WIP versions

General information and assistance with dgVoodoo.

Re: WIP versions

Postby ZellSF » 2017-12-08 @ 18:39

Dege wrote:
ZellSF wrote:Not WIP related but I tried Lands of Lore II in PCem and got the same glitches. So Lands of Lore II's Direct3D renderer is just sort of bad.

Your options are dealing with the Windows version (seams in 3D rendering edges, random bugs introduced by modern CPUs), the DOS version (have to deal with messy DOSBox/Glide wrapper integration, wonky performance) or some other emulator that can emulate a Voodoo card (but then you'll be limited to 640x400 and 16-bit color).

If you select ATI Radeon as graphic card you also get some other new glitches, but they're similar to DXGL. I'm starting to think this is just another result of a flawed Direct3D renderer:
The attachment LOLG95 2017-12-03 22-07-10-34.jpg is no longer available
While setting dgVoodoo2 to GeForce gets rid of that glitch, it's not so nice with other things. GeForce:
The attachment LOLG95 2017-12-03 22-14-01-09.jpg is no longer available
Radeon:
The attachment LOLG95 2017-12-03 22-06-19-14.jpg is no longer available


As for the appearance, the only difference between GF4 and ATI8500 should be the colorkeying. GF4 cuts more from the texture than ATI8500.

I know. The DOS version seems to do something in the middle of those two though:
dosbox 2017-12-08 18-00-18-05.jpg
Is it somehow possible to force that with dgVoodoo2?

Comparing the screenshot with the Windows version now I also realize two other things. The window version has a higher field of view and a different aspect ratio for the FMV actors. The only way to get the same aspect ratio as the DOS version is to... display 640x400 with a 1:1 PAR.

So I was wrong about the aspect ratio. It's AR corrected for a 1:1 PAR when running 640x400 in a 640x480 window. Weirdly enough only in the Direct3D render. Not the DirectDraw render. I guess it's starting to make some sort of sense to me now. The increased FOV of the Direct3D render leads to some problems with FMVs:
LOLG95 2017-12-08 18-58-25-25.jpg
This and Jazz Jackrabbit... can my retro games stop being widescreen? It's confusing as hell.

4:3 or 16:10 this game still has letterboxing and custom bilinear scale factors (including non-integer scales) could be useful. That could also be useful for games like Advent Rising (still doesn't have shadows btw) and MDK. Granted both of those (and Lands of Lore II) can be fixed with resolution forcing, but that's not always ideal.
Dege wrote:But I'll re-test this game on Win10 FCU as it seems to have some other problems as well, as WaltC said too.

I haven't seen any issues in either the DOS Glide render or the Windows Direct3D render. With the DOS Glide render there was slowdown when mouse movement + vsync was used.

Of course with running dgVoodoo2 windowed and doing borderless fullscreen you get perfect results even with the DOS render. Have you thought about some way to provide that option in a more convenient way?

Also if you want to test the Windows version you should probably know this, to install it you need to copy CDDrive:\INSTALL and CDDRIVE:\SETUP\INSTALL to the same folder. Then patch the game with this (the actual patcher won't run on 64-bit Windows) finally run "LOLSETUP.exe" in the install directory and set up graphic options (they're irrelevant for the Direct3D render though).
ZellSF
Oldbie
 
Posts: 1096
Joined: 2006-1-01 @ 18:19

Re: WIP versions

Postby ZellSF » 2017-12-09 @ 22:02

O.D.T Escape or Die Trying works fine, the Launcher.exe will crash when enumerating resolutions without DisableDefaultResolutions.

I said earlier Wartorn had problems rendering the menu. I can't reproduce that now, but it crashes initializing the 3D render. Log attached.
Attachments
wartorn.LOG
(1.83 MiB) Downloaded 7 times
ZellSF
Oldbie
 
Posts: 1096
Joined: 2006-1-01 @ 18:19

Re: WIP versions

Postby KainXVIII » 2017-12-12 @ 13:33

WIP39 - Broken Sword 3: The Sleeping Dragon has glitched shadows (or something)

With dgvoodoo2
20171212163106_1.jpg

Without
20171212162609_1.jpg
User avatar
KainXVIII
Member
 
Posts: 275
Joined: 2015-5-20 @ 15:04
Location: Yaroslavl

Re: WIP versions

Postby Dege » 2017-12-15 @ 14:33

A little improvement that I wanted to do a long time ago:

=========================
WIP40:
=========================

- Improved shader handling:
* Resource cache for reuse of D3D8 compiled shaders
* Dynamic shader compiling is moved to a background thread to avoid/minimize lags caused by this
Glide: for all compiled shaders
DirectX: for all compiled shaders that can be backed by precompiled ones
also, unneeded shader variants could be unnecessary compiled, fixed
- Slightly changed behavior of DX/DX8 window activating to avoid unwanted situations and improve compatibility in that respect
(e.g. DX8 device reset from window activating and such, like in Splinter Cell PT, Hitman 2/3, etc.)


http://dege.fw.hu/temp/dgVoodooWIP40.zip
http://dege.fw.hu/temp/dgVoodooWIP40_dbg.zip

I release this because I changed some deep fundamental parts of the wrapper and I think it's better to release it for testing sooner than later. :)
Dege
Oldbie
 
Posts: 1245
Joined: 2003-9-04 @ 11:06

Re: WIP versions

Postby lowenz » 2017-12-15 @ 19:16

Can anyone test TOCA 2?
lowenz
Oldbie
 
Posts: 957
Joined: 2014-12-20 @ 01:30

Re: WIP versions

Postby lowenz » 2017-12-15 @ 19:40

lowenz wrote:Can anyone test TOCA 2?

