WIP versions

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Re: WIP versions

Postby ZellSF » 2018-10-19 @ 18:27

Tron 2.0 looks correct. It also benefits a lot from resolution forcing.
lithtech 2018-10-19 20-28-33-92.jpg
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Re: WIP versions

Postby lowenz » 2018-10-19 @ 19:19

Tron 2.0 has a fixed resolution? Really?
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Re: WIP versions

Postby DosFreak » 2018-10-19 @ 19:31

IIRC, Tron 2.0 is 4:3 but with unofficial patch and Killer App Mod you get 16:9 and 16:10. Killer App Mod is still being updated too.

I do wonder if it would be possible in dgvoodoo if some kind of comment could be added, stating that updating a game, using a port may be preferable than using dgvoodoo but probably no one wants to hear that in this thread since dgvoodoo is so awesome.
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Re: WIP versions

Postby ZellSF » 2018-10-19 @ 19:49

lowenz wrote:Tron 2.0 has a fixed resolution? Really?

No, but it has bad UI scaling. Killer App does not fix this.
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Re: WIP versions

Postby roshiahito » 2018-10-19 @ 20:15

Tried launching Sims 2 (2004, d3d9), but unfortunately it crashes with INVALIDCALL.
Here's a debug log:
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Re: WIP versions

Postby lowenz » 2018-10-19 @ 20:24

DosFreak wrote:IIRC, Tron 2.0 is 4:3 but with unofficial patch and Killer App Mod you get 16:9 and 16:10. Killer App Mod is still being updated too.

I do wonder if it would be possible in dgvoodoo if some kind of comment could be added, stating that updating a game, using a port may be preferable than using dgvoodoo but probably no one wants to hear that in this thread since dgvoodoo is so awesome.

dgVoodoo can't modify the FoV (and it's allright).
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Re: WIP versions

Postby lowenz » 2018-10-19 @ 20:33

Dege wrote:I only tested D3D9 with:
- Far Cry (patched to 1.4)

I've re-tested and I can confirm that:

*Your DLL switches r_Quality_BumpMapping = "3" to r_Quality_BumpMapping = "2"

Maybe this is due to SM3 not yet implemented (and FC 1.4 needs SM3 support if you don't switch it OFF through r_SM30path 0)!
BUT your DLL has some other problems, as I already pointed out, and NOT related to the bumpmapping:

-mipmap (?) / detailed texture missing
-no shadows!


Correct rendering:
Image

dgVoodoo2 rendering
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Last edited by lowenz on 2018-10-19 @ 21:52, edited 1 time in total.
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Re: WIP versions

Postby Firtasik » 2018-10-19 @ 20:35

El Matador (broken shadows on modern hardware)
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Re: WIP versions

Postby ZellSF » 2018-10-19 @ 21:35

Call of Cthulhu: Dark Corners of the Earth
"Failed to create device"

Rollercoaster Tycoon 3
Fails to render menu (just the 2D slideshow that's supposed to be behind the menu).

Sonic Riders
Just crashes, no error. Will look for d3d9.dll only in C:\Windows\SysWOW64 unless you edit the exe.

Spellforce
Inconsistent startup behavior, always crashes, but only sometimes gives "D3DERR_INVALIDCALL (1154)". Like Sonic Riders, only looks for d3d9.dll in C:\Windows\SysWOW64.

Titan Quest (demo)
The procedure entry point D3DPERF_SetMarker could not be located in the dynamic link library D:\Titan Quest Demo\Direct3D.dll.
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Re: WIP versions

Postby Deffnator » 2018-10-22 @ 00:54

wile everyone is been testing new stuff
DI Apache Longbow 95(windows) and HIND has Flickering Menus and window problems

i didn't tested with the 3dfx patch due to the setup being busted, and the game patch being incompatible with modern windows
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Re: WIP versions

Postby lowenz » 2018-10-23 @ 10:09

Any news Dege about the issues of FC? (I hope now you see them! :D )
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Re: WIP versions

Postby daniel_u » 2018-10-23 @ 18:48

3dmark 2003. Cant run anything. benchmarks reports no test compatible with my card .:)(1080Ti, Windows 7 x64)
I wanted to run some test wtih Ps1.1 as you can see below

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Re: WIP versions

Postby Dege » 2018-10-23 @ 19:27

I found fundamental bugs in D3D9. Don't test anything new with WIP51, those bugs affects many aspect of the rendering.
But, I already fixed a lot of things and working on a new version to come up with.

lowenz wrote:Any news Dege about the issues of FC? (I hope now you see them! :D )

Yes, the ground texture now seems ok. As for the shadows... well, I don't know. There is shadow in general with dgVoodoo too, but I don't know if it's rendered in a different way with sm1.x compared to sm3. I mean, environment models (palm trees and such) may be lower level for sm1.x.
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Re: WIP versions

Postby Dege » 2018-10-23 @ 19:34

kaiser77_1982 wrote:Hello Dege, I say you this here becuase I can't send PMs. I am writing a book about 3dfx, could I use the photos of games of your web in my book? Thanks

Sorry, I forgot about this. Yes, you can use them... but those pictures are about DX games, not 3Dfx ones... :)
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Re: WIP versions

Postby batterymandark » 2018-10-23 @ 20:22

Hi Dege, since people has been blasting posts, I guess you missed my latest post. :-P

but I have been figured out that by selecting the GTA FIA config to a 16 bit graphic resolution, the dashboard textures works, but I don't think the cars side mirrors are working with dgvoodoo.
but by setting the game to a 32 bit resolution, the bug appeared.
So the game only work almost perfect if I set the game to 16 bit, I also use unforced in dgvoodoo since the display resolution is showing fine for the game with help of dgvoodoo.
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Re: WIP versions

Postby lowenz » 2018-10-23 @ 20:23

Dege wrote:But, I already fixed a lot of things and working on a new version to come up with.

