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dgVoodoo 2 for DirectX 11

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Reply 3120 of 3949, by lowenz

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Yes 😁
Some performance tests done with Unreal (all D3D renderers!)

Win10 64 + Unreal 227i / 1280x960 Windowed / Max Quality

*Intel 530 (lastest drivers)

D3D9: 378
D3D8: 342
D3D8->D3D11: 223
DDRAW: 356
DDRAW->D3D11: 125

*NVidia 1050 Ti ( 382.83)

D3D9: 567
D3D8: 395
D3D8->D3D11: 402
DDRAW: 410
DDRAW->D3D11: 273

Dege, as you can see the D3D8 wrapping process is really performance wise (NV GPU), but the ddraw one suffers some heavy performance hits!

Last edited by lowenz on 2017-07-22, 06:09. Edited 1 time in total.

Reply 3121 of 3949, by DosFreak

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rcreif wrote:
ZellSF wrote:

That GPU is just way too old for dgVoodoo2. Black water sounds like a driver bug. Not sure if it's possible to fix in any way, If you're desperate you might try messing with WineD3D, DxWnd and 3D-Analyze.

Too new to play an old game, too old to run the fix specifically designed to play old games? 🤣

IIRC 965 only supports D3D9. See topic title.

I'm wondering if Dege should make it blatantly obvious on the interface if the hardware isn't capable, since people aren't going to check themselves.

Options:
Play the driver game. Win 8 doesn't support XP drivers so if you go through all the WDDM drivers and the game doesn't work then load up 7 and try XP drivers.
Trying the game under WARP. It will likely be unplayably slow but might be playable at 640x.
See if WineD3D works.

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Reply 3122 of 3949, by lowenz

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Tip: with Intel GPUs there's sometimes the infamous "colour inheritance" problem in fullscreen (Splinter Cell 2, MechCommander 2, and of course other titles).
Force the inheritance through the DGV2 setup panel and you'll good to go.

Never seen with my NVidia VGAs (using dgVoodoo2).

Reply 3123 of 3949, by Dege

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lowenz wrote:
Yes :D Some performance tests done with Unreal (all D3D renderers!) […]
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Yes 😁
Some performance tests done with Unreal (all D3D renderers!)

Win10 64 + Unreal 227i / 1280x960 Windowed / Max Quality

*Intel 530 (lastest drivers)

D3D9: 378
D3D8: 342
D3D8->D3D11: 223
DDRAW: 356
DDRAW->D3D11: 125

*NVidia 1050 Ti ( 382.83)

D3D9: 567
D3D8: 395
D3D8->D3D11: 402
DDRAW: 410
DDRAW->D3D11: 273

Dege, as you can see the D3D8 wrapping process is really performance wise (NV GPU), but the ddraw one suffers some heavy performance hits!

Maybe the cost of locking ddraw surfaces for the software rendering...For rendering purely through GPU it's not needed. But, should be checked out.

DosFreak wrote:

I'm wondering if Dege should make it blatantly obvious on the interface if the hardware isn't capable, single people aren't going to check themselves.

In the CPL, only those D3D11 feature levels should appear that are supported by the GPU.
But yes, I think the default choice would be better to set to WARP instead of 'best available' if no real hardware support is present, to draw the user's attention to this fact.

@rcreif: do you have any selectable option other than WARP or 'best available' in the 'Output API' combo list?

Reply 3124 of 3949, by lowenz

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Dege wrote:

Ok, good to hear that. 😀

I never tested Gothic's with dgVoodoo, it seems it's time to put them onto the list.

Gothic "1" (1.08k+Player Kit+System Pack) is working well.
DDraw stuff.

