dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2018-7-25 @ 08:43

kjliew wrote:Dege, you may also consider how to make dgVoodoo2 not to advertise itself as virus threat. I think the way that you coded dgvoodoo2 make it susceptible of virus threat from heuristic scanners point of view, similar to most EXE packers and self-modifying codes. Today's signature-less scanners are mostly behavioral checkers, if the code behaves like a virus, then it will be quarantined until its true nature can be analyzed. The antivirus industry always has the mindset of "it's better be sorry than to let-go a zero-day outbreak".

I remember you had talked about this before and you did something special to prevent the reliance on flavors of MSVCRT, and that is causing the false positives from virus scanners. Personally, I think not having dgVoodoo2 advertised as virus threat is more critical than MSVCRT dependencies.


He might be using a packer for the exe and dll's.
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Re: dgVoodoo 2 for DirectX 11

Postby LuisMenethil » 2018-7-25 @ 19:48

Hello guys,

First of all, I would like to thank Dege and the community for this fantastic tool. I'm here to ask for help with the game Aliens versus Predator 2. The game is suffering from FPS drops.

My computer (I know it's weak but at the moment I only have it):

Notebook Samsung with:
CPU: AMD APU E-Series E1-1500 Dual Core 1.48Ghz with Radeon HD Graphics 7310 384MB
RAM: 4 GB
OS: Windows 10 64 bits (April 2018 Update)

I can run AVP2 natively on my notebook without dgVoodoo 2, the game seems to run fine with occasional drastic FPS drops. Even with the use of dgVoodoo 2 the game continues to have the same FPS drops.

The same problem presented in these videos:

https://www.youtube.com/watch?v=2ltVIrOR50Y

https://www.youtube.com/watch?v=QbGG4Z_n6jI

Would my notebook be too weak to run this game? I can run Battlefield 1942 and Battlefield Vietnam fine in it. Would it be a game or driver bug? There's any way to fix this?
Sorry for my weak English, I'm Brazilian.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-7-26 @ 15:12

LithTech engine (AvP2, NOLF, Shogo, ...) has an implementation for dynamic lighting that doesn't work well through dgVoodoo for some reason, performance even seems to depend on graphics drivers.
It's an old problem, I'll try to do some optimizations or sg like that to make it better. :S
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-7-27 @ 11:15

I'm testing Unreal in D3D wrapped to D3D11 by DGV2 on an i3 8300 and I must say tath the CPU is really important, more than the GPU actually (a 750 Ti beats a 1050 Ti thanks to the quad core vs dual core+hyperthreading).
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-8-02 @ 09:18

ZellSF wrote:Of course I say that having only tested with death/success movies, so I tried copying the story movies and it starts crashing 100% of the time when selecting new game. This seems to be a regression since 2.55 works perfectly. Windowed mode also works perfectly (sort of like Requiem?). Three logs attached if Dege wants to read, Thief 2 running with movies in fullscreen (and crashing), Thief 2 running with movies in windowed mode (and running fine) and Thief 2 running with no movies (except lose/win ones, also runs fine).

I'm not sure but I think I found the reason. BloodRayne2 happens to crash for me all time when skipping from the intro movie to the game.
I did a modification for the sake of DXVK in 2.55.1 and it turned out to be bad.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-8-04 @ 10:19

Some more uninteresting (as in they all work perfectly) games tested:

Mangchi The Hammer Boy doesn't like dgVooodoo 2.55.1+, otherwise no problems. Minor graphic glitches with resolution forcing.
HammerBoy 2018-07-30 21-02-19-34.jpg

Room Zoom: Race for Impact doesn't like dgVoodoo 2.55.1+ either, but no other problems.
roomzoom 2018-08-04 12-11-38-78.jpg

Kaan: Barbarian's Blade also seems to have a problem with dgVoodoo 2.55.1+, but otherwise has no problems.
Main 2018-08-04 12-03-34-36.jpg

Gift seems to share enough similarities with Kaan that I think it runs on the same engine, however it works fine in dgVoodoo2 2.55.1+ and shows black screen instead of FMVs when resolution forcing is on.
Gift 2018-07-30 20-53-33-16.jpg

Whiteout works flawlessly.
Whiteout 2018-07-30 21-34-24-85.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-8-04 @ 10:23

Dead Man's Hand is an Unreal Engine game with no issues. Needs a framerate limiter though.
DMH 2018-08-04 11-59-46-67.jpg

Highland Warriors (demo) has double cursor issue when resolution forcing, though the game has perfect high resolution support and no need for it anyway.
hw 2018-08-03 22-05-56-38.jpg

Lords of Everquest works perfectly, but is a bit weird with resolution forcing. It will break menus unless you change resolution to a forced resolution ingame. If you want resolution forcing for UI scaling here you might want to make a script to set the game to desktop resolution before starting it then changing to your desired UI resolution ingame afterwards. Also avoid forced texture filtering and non-integer scales.
Lords 2018-08-03 21-37-37-09.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-8-04 @ 12:52

ZellSF wrote:Some more uninteresting (as in they all work perfectly) games tested:

Well, I always like to see your game reports. :)
Nicely presented with details.

