dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-08 @ 00:29

Stiletto wrote:Next you'll be asking to mark threads as "SOLVED" LOL :P

:D

That's because dgVoodoo2 has possibly a wider audiance than any other project discussed here, and by far, but it doesn't have its own related/dedicated forum on the web!
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Re: dgVoodoo 2 for DirectX 11

Postby DosFreak » 2016-9-08 @ 02:07

It probably wouldn't hurt to have a dgVoodoo section on VOGONS similar to how Openglide and GliDOS are setup but mabye lumping them all under one would make more sense since compared to those two I'm sure dgVoodoo is used the most.

Mabye "API Wrappers & Emulators":

GliDOS General
GLIDOS Development

Openglide General
OpenGlide Development

Dgvoodoo General
Dgvoodoo Development

VDMSound General
VDmSound Development
Speedset
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2016-9-08 @ 07:52

DosFreak wrote:It probably wouldn't hurt to have a dgVoodoo section on VOGONS similar to how Openglide and GliDOS are setup but mabye lumping them all under one would make more sense since compared to those two I'm sure dgVoodoo is used the most.

Mabye "API Wrappers & Emulators":

GliDOS General
GLIDOS Development

Openglide General
OpenGlide Development

Dgvoodoo General
Dgvoodoo Development

VDMSound General
VDmSound Development
Speedset


I like the idea because the single dgVoodoo2 thread has grown really fat. It's hard to search for info inside it by themes.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-08 @ 10:34

Dege, can you test Chrome (the game :D ) or Chrome SpecForce with 1920x1080 as resolution set in the config file (Data\VideoSettings.scr) or using the HD fixes (http://wordpress.fusetnt.com/2012/05/ma ... -2-chrome/ ) ?

No problems with other resolutions, with 1920x1080 the two games crash @start.
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Re: dgVoodoo 2 for DirectX 11

Postby Qbix » 2016-9-08 @ 11:20

Dege wrote:
DosFreak wrote:It probably wouldn't hurt to have a dgVoodoo section on VOGONS similar to how Openglide and GliDOS are setup but mabye lumping them all under one would make more sense since compared to those two I'm sure dgVoodoo is used the most.

Mabye "API Wrappers & Emulators":

GliDOS General
GLIDOS Development

Openglide General
OpenGlide Development

Dgvoodoo General
Dgvoodoo Development

VDMSound General
VDmSound Development
Speedset


I like the idea because the single dgVoodoo2 thread has grown really fat. It's hard to search for info inside it by themes.


It's fine with me. Dgvoodoo is a good match on to why vogons was created in the first place.
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Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2016-9-08 @ 12:01

I would be nice if people will create threads stating the name of the game.Example:

DgVooDoo- Splinter Cell 1
DgVooDoo- Splinter Cell 2
DgVooDoo- NFS4
DgVooDoo- General
DgVo0doo-Offtopic
DgVodoo-Ongoing Progress
................
For Dege could also act up as a log per game .:)
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Re: dgVoodoo 2 for DirectX 11

Postby Expack3 » 2016-9-08 @ 17:16

A.I.M. 2 (Steam version) will boot into the open world just fine now with dgVoodoo2 WIP 27, but the game crashes when I attempt to play the tutorial level (only accessible when starting a new game). While this is a known issue - it's simply a bad model - I never experienced the issue when playing natively, so it seems to be more than just that.
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Re: dgVoodoo 2 for DirectX 11

Postby Mud » 2016-9-08 @ 19:59

Mud wrote:
Mud wrote:Mobile 1 Rally Championship 2000

Dege can you try optimalize INTEL GRAPHIC's CARD to run with dgvoodoo?
Without your program game work but slowly (low fps)
but when i plug in dgvoodoo its make [[ERROR]Cannot create directdraw object - check directx installation] :lol:


What type of Intel Chip exactly? I think Intel HD 2000 and above should support feature level 10.0.
What Output API's do you have in dgVoodooSetup?


