 753 of 1111, by RJ8

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Battlestations: Midway

Startmenus work,
Crashing when entering first scene with Shader 1.1 and 2.0 as well. (WIP 54)
This line appears many times in debugview
[4100] [dgVoodoo] WARNING: Direct3D9 (06AC68D0)::CheckDeviceFormat: Resource type D3DRTYPE_TEXTURE with format D3DFMT_R3G3B2 and usage (0) is not available on device type D3DDEVTYPE_HAL with adapter format D3DFMT_X8R8G8B8.
...
...
last entries are:
[4100] [dgVoodoo] INFO: Direct3DDevice9 (07194C00)::CreatePixelShader: Direct3DPixelShader9 (083E9AA8, IDirect3DPixelShader9 = 083E9AA8) is created (ps.1.1).
[4100] [dgVoodoo] INFO: Direct3DDevice9 (07194C00)::CreateVertexShader: Direct3DVertexShader9 (2CA53158, IDirect3DVertexShader9 = 2CA53158) is created (vs.1.1).
[4100] Error -
[4100] RtlWerpReportException failed with status code :-1073741823. Will try to launch the process directly
[4100]
[4100] [dgVoodoo] WARNING: Leaked D3D9 objects detected at unloading D3D9 (probably process exit)!

Request a game profile for VorpX - VorpX Inofficial Gamelist - RJs VorpX Games

Reply 755 of 1111, by ZellSF

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ZellSF wrote:

F.E.A.R also occasionally does this (I've seen it with resolution unforced too):

FEAR 2018-12-13 21-54-32-57.jpg

But I can't find a reliable way to reproduce it at all.

I can get this to happen pretty frequently. It happens when first loading the game engine and disappears after a short while, so you need to quit the game and relaunch it to make it happen. More importantly it seems to have been introduced in WIP54: I can't reproduce it in WIP53. If you don't know what it is I can try to upload a save game that reproduces it more often (I overwrote the one I had by accident).

Dege wrote:

Dragon Age: Origins goes to menus again.

Empire Earth III goes ingame again, and the rendering issues I posted about earlier are fixed (though I think it has some other issues with higher graphic details I need to screenshot).

Reply 756 of 1111, by teleguy

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Dege wrote:

Some tiny improvement in Dark Messiah. The mouse cursor now occasionally blinks into existance for the fraction of a second when you move it.

Gamma issues in Silent Hunter 3 are fixed. One thing I already noticed with the earlier WIPs is that the passthru to real DirectX doesn't work properly which results in driversettings like AA etc. not getting applied and the game might even fail to launch due to resolution/aspect ratio issues. To stop using dgVoodoo properly you have to delete D3D9.dll from the game directory. This may also apply to other games.
Though maybe the passthru is not yet supposed to work with this WIP?

Reply 757 of 1111, by batterymandark

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Dege wrote:
A new WIP: […]
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A new WIP:

=========================
WIP54:
=========================
- Optimizing D3D9 StretchRect (The Witcher)

[b[/b]

Neat, the game no longer act like you having a harddrive form 1995 😀
I do see a common thing thou, double mouse when using upscale, where the cursor with the original resolution is "just there" not serving any purpose other than being annoying.
is there a way to fix this for game suffering from this or is this a going to be a feature request , like removing or proper render mouse cursor ?

Reply 758 of 1111, by Dagar

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teleguy wrote:

Some tiny improvement in Dark Messiah. The mouse cursor now occasionally blinks into existance for the fraction of a second when you move it.

I have seen this mouse cursor issue as well more than a few times in several games when using DGVoodoo2.
A few that come to mind are: Clans (aka Satanica), Chosen Well of Souls

I'm using Windows 10. When moving the mouse in game, occasionally I will see the Windows 10 "blue spinning circle" flash on the screen. Seems to happen more frequently the faster you move the mouse.
Sort of like a busy mouse cursor in the background.
Tried all different combinations of configurations to no avail.

Here is what I'm referring too:
circle-spin.png

Reply 759 of 1111, by ZellSF

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Dreamfall: The Longest Journey actually goes to menus if you force window mode, but doesn't render the 3D backgrounds and crashes when going ingame. It spams this in the log in the menus:

[5912] [dgVoodoo] ERROR: Direct3DDevice9 (0D674708): Draw*/ProcessVertices: Current FVF code (0) is invalid.

Dagar wrote:
I have seen this mouse cursor issue as well more than a few times in several games when using DGVoodoo2. A few that come to mind […]
Show full quote
teleguy wrote:

Some tiny improvement in Dark Messiah. The mouse cursor now occasionally blinks into existance for the fraction of a second when you move it.

I have seen this mouse cursor issue as well more than a few times in several games when using DGVoodoo2.
A few that come to mind are: Clans (aka Satanica), Chosen Well of Souls

I'm using Windows 10. When moving the mouse in game, occasionally I will see the Windows 10 "blue spinning circle" flash on the screen. Seems to happen more frequently the faster you move the mouse.
Sort of like a busy mouse cursor in the background.
Tried all different combinations of configurations to no avail.

Here is what I'm referring too:
circle-spin.png

If it's the Windows native mouse cursor, there's plenty of ways to hide that. For example you can do it with an AutoHotKey script: https://www.autohotkey.com/docs/commands/DllC … .htm#HideCursor

Worse for games that render their own mouse cursor though. I want to see better cursor handling in dgVoodoo too, but not as much as I want to see compatibility improvements.