Kerouha wrote on 2023-02-09, 09:57:Latest Windows 10 and DgVoodoo2 release, Geforce 3060Ti […]
Show full quote
- Using "virtual dgvoodoo adapter" leads to crashes upon level load (or when level rendering starts?) Selecting "Geforce 9800" avoids that.
- Game appears to run at reduced color depth if point sampling is used (color banding can be seen, picture below), with no actual color settings touched.
- Game does not fare well with any scaling attempts. Menus break, fonts appear at incorrect size; game viewport turns black, with only glitched glow and teammate names visible.
- Hammer, the map editor for this game, renders viewports incorrectly. Similar to this issue
Latest Windows 10 and DgVoodoo2 release, Geforce 3060Ti
Even with these issues, still great that the game can be played (online!) with point sampling. Normally this is not possible unless you run "insecure" mode, and even then the game will force mipmaps with disabled texture filtering.
I've checked it out and I came to the following conclusions:
- GF9800 is needed (or at least recommended) for Source games. This game calls into D3D9 with an invalid shader ptr if the default 'internal card' is selected, that's why it crashes. It seems like the game "overreads" an internal table containing factored shader ptrs and picks up memory garbage. The difference between the internal and GF9800 is about the exposed D3D9 capabilities, the GF9800 exposes less capabilities than the internal one. This causes problems with other games as well (like selectable graphics settings in HL2).
- Reduced color depth occurs with 32 bit textures too, if they are modulated to be dark, so I guess it must be the same with non-point sampling. If not, then the forced sampling mode might affect the intermediate result of some complex rendering technique and that is the cause. TBH, I cannot do anything about that.
- Scaling must also be a game side 'issue', it's unavoidable if the game takes the actual window size for its 2D layout calculations (it happens with unforced resolution and 'strecthed, keep AR' scaling mode too).
- The Hammer editor works as expected with WIP89.4, the fix for UnrealEd also fixed that one.