Thanks!!
Now I can reproduce it. Since the light issue doesn't happen natively, I'll check it out to see the difference.
batterymandark wrote:Also running the game in normal 640x480, the game turns into widescreen mode.
Maybe there something incorrect with the unforced scaling in this instance for this game , its like its doing the inverted
running unforced as stretched mode, but running 4:3 as, from 4:3 to 16:9 and then back again to 4:3
batterymandark wrote:it seems Hitman 47, get messed up its 2d scaling and fonts, if any resolution is other than "unforced"
this is a problem with nglide as well, so its not only dgvoodoo's problem,
Also running the game in normal 640x480, the game turns into widescreen mode.
Maybe there something incorrect with the unforced scaling in this instance for this game , its like its doing the inverted
running unforced as stretched mode, but running 4:3 as, from 4:3 to 16:9 and then back again to 4:3
Or maybe it doesn't render the last pixels at the corners of 2d as transparent?
Dege wrote:batterymandark wrote:it seems Hitman 47, get messed up its 2d scaling and fonts, if any resolution is other than "unforced"
this is a problem with nglide as well, so its not only dgvoodoo's problem,
Also running the game in normal 640x480, the game turns into widescreen mode.
Maybe there something incorrect with the unforced scaling in this instance for this game , its like its doing the inverted
running unforced as stretched mode, but running 4:3 as, from 4:3 to 16:9 and then back again to 4:3
Or maybe it doesn't render the last pixels at the corners of 2d as transparent?
Aren't you running Hitman through Glide in (accidental) windowed mode and that's why its window is stretched along the screen?
Unfortunately font and other texturing artifacts is very common with forced resolution/msaa.
batterymandark wrote:here is a screen shoot : https://1drv.ms/u/s!Agj8jUvjAJjznS7dLWlTGppxCQX4
Also my NVIDIA card did manage to force the game back again to 4:3 when running unforced.
My AMD doesn't do it for some reason
Edit 2 : My Intel GPU can also scale the game to proper aspect ratio, now its just my AMD card left for some stupid reason
I should also mention that I had to select "Override application scaling" in the gpu control panel for NVIDIA and INTEL
batterymandark wrote:That my AMD doesn't scale low 4:3 resolution properly, isn't a big issue, but good for troubleshooting or testing before applying any features
i'v done some tedious testing, and this is what I discover
Cleanest result, almost perfect.
Game running in 640x480 or 640x400, dgvoodoo running 2x resolution, Stretched, keep Aspect Ratio and ImageScaleFactor 2
Cleanest but incorrect main menu scaling, menu getting cropped
Game running in 320x200 or 300x200, dgvoodoo running 2x resolution, Stretched, keep Aspect Ratio and ImageScaleFactor 2
Any higher resolution gives ugly text back, and some hud elements doesn't render properly.
Any higher than 3x like 4x or max QHD gives the worst result , leading back to how the screenshoot shows.
This is also with no AA, or any filtering enabled.
Edit 2 : I discovered that the text is actual TrueTypeFonts , that is converted to bitmap graphic by the game, since I actually tried to replace one of the game font files from windows, and it did work, but the same issues remained.
and a bold font seems to make it even worse.
Dege wrote:Unfortunately testing DXVK is a pain for me because I permanently have my secondary monitor attached to my integrated Intel (for testing purposes) and DXVK hangs in Intel's Vulkan driver at startup.
Dege wrote:What about its performance?
batterymandark wrote:I see, but I wonder, how is dgvoodoo render 2d and 3d together ?
I was just wondering, could it be possible to do separate rendering for 2d and 3d, so let's say
the 2d is untouched and then just scaled up , like what you would do normaly on 2d , and render that as a layer on top of the 3d?
and what I mean by scaled up, I don't mean the resolution, but just scaled it up like you would resize an image with nearest neighbor.
I know in that case, the 2d would be pixelated, but not blurry.
I was thinking of all those games that have similar issues like hitman. , so that would require an additional render option.
ZellSF wrote:Maybe DXVK eventually will be a workaround for games dgVoodoo2 has driver bugs with? Here's MechCommander 2 running under dgVoodoo2 + DXVK on a Nvidia setup that would otherwise just crash when running only with dgVoodoo2:
*** WARNING - PE SIGNATURE VERIFICATION FAILED !!!
*** Filename: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_708ec8f9a4d134c6\nvwgf2um.dll
*** Error: 0x80092009
*** WARNING - PE SIGNATURE VERIFICATION FAILED !!!
*** Filename: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_708ec8f9a4d134c6\nvwgf2um.dll
*** Error: 0x80092009
*** WARNING - PE SIGNATURE VERIFICATION FAILED !!!
*** Filename: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_708ec8f9a4d134c6\nvwgf2um.dll
*** Error: 0x80092009
*** WARNING - PE SIGNATURE VERIFICATION FAILED !!!
*** Filename: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_708ec8f9a4d134c6\nvwgf2um.dll
*** Error: 0x80092009
*** WARNING - PE SIGNATURE VERIFICATION FAILED !!!
*** Filename: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_708ec8f9a4d134c6\nvwgf2um.dll
*** Error: 0x80092009
*** WARNING - PE SIGNATURE VERIFICATION FAILED !!!
*** Filename: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_708ec8f9a4d134c6\nvwgf2um.dll
*** Error: 0x80092009
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