Reply 120 of 144, by mitradis
constant micro stuttering:
https://mega.nz/file/zU5AhbLB#INoiS_un7hWdcwu … GEpUSrnUGOkI9lk
constant micro stuttering:
https://mega.nz/file/zU5AhbLB#INoiS_un7hWdcwu … GEpUSrnUGOkI9lk
I've been messing around with dgVoodoo2 in Dragon Age Origins, and I found that versions of dgVoodoo2 from 2.8 to 2.82.5 have an issue with certain magic effect textures appearing black. Here's some screenshots of what it looks like when a mage uses "Winter's Grasp" with one of the effected versions installed:
This seems to be a regression from 2.79.3 where this effect texture worked fine. Here's a screenshot of what the "Winter's Grasp" effect looked like in that version:
I think I might have seen more broken effect textures when playing the main campaign as mage, but at the time I switched to DXVK since I was having issues using ReShade and dgVoodoo2 in Dragon Age Origins. I can't remember for certain though, as it was some time ago that I originally tried the game with dgVoodoo2.
There is a regression bug affecting Splinter Cell: Chaos Theory's Versus mode that began occurring with dgVoodoo v2.82 and in all following versions, including v2.82.5. The last working version of dgVoodoo is v2.81.3.
In this game, the laser from the Shocker Gun projects a texture onto BSP surfaces and StaticMeshes. However, dgVoodoo2 seems to have issues rendering this texture consistently on StaticMeshes. The laser appears only at certain angles, typically at the corners or edges of a mesh, and then gradually fades away. BSP surfaces still handle the laser projector texture correctly.
GT500 wrote on 2024-07-09, 04:12:I've been messing around with dgVoodoo2 in Dragon Age Origins, and I found that versions of dgVoodoo2 from 2.8 to 2.82.5 have an […]
I've been messing around with dgVoodoo2 in Dragon Age Origins, and I found that versions of dgVoodoo2 from 2.8 to 2.82.5 have an issue with certain magic effect textures appearing black. Here's some screenshots of what it looks like when a mage uses "Winter's Grasp" with one of the effected versions installed:
This seems to be a regression from 2.79.3 where this effect texture worked fine. Here's a screenshot of what the "Winter's Grasp" effect looked like in that version:
I think I might have seen more broken effect textures when playing the main campaign as mage, but at the time I switched to DXVK since I was having issues using ReShade and dgVoodoo2 in Dragon Age Origins. I can't remember for certain though, as it was some time ago that I originally tried the game with dgVoodoo2.
I tested all the spells I could cast (Winter's Grasp does nothing for me) but didn't see any black texture. One thing though: I remember patching this game to 4GB aware otherwise the rendering might have had missing parts when the memory usage reached 2GB. Maybe that, I don't know.
Joshhhuaaa wrote on 2024-07-19, 18:38:There is a regression bug affecting Splinter Cell: Chaos Theory's Versus mode that began occurring with dgVoodoo v2.82 and in all following versions, including v2.82.5. The last working version of dgVoodoo is v2.81.3.
In this game, the laser from the Shocker Gun projects a texture onto BSP surfaces and StaticMeshes. However, dgVoodoo2 seems to have issues rendering this texture consistently on StaticMeshes. The laser appears only at certain angles, typically at the corners or edges of a mesh, and then gradually fades away. BSP surfaces still handle the laser projector texture correctly.
Thanks, indeed, fixed.
mitradis wrote on 2024-05-22, 16:23:constant micro stuttering:
https://mega.nz/file/zU5AhbLB#INoiS_un7hWdcwu … GEpUSrnUGOkI9lk
Yes, I get the same but natively as well. It must be a timing problem on game side. Even the animation of the main banner is not smooth in the main menu.
WIth the last releases (proper release and WIP) I got a strange issue in Splinter Cell, strange because it seems to not appear in Windows 11 22H2 but only in 23H2. Bloom "sources" (lights, windows, street lamps, etc.) are just dislocated in the scene (like in another layer not in sync with the "main" one) but when I press WIN+D (2 times of course) the scene becomes right
Hi,
I'd like to report a bug with Cubic Mipmapping in Colin McRae Rally 2.0. It doesn't work when using dgvoodoo.
Rest of mipmapping options are working fine.
https://www.pcgamingwiki.com/wiki/Colin_McRae … cs_settings.jpg
bandit9229 wrote on 2024-07-26, 10:07:Hi, […]
Hi,
I'd like to report a bug with Cubic Mipmapping in Colin McRae Rally 2.0. It doesn't work when using dgvoodoo.