Its Intel HD Graphics 4000 (Lenovo B590)
Image

Output API's
- Dirext3D 11 MS WARP (software)
- Dirext3D 11 (freature level 10.0)
- Dirext3D 11 (freature level 10.1)


When is choose "(freature lever 10.0)" or "10.1" in "Adapters to use/enable" is avalible "Intel(R) HD Graphics"
but when i switch to "Dirext3D 11 MS WARP (software)" its changed to "Microsoft Basic Render Driver"

Game works only with Dirext3D 11 MS WARP (software)
When change to freature leve have this error:

Image


Refreshing,
testing now with older product "International rally championship 1997" and exactly same problem :dead:
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-08 @ 20:48

Intel GPUs have several issues with dgVoodoo2 but really it's not Dege's fault, but Intel's software development policy :p
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Re: dgVoodoo 2 for DirectX 11

Postby AlienX999 » 2016-9-10 @ 00:15

Hello, I have a bit of a issue with most of the Dgvoodoo versions on a few specific games with horrible in-game keyboard input lag.
Monster Truck Madness 1
Monster Truck Madness 2 ? (Have yet to see but looks like it runs on a modified engine)
Grand Theft Auto
Grand Theft Auto London 1961 and Its Expansion.
Is there any way to fix this?



I am Using a Intel Pentium N3450 Processor
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Re: dgVoodoo 2 for DirectX 11

Postby MrEWhite » 2016-9-10 @ 03:36

AlienX999 wrote:Hello, I have a bit of a issue with most of the Dgvoodoo versions on a few specific games with horrible in-game keyboard input lag.
Monster Truck Madness 1
Monster Truck Madness 2 ? (Have yet to see but looks like it runs on a modified engine)
Grand Theft Auto
Grand Theft Auto London 1961 and Its Expansion.
Is there any way to fix this?



I am Using a Intel Pentium N3450 Processor

I have the same issue with GTA 1 and London, I get terrible keyboard lag. I have a GTX 1080 and a 4790k.
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Re: dgVoodoo 2 for DirectX 11

Postby AlienX999 » 2016-9-10 @ 14:10

@ MrEWhite indeed it also happens on CART Precision Racing too!
Forgot to add that in
Can you guys fix this in the next update?
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2016-9-11 @ 15:21

lowenz wrote:Dege, can you test Chrome (the game :D ) or Chrome SpecForce with 1920x1080 as resolution set in the config file (Data\VideoSettings.scr) or using the HD fixes (http://wordpress.fusetnt.com/2012/05/ma ... -2-chrome/ ) ?

No problems with other resolutions, with 1920x1080 the two games crash @start.


Tried and they work fine here.

AlienX999 wrote:Hello, I have a bit of a issue with most of the Dgvoodoo versions on a few specific games with horrible in-game keyboard input lag.
Monster Truck Madness 1
Monster Truck Madness 2 ? (Have yet to see but looks like it runs on a modified engine)
Grand Theft Auto
Grand Theft Auto London 1961 and Its Expansion.
Is there any way to fix this?

I am Using a Intel Pentium N3450 Processor


I tried Monster Truck Madness 2 on Win7, and it works fine.
On Win10, I sometimes get some input lag so I think it's not dgVoodoo related.
Last edited by Dege on 2016-9-11 @ 15:23, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2016-9-11 @ 15:23

I finished my testings and I released 2.53.
Compared to the latest WIP, I fixed some minor issues and also changed certain parts of the docs:

http://dege.fw.hu/dgVoodoo2_53.zip
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-11 @ 16:28

Dege wrote:Tried and they work fine here.

Thanks, maybe it's my problem with 59 Hz 1920x1080 resolution and 60 Hz declared in the config files.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-11 @ 19:48

Related: http://www.ttlg.com/forums/showthread.p ... ost2330332

If so they're some games with idiosyncrasies (those who save "60" as value for Hz, see Chrome/Chrome Specforce) :p
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Re: dgVoodoo 2 for DirectX 11

Postby AlienX999 » 2016-9-12 @ 03:11

thanks man ill figure the whole issue out :)
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-12 @ 09:09

Little problem with some textures (similar to shadowmap Z-fighting? So game/engine dependent?), see the wall russian text(ure :D):

*No dgVoodoo2:
Image

*dgVoodoo2 (walking the texture reappears):
Image

It's really a MINOR issue, just reporting ;)
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Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2016-9-12 @ 11:25

lowenz wrote:Little problem with some textures (similar to shadowmap Z-fighting? So game/engine dependent?), see the wall russian text(ure :D):

*No dgVoodoo2:
Image

*dgVoodoo2 (walking the texture reappears):
Image

It's really a MINOR issue, just reporting ;)


I saw the same in SC1. It's happening very fast but you can see it. Can be distracting at times.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2016-9-12 @ 11:32

It's some z-fighting with textures over other textures.
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