The engine's window manager/compositor is kind of strange :p

Gothic_Mod_2017_07_23_21_09_38_381.png

Reply 3125 of 3949, by Dege

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I forgot to report that 1-2 months back ago me too tested Gothic 1, it was D3D but the ingame framerate strangely altered between 21-60.
If I remember right, when my character or the camera was moving then framerate lowered to -20 fps and when every moving had stopped then it run up to 60. (Or the opposite. 😁)

Reply 3127 of 3949, by lowenz

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Dege wrote:

I forgot to report that 1-2 months back ago me too tested Gothic 1, it was D3D but the ingame framerate strangely altered between 21-60.
If I remember right, when my character or the camera was moving then framerate lowered to -20 fps and when every moving had stopped then it run up to 60. (Or the opposite. 😁)

D3D8?

I used ddraw.dll and impl.

Reply 3128 of 3949, by ZellSF

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WarTorn has a Glide render, but here's how the menu looks in the non-Glide render with dgVoodoo2:

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Universal Monsters - Monsterville has issues when graphics are set ingame to highest detail level:

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That for some reason get drastically better when you force resolution and texture filtering (performance related?). This game also benefits a lot from resolution forcing since it seems to be fixed at 640x480, though probably not a game you would want to play:

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Cuban Missile Crisis works but feels like throwing you back into window mode whenever it's supposed to change resolution (and it switches resolution often). Doesn't seem to be an interesting game anyway. Resolution forcing works, though has a very negative effect on 2D text elements (that's not that apparent in this screenshot, but trust me it's a problem):

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Dogs of War works great. Resolution forcing is rough on 2D text which is a pity since the game has bad UI scaling and sort of needs it:

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Last edited by ZellSF on 2017-07-24, 00:00. Edited 1 time in total.

Reply 3129 of 3949, by ZellSF

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Moving on to games that actually look sort of interesting... Treasure Planet - Battle at Procyon works great. Resolution forcing works but has some negative consequences on 2D UI elements, arguably worth it as the game is limited to 1600x1200 with bad UI scaling:

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Machines works pretty much perfectly, resolution forcing works (and this too has bad UI scaling):

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Reply 3130 of 3949, by KainXVIII

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Installed dgvoodoo for Outlaws (GoG version) by https://pcgamingwiki.com/wiki/Outlaws hint (allows for enabling translucency effects, but i don't know what effects they mean, nglide also have transparent water..), and tried historical missions - wharf town map and almost immediately game hangs with dgvoodoo, but it works fine with nglide..
UPD - fixed by unchecking "Render everything in one pass" option!

Last edited by KainXVIII on 2017-07-27, 10:32. Edited 1 time in total.

Reply 3131 of 3949, by ZellSF

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Parkan: Iron Strategy seems to work great, except for intro FMVs that only work in windowed mode. Resolution forcing works great, this game actually supports high resolution with UI scaling, but text isn't scaled correctly (gets too small and dislocated at higher resolutions).

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Riverworld looks great (well actually it doesn't, but that's no fault of dgVoodoo2), only tried the D3D render though. Seems to have no resolution options and is fixed at a low resolution.

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RoBoRumble has no issues, though again I only tried the Direct3D render. Fixed 640x480 game so resolution forcing is nice.

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Star Trek: Starfleet Command also seems to be another "just works perfectly" game. Usually limited to 1280x1024 with bad UI scaling.

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Star Monkey looks perfect, the only Small Rockets game of the four I've tried without native high resolution support.

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Colobot, MAD: Global Thermonuclear Warfare, Rayman 2, Rayman 3 and Sub Culture also work flawlessly.

KainXVIII wrote:

Installed dgvoodoo for Outlaws (GoG version) by https://pcgamingwiki.com/wiki/Outlaws hint (allows for enabling translucency effects, but i don't know what effects they mean, nglide also have transparent water..), and tried historical missions - wharf town map and almost immediately game hangs with dgvoodoo, but it works fine with nglide..

I don't know what they mean by that, but I'm guessing they mean the Direct3D render has some effect the Glide Render doesn't, but the Direct3D render is not without issues.