You know we love you, right? :D
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Re: WIP versions

Postby daniel_u » 2018-10-24 @ 09:34

Dege wrote:I found fundamental bugs in D3D9. Don't test anything new with WIP51, those bugs affects many aspect of the rendering.
But, I already fixed a lot of things and working on a new version to come up with.

lowenz wrote:Any news Dege about the issues of FC? (I hope now you see them! :D )

Yes, the ground texture now seems ok. As for the shadows... well, I don't know. There is shadow in general with dgVoodoo too, but I don't know if it's rendered in a different way with sm1.x compared to sm3. I mean, environment models (palm trees and such) may be lower level for sm1.x.


Do you plan to make the dll to be used with other custom d3d9 dlls? I mean i love GTA4 (SM3.0)for which i chain 3 dll already . :)(SMAA, some custom code patch 8 and enb)
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Re: WIP versions

Postby Deffnator » 2018-10-25 @ 03:28

Deffnator wrote:wile everyone is been testing new stuff
DI Apache Longbow 95(windows) and HIND has Flickering Menus and window problems

i didn't tested with the 3dfx patch due to the setup being busted, and the game patch being incompatible with modern windows

NVM, tested it with the 3dfx patch and Voodoo
3dfx patch has a perpetual black screen menu that it doesnt load after the cinematic intro
Voodoo2 works, but the cameras are busted and you cant change it.

The Game runs well without both + Using D3DRM.dll but its unstable and it crashes if i use it to change resolution.

as for Jane's FA
FA 2018-09-30 19-54-38.png
this is what happens if i use menus and such
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Re: WIP versions

Postby Dege » 2018-10-25 @ 17:46

New WIP:
=========================
WIP52:
=========================

- Regression bug in D3D8 shader cache, fixed (Star Wars Republic Commando)
- Adding support for textures/surfaces with YUV formats (UYVY, YUY2) for D3D8/9 (Serious Sam 2 movie playback)
- Lot of D3D9 bugfixing
- Some general refactoring


http://dege.fw.hu/temp/dgVoodooWIP52.zip
http://dege.fw.hu/temp/dgVoodooWIP52_dbg.zip

D3D9 games I tested so far:

- Ages Of Empires III - Selecting antialiasing in the game causes black screen (it's some init problem I need to solve), otherwise seems to be ok
- AquaNox 2 - Seems to be ok
- Bontage - Seems to be ok
- SC Chaos Theory - Seems to be ok (with my patch)
- Demon Stone - One issue: dgVoodoo doesn't yet support auto-generation of texture mipmap-levels. This game supposes the support for that and creates its own textures with autogen. dgVoodoo will only allow the topmost level for those textures, resulting in disabling mipmapping. The debug layer will warn you if such a texture creation is detected. Otherwise seems to be ok.
- Enter The Matrix - Doesn't work. There is an initialization problem I need to resolve. I managed to get it run by helping a little by the debugger (:D) and there were no rendering problems.
- Far Cry - Don't know if the objects are rendered at a lower detail level into the shadow texture with sm1.x compared to sm3. Otherwise seems to be ok.
- FireWarrior - Seems to be ok
- Ground Control II demo - I'm not sure. Scene is a bit foggy and water is rendered differently with SM1.x.
- Heroes of Annihilated Empires - Menu works, but turns out to be an SM2 game so 3D rendering is wrong.
- Oblivion - Menu works, but turns out to be an SM2 game so 3D rendering is wrong.
- MicroMachines V4 - Seems to be ok
- Narbacular Drop - Seems to be ok
- Outrun Coast To Coast 2006 - Seems to be ok
- Pitfall The Lost Expedition - Seems to be ok
- Prince of Persia The Sands of Time - Seems to be ok
- Raider III - Doesn't work correctly. This game uses D3DX and there must be some problem with it through dgVoodoo, I need to figure it out.
- Tomb Raider - The Angel of Darkness - Seems to be ok
- Serious Sam 2 - I think there is a glitch with the water, otherwise seems to be ok

- 3DMark 03: Test 'Mother Nature' is not available, I guess it needs higher shader versions than 1.x, bu otherwise ok

@Deffnator: Thanks for the feedback! I want to do some DDraw fixings a bit later.
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Re: WIP versions

Postby daniel_u » 2018-10-25 @ 19:45

Dege wrote:New WIP:
[i]=========================
WIP52:
=========================
- 3DMark 03: Test 'Mother Nature' is not available, I guess it needs higher shader versions than 1.x, bu otherwise ok
.


Something is wrong with the Non-debug version of d3d9.dll in 3dmark 03. It says "Initialization failed" upon running the tests.
If i try with debug version it works. :) My 3d mark version is 3.6.0
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