Rest of mipmapping options are working fine.
https://www.pcgamingwiki.com/wiki/Colin_McRae … cs_settings.jpg
Could you plz post a screenshot about what the problem is with it? I practically cannot see much/any differene between Cubic trilinear/bilinear.
lowenz wrote on 2024-07-23, 21:22:WIth the last releases (proper release and WIP) I got a strange issue in Splinter Cell, strange because it seems to not appear in Windows 11 22H2 but only in 23H2. Bloom "sources" (lights, windows, street lamps, etc.) are just dislocated in the scene (like in another layer not in sync with the "main" one) but when I press WIN+D (2 times of course) the scene becomes right
Could you post a screenshot? I remember having a glitch like this with SC3 when resolution was forced.
Do you have "Force Scale&MSAA on RT Textures" disabled? If so, that would cause that problem (in my experience, anyways) so I'd recommend keeping that enabled. (do note that this'll cause dgvoodoo-forced MSAA and SSAA to produce graphical errors whenever large bodies of water are on screen, as such I'd recommend settling with Reshade FXAA/SMAA)
Nope, it's enabled.
lowenz wrote on 2024-07-28, 22:18:
Isn't resolution forcing taking place somehow? Say, the monitor scale is 125/150% and the game is (set to) not high DPI aware or sg like that?
Dege wrote on 2024-07-31, 17:56:lowenz wrote on 2024-07-28, 22:18:Isn't resolution forcing taking place somehow? Say, the monitor scale is 125/150% and the game is (set to) not high DPI aware or sg like that?
Damn! 😁
It was the splintercelluser config file in read-only mode with 2560x1440 resolution set inside.....during the runtime the thirteenag widescreen patch wrongly reports the desktop resolution (1920x1080) in the option menu, no matter the actual resolution used 'cause of the read-only flag!
lowenz wrote on 2024-07-31, 19:18:Dege wrote on 2024-07-31, 17:56:lowenz wrote on 2024-07-28, 22:18:Isn't resolution forcing taking place somehow? Say, the monitor scale is 125/150% and the game is (set to) not high DPI aware or sg like that?
Damn! 😁
It was the splintercelluser config file in read-only mode with 2560x1440 resolution set inside.....during the runtime the thirteenag widescreen patch wrongly reports the desktop resolution (1920x1080) in the option menu, no matter the actual resolution used 'cause of the read-only flag!
Great! 😎
Battle for Middle-earth crashing when minimized in taskbar.
Starting with dgVoodoo v2.82.2, some graphics in Croc 2 have a blue tint. Other games using the same engine (such as Aladdin in Nasira's Revenge or The Emperor's New Groove) are also affected. Older versions of dgVoodoo (v2.82.1 and lower) are not affected.
I used the official Croc 2 demo to take the attached screenshots.
https://community.pcgamingwiki.com/files/file … 95-croc-2-demo/
dgv2 2.83 D3D12 + Special K + Wolfenstein 2009 -> Grey screen (the main window of the game)
No problem with D3D11 (don't know if it's a regression bug)
dgVoodoo v2.83.1 has lighting bugs with Lego Island, that were initialy reported here: Re: Regressive bugs - report them here , but now they're even worse.
I've managed to track down the 2.78.2 version (somehow it's very difficult now to find compiled older versions, all the link are dead, github artifacts are missing?) and indeed everything's fine there.
It's not only the cube, but the lighting overall. Its as if the characters and objects are lit from the wrong side and maybe the light is more intense than needed or something like that. See the comparison screenshots.
Also, the mouse pointer is at the wrong coordinates. The game has an inbuilt pointer which can be activated from either the config.exe or rebuilder launcher, yet if activated, some other, probably legacy system pointer is also visible, and it's drawn higher than the game's one. Still, the game draws the cursor at the proper (active) pixel. The older 2.78.2 version also has two cursors, but the aforementioned system one is drawn atop of the game's one. So they're like perfectly overlapping. I wonder if it's possible to deactivate the system's pointer?
The screenshots are missing the system mouse pointer, as it's not captured by windows.
MB: Asus P3B-F 1.03 (2x ISA)
CPU: PIII-S 1.4GHz/VIA C3 800MHz
RAM: 256MB PC133
Video: GeForce 4600Ti/Voodoo 5 5500/Voodoo 3 3500 for DOS Glide
Audio: SB16 OPL3 + Audigy Platinum Ex
OS: Windows 98