Are you trying to get the game's Direct3D or Glide render (set in olcfg.exe) to run? Have you copied dgVoodoo2's ddraw.dll and d3dimm.dll to the game's folder (even if you're using Glide)? What do you mean with "hangs" (crashes to desktop or just freezes?) and "immediately" (right after loading or after a few seconds?).

Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2.

Reply 3133 of 3949, by Firtasik

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Firtasik wrote:
Carmageddon (Win 95): problem with black bars in the in-game menu: […]
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Carmageddon (Win 95): problem with black bars in the in-game menu:

f3DOWB2m.png

This might be helpful:
https://github.com/narzoul/DDrawCompat/commit … db890b16e2f7ed8

11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111

Reply 3134 of 3949, by Osprey

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ZellSF wrote:

Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2.

dgVoodoo 2 allows for forcing antialiasing and anisotropic filtering. I can confirm that both work and are noticeable (even if you have to look closely). If having those features is valuable to you, that's a distinct advantage, I'd say.

Also, looking around (i.e. mouselook) feels noticeably better to me while using the D3D renderer through dgVoodoo 2. The 3Dfx Glide renderer through nGlide feels slightly sluggish to me in comparison. It's fine if you have nothing to compare it with, but the D3D renderer just feels more responsive and "modern" to me (similar to how a D3D9 game feels better than a D3D7 game). It could be because Outlaws' D3D driver is 4 years newer than its Glide driver (according to olcfg.exe) or because it's a simpler, purer process to wrap D3D to D3D (with dgVoodoo 2) than it is to wrap Glide to D3D (with nGlide).

Reply 3135 of 3949, by ZellSF

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Tried "Slave Zero" too, works great in dgVoodoo2.

Osprey wrote:
ZellSF wrote:

Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2.

dgVoodoo 2 allows for forcing antialiasing and anisotropic filtering. I can confirm that both work and are noticeable (even if you have to look closely). If having those features is valuable to you, that's a distinct advantage, I'd say.

Those work with nGlide too, you just have to configure them in your graphic driver options.

I noticed no difference in input latency between dgVoodoo2 and nGlide.

Reply 3136 of 3949, by ZellSF

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Emergency Fire Response works great. resolution forcing works too, (needed since 1600x1200 limited and bad UI scaling) but fire effects are a really performance killer if you try to run this at really high resolutions.

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Codename: Outbreak works flawlessly, no point in forcing resolution as it has native high resolution support out of the box (well you have to go .ini editing).

The Partners does not work. It is developed by Monte Cristo Multimedia, like Micro Commandos and seems to share the same issues as that game. Probably same engine.

Reply 3137 of 3949, by Gamecollector

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ZellSF wrote:

WarTorn has a Glide render

Doubt that.
There is the "Play WarTorn with Voodoo I or Voodoo II" button in the autorun.
But there are no glide*.dll dependency and grGlideInit call in game files.

Asus P4P800 SE/Pentium4 3.2E/2 Gb DDR400B,
Radeon HD3850 Agp (Sapphire), Catalyst 14.4 (XpProSp3).
Voodoo2 12 MB SLI, Win2k drivers 1.02.00 (XpProSp3).

Reply 3138 of 3949, by ZellSF

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Militarism has issues rendering some of its fonts, seems to be using Windows fonts so maybe some ddraw/gdi interaction issue? It looked vaguely intriguing, but when I tried it I quickly realized it's a terrible game. Resolution forcing works pretty decently though:

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Only version of the game I could find was actually a rip by CLASS. Their installer uses DirectX and Microsoft's native implementation fails to render the background in it, but it works beautifully with dgVoodoo2:

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To Serve and Command works perfectly. Resolution forcing not so much. It breaks mouse scrolling and is for some reason limited to 1600x1200. Which is too bad because there are no image artifacts with resolution forcing:

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Knightshift works great. Doesn't need resolution forcing since it has perfect high resolution support out of the box.