Nevermind, it was an exe problem :D
Solution:

Patched 4.1 version (patch here http://www.patches-scrolls.com/dl.php?file=toca2p41.zip):
1. Open TC2.exe with hex editor
2. Scroll down to offset 0x7426D (row 00074260, column 0D) and change 7E to EB
3. Save TC2.exe and play!
lowenz
Oldbie
 
Posts: 957
Joined: 2014-12-20 @ 01:30

Re: WIP versions

Postby Dege » 2017-12-16 @ 14:03

ZellSF wrote:O.D.T Escape or Die Trying works fine, the Launcher.exe will crash when enumerating resolutions without DisableDefaultResolutions.

I said earlier Wartorn had problems rendering the menu. I can't reproduce that now, but it crashes initializing the 3D render. Log attached.


Indeed. But I've just fixed it.
Dege
Oldbie
 
Posts: 1245
Joined: 2003-9-04 @ 11:06

Re: WIP versions

Postby CoolGamer » 2017-12-18 @ 20:23

Dege,

Since you implemented shader cache to WIP40, is it possible to implement shader dumping and replacement to dgVoodoo in the future? Maybe when the API is ready.

If I remember correctly, shader dumping and replacement was requested from reshade author but he couldn't do it because of time constraints and the way reshade software was structured/programmed.
CoolGamer
Member
 
Posts: 121
Joined: 2017-1-14 @ 17:22

Re: WIP versions

Postby lowenz » 2017-12-18 @ 20:56

ReShade+Shader Replacement would be a fantastic ENB alternative.
lowenz
Oldbie
 
Posts: 957
Joined: 2014-12-20 @ 01:30

Re: WIP versions

Postby Dege » 2017-12-19 @ 21:53

CoolGamer wrote:Dege,

Since you implemented shader cache to WIP40, is it possible to implement shader dumping and replacement to dgVoodoo in the future? Maybe when the API is ready.

If I remember correctly, shader dumping and replacement was requested from reshade author but he couldn't do it because of time constraints and the way reshade software was structured/programmed.


Uhh, I'm little bit confused here. Meaning the postprocess shaders? Or the ones used for 3D rendering?
Dege
Oldbie
 
Posts: 1245
Joined: 2003-9-04 @ 11:06

Re: WIP versions

Postby lowenz » 2017-12-19 @ 23:21

I think 3D rendering ones.
lowenz
Oldbie
 
Posts: 957
Joined: 2014-12-20 @ 01:30

Re: WIP versions

Postby CoolGamer » 2017-12-19 @ 23:37

I am not sure, but people wanted to dump and replace 3d rendering shaders, post-processing shaders, water shaders, reflection shader, ambient lighting etc. Can you dump and replace both 3d rendering shaders and post-processing shaders used in games?

I know that directx shader writing skill is required to understand the dumped shader and to be able to modify/enhance its code. So I won't be able to do it, but modders will be able to do it.
CoolGamer
Member
 
Posts: 121
Joined: 2017-1-14 @ 17:22

Re: WIP versions

Postby lowenz » 2017-12-19 @ 23:49

Yes but that feature would be awesome AFTER having implemented a dx9 wrapper (and the DX10.x/DX11 passthrough).
lowenz
Oldbie
 
Posts: 957
Joined: 2014-12-20 @ 01:30

Re: WIP versions

Postby CoolGamer » 2017-12-20 @ 00:15

Yes I agree that it would be awesome. If Dege implements it to dgVodoo, shader dumping and replacement can also be used on DX6/7/8 games, right?
CoolGamer
Member
 
Posts: 121
Joined: 2017-1-14 @ 17:22

Re: WIP versions

Postby Dege » 2017-12-25 @ 15:34

It should be the part of the hooking api...
Dege
Oldbie
 
Posts: 1245
Joined: 2003-9-04 @ 11:06

Re: WIP versions

Postby Dege » 2017-12-25 @ 15:36

Some improvements again:

=========================
WIP41:
=========================

- DDraw incompatibilities are fixed (Wartorn, Message in a Haunted Mansion, Micro Machines v3)
- Migrating to INI format config files; now the CPL writes its own INI template instead of binary files
- Avoiding dumping unnecessary error messages (caused by internal working) in the debug layer
- Adding entries about DDraw resolution enumerating into the debug layer
- Fix for 'Best available one' output type when only WARP is available
- D3D crash fix (Honour & Freedom)
- D3D ProcessVertices incompatibility, fixed (RIM - Battle Planets)


http://dege.fw.hu/temp/dgVoodooWIP41.zip
http://dege.fw.hu/temp/dgVoodooWIP41_dbg.zip
Dege
Oldbie
 
Posts: 1245
Joined: 2003-9-04 @ 11:06

Re: WIP versions

Postby stranno » 2017-12-25 @ 15:49

Dege wrote:Some improvements again:

Micro Machines V3, hooray :happy:
User avatar
stranno
Newbie
 
Posts: 98
Joined: 2016-2-28 @ 19:55

Re: WIP versions

Postby Dege » 2017-12-25 @ 15:53

Don't forget to get the patched executable for that, attached in the MMV3 thread.
Dege
Oldbie
 
Posts: 1245
Joined: 2003-9-04 @ 11:06

Re: WIP versions

Postby lowenz » 2017-12-25 @ 16:03

Thanks for the gift, dgSanta :D
lowenz
Oldbie
 
Posts: 957
Joined: 2014-12-20 @ 01:30

Re: WIP versions

Postby KainXVIII » 2017-12-25 @ 19:05

Nice!
No Broken Sword 3 fixes though :depressed:
User avatar
KainXVIII
Member
 
Posts: 275
Joined: 2015-5-20 @ 15:04
Location: Yaroslavl

PreviousNext

Return to dgVoodoo General

Who is online

Users browsing this forum: No registered users and 1 guest