dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-10-09 @ 17:19

If is 32-bit Setup Launcher:

go to Task Manager, on the details tab, right click on setup.exe and 'analyze wait chain', this may show you the program that is blocking the installation from continuing.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-10 @ 00:27

Fresh results :D

*GeForce GTX 1050 Ti 416.16
*3DMark 2001 - 1920x1080 32 bit - MSAA 4x - 32 bit textures

dgVoodoo2 2.55.4 (Fast Video Memory Access ON)
Image

Hacked MS d3d8
Image

Crosire D3D9 wrapper (built from the source)
Image
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-10 @ 08:20

Updated the post above with Crosire Wrapper test.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-10-12 @ 19:19

Far Cry and Chaos Theory through dgVoodoo:

Image
Image
:D
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Re: dgVoodoo 2 for DirectX 11

Postby UCyborg » 2018-10-12 @ 19:40

You made a D3D9 wrapper?
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-12 @ 21:55

Dege wrote:Far Cry and Chaos Theory through dgVoodoo:

Image
Image
:D

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIT...................................................................................................
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Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2018-10-12 @ 22:30

lowenz wrote:
Dege wrote:Far Cry and Chaos Theory through dgVoodoo:

Image
Image
:D

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIT...................................................................................................


Hmm . Post