As for the 2.55.1+ issue, plz try the new WIP I just released. I fixed the regression bug.
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Re: dgVoodoo 2 for DirectX 11

Postby willow » 2018-8-04 @ 22:31

ZellSF wrote:Easy way is to just right click the exe, properties than compatibility and then run this program in compatibility mode for Windows 98... Unfortunately, that might introduce more problems, so if possible you want to install Application Compatibility Tools from the ADK: https://developer.microsoft.com/en-us/w ... oyment-kit or Microsoft Application Compatibility Toolkit 5.6 if you're on Windows 7: https://www.microsoft.com/en-us/downloa ... px?id=7352

Then you want to run Compatibility Administrator (32-bit), right click on "New Database(1) [Untitled_1]", rename it to something, then right click again "create new > application fix", fill in the three fields, click next two times, you'll find a list, you want to only check "Win98VersionLie", then next and finish. Now click "File > Save as", save the database somewhere, then click "File > Install".

I'm guessing the game starts on a code path intended for NT OSes if it doesn't detect 95/98 :-S

Thanks. It works for intro CGI and some CGI but not for others. it doesn't work for CGI like travelling in hulline forest.
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Re: dgVoodoo 2 for DirectX 11

Postby FANTOMAS » 2018-8-08 @ 15:40

lowenz wrote:I'm testing Unreal in D3D wrapped to D3D11 by DGV2 on an i3 8300 and I must say tath the CPU is really important, more than the GPU actually (a 750 Ti beats a 1050 Ti thanks to the quad core vs dual core+hyperthreading).


A D3D11 wrapper is available here : http://kentie.net/article/d3d11drv/index.htm .....dgvoodoo2 is useless.......cpu load is very high with dgvoodoo like the OPEN GL renderer ....

Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.191
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-8-08 @ 16:07

ZellSF wrote:Dead Man's Hand is an Unreal Engine game with no issues. Needs a framerate limiter though.
DMH 2018-08-04 11-59-46-67.jpg

You can force the VSync in the config ini!
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-8-08 @ 16:09

FANTOMAS wrote:
lowenz wrote:I'm testing Unreal in D3D wrapped to D3D11 by DGV2 on an i3 8300 and I must say tath the CPU is really important, more than the GPU actually (a 750 Ti beats a 1050 Ti thanks to the quad core vs dual core+hyperthreading).


A D3D11 wrapper is available here : http://kentie.net/article/d3d11drv/index.htm .....dgvoodoo2 is useless.......cpu load is very high with dgvoodoo like the OPEN GL renderer ....

Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.191

?

That is NO wrapper, it's a dedicated renderer (Unreal got dx7->11 renderers through unofficial - oldunreal - patches)

dgVoodoo useless? It's perfect as far as an universal wrapper can be.
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Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2018-8-08 @ 16:38

FANTOMAS wrote:
lowenz wrote:I'm testing Unreal in D3D wrapped to D3D11 by DGV2 on an i3 8300 and I must say tath the CPU is really important, more than the GPU actually (a 750 Ti beats a 1050 Ti thanks to the quad core vs dual core+hyperthreading).


A D3D11 wrapper is available here : http://kentie.net/article/d3d11drv/index.htm .....dgvoodoo2 is useless.......cpu load is very high with dgvoodoo like the OPEN GL renderer ....

Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.191


kentie is that you? Not that i care that much.:) 1 post , joined today, looks very...normal
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Re: dgVoodoo 2 for DirectX 11

Postby FANTOMAS » 2018-8-08 @ 16:44

lowenz wrote:
FANTOMAS wrote:
lowenz wrote:I'm testing Unreal in D3D wrapped to D3D11 by DGV2 on an i3 8300 and I must say tath the CPU is really important, more than the GPU actually (a 750 Ti beats a 1050 Ti thanks to the quad core vs dual core+hyperthreading).


A D3D11 wrapper is available here : http://kentie.net/article/d3d11drv/index.htm .....dgvoodoo2 is useless.......cpu load is very high with dgvoodoo like the OPEN GL renderer ....

Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.191

?

That is NO wrapper, it's a dedicated renderer (Unreal got dx7->11 renderers through unofficial - oldunreal - patches)

dgVoodoo useless? It's perfect as far as an universal wrapper can be.


