I have a new WIP. I wanted more things in this version but I ran into some time-consuming debugging and other problems, so they are deferred.
http://dege.fw.hu/temp/dgVoodooWIP31.zip
WIP31:
- Windows input issues caused by the wrapper are (hopefully) fixed
- Rendering transition between Glide/DDraw is fixed
- Contrast as a new color adjustment option is added
- A new DX videocard type, GeForce FX 5700 Ultra is added
* Now GeForce 4 should render light beams in Splinter Cell 1 correctly (unblurred lights with occlusion)
* But I kept the old one because I prefer that 😁 😁
* GF 5700 Ultra as an option will hopefully be feasible to provide place for new features later
- Some (regression and other) bugs in the DX D3D11 renderer are fixed
- And... something I couldn't recall now - next time I'll expand the changelog as soon as something is done or fixed 😁
I didn't fixed the Requiem-mouse problem, I'm planning to do that within the confines of fixing other primary-surface related issues.
Also, I was thinking on Gamma as a new color adjustment option but I didn't know how to design it, to avoid conflicting with application defined gamma curves. Maybe an option for DX (similar to Glide) would do that.
CoolGamer wrote:I experienced some glitches on Morrowind GOTY GOG version with dgVoodoo WIP30 default settings. In the beginning of the game, when I was on the boat, there was flickering on character textures and house textures. Also, forcing 16:9 resolutions stretch the game (characters look fat, HUD stretches, etc).
I am also getting very low FPS (20-40).
Flickering is the most important issue. There are third party programs that supposedly fix the widescreen issues in Morrowind but it would be nice if dgVoodoo could fix it without additional tools.
I'm aware of the flickering issue, just didn't yet find the cause. 😀
AFAIR I had no speed issues though, but will check it later.
And yes, wide screen issues unfortunately can't be solved through dgVoodoo. Patching a game to widescreen requires reverse engineering the game, finding codes that are responsible for camera FOV and others, and changing them. 😖
Nucleoprotein wrote:@Dege
Feature request: when dgVoodooCpl.exe detect local dgVoodoo.conf (ie. is in same directory with dgVoodoo.conf) it uses it by default ie. something like portable mode - it will extend possibility to create easy to use patches for games with local config app.
The CPL has this feature. If it finds a config file in its folder then adds the folder into the list along with selecting it, by default. 😀
It was requested by VEG for his NFS3 patch.
lowenz wrote:Unreal Gold keeps on crashing setting the VRAM over 128 MB :p (as expected)
Well, yes. It may sounds weird but I know the reason but it seems to be very hard to safely fix it. 😀
lowenz wrote:About 3DMark2001 SE performance, you've already overshadowed MS 😁
It's great. 😎
But it may be owing to nVidia/ATI driver optimizations. I'm not sure if they put code for building GPU command list in a separate worker thread as they did for DX11. Or it's just up to MS mapping DX8 to DX10 DDI...