You're right ...it's a renderer... I love DGVOODOO but UNREAL has many renderers .....no need of a wrapper...
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Re: dgVoodoo 2 for DirectX 11

Postby FANTOMAS » 2018-8-08 @ 16:45

daniel_u wrote:
FANTOMAS wrote:
lowenz wrote:I'm testing Unreal in D3D wrapped to D3D11 by DGV2 on an i3 8300 and I must say tath the CPU is really important, more than the GPU actually (a 750 Ti beats a 1050 Ti thanks to the quad core vs dual core+hyperthreading).


A D3D11 wrapper is available here : http://kentie.net/article/d3d11drv/index.htm .....dgvoodoo2 is useless.......cpu load is very high with dgvoodoo like the OPEN GL renderer ....

Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.191


kentie is that you? Not that i care that much.:) 1 post , joined today, looks very...normal


No.......
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Re: dgVoodoo 2 for DirectX 11

Postby FANTOMAS » 2018-8-08 @ 18:03

Screenshot :
Alien vs Predator 2 custom resolution =1280x720 (16/9) + DGVOODOO 2.55 =3840x2160 (16/9) (DSR 4x)
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avsp2.jpg
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-8-12 @ 19:21

Dege wrote:
ZellSF wrote:Some more uninteresting (as in they all work perfectly) games tested:

Well, I always like to see your game reports. :)
Nicely presented with details.

As for the 2.55.1+ issue, plz try the new WIP I just released. I fixed the regression bug.

Those games are all fixed in 2.55.3.

Mouse input for RIM: Battle Planets is also fixed, but just to give you more to look at with this problematic game...:
https://www.youtube.com/watch?v=OBcV4TK ... e=youtu.be
Remember how 3D models didn't show in this game? Well they still disappear too often when moving the camera. Notice how when I move the camera, the 3D models for the units disappear before they've left the camera. This isn't supposed to happen. It does not happen natively. This is the second level of this demo:
https://www.fileplanet.com/59680/downlo ... anets-Demo
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Re: dgVoodoo 2 for DirectX 11

Postby BMickey » 2018-8-12 @ 20:58

Need for Speed™ Porsche® 2000
Main menu with bumped up resolution w/o issues with latest dg 2.55.3; full 32 bit color, instead of 16 bit default.
Porsche_menu.jpg

Unfortunately, there is a problem with lighting heavy flickering (screenshot is not showing this of course, but flickering is very intense); not spotted by me before, due to playing only day levels. :)
Porsche_lights_not_good.jpg
If lights go off - no issues.
Porsche_lights_off.jpg

Attached log from DebugView.
nfs5.log.zip
(108.08 KiB) Downloaded 5 times
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Re: dgVoodoo 2 for DirectX 11

Postby Cyrem » 2018-8-14 @ 04:00

Hey Dege,

Like Jessietail a few pages back, I have a similar issue with LEGO Rock Raiders. v2.53 was the last working version(with some lighting issues) of voodoo before the newer versions caused problems running the game. I have a GTX 970, tried the latest version 2.55.3 and the game locks up a few seconds into a level after the mission briefing disappears.

Not sure if it this helps but this is the last error it x32dbg logs. Tried different levels in case it was particular, same error every time.
Code: Select all
EXCEPTION_DEBUG_INFO:
           dwFirstChance: 1
           ExceptionCode: E06D7363 (CPP_EH_EXCEPTION)
          ExceptionFlags: 00000001
        ExceptionAddress: 75E4DDC2 kernelbase.75E4DDC2
        NumberParameters: 3
ExceptionInformation[00]: 19930520
ExceptionInformation[01]: 0019E3AC
ExceptionInformation[02]: 6F8F0570 d3d11.6F8F0570
First chance exception on 75E4DDC2 (E06D7363, CPP_EH_EXCEPTION)!


In the leadup to that (other than Guard page exeptions, the last debug string from voodoo was
Code: Select all
DebugString: "[dgVoodoo] INFO: DirectDrawSurface (09881510)::QueryInterface: Aggregated Direct3DTexture (17B65AD8) object is created and initialized.\n"


Thanks mate!
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-8-16 @ 22:55

If i try to editing config of dgVoodoo2 i can't see changes in-game... (version 2.55.3)

edit: same problem with 2.55.2 !!

edit2: no problems with 2.55

version 2.55.1 is detected by windows defender...


edit3: with new versions i see that dgVoodoo.conf file is into dgVoodoo2 main folder (because it's already included into archive... it wasn't in 2.55 and all other old versions) and not in C:\Users\yourname\Appdata\Roaming\dgVoodoo folder and this cause that problem... i've moved that file in correct folder and now 2.55.3 version it works fine
Last edited by FulValBot on 2018-8-23 @ 23:23, edited 15 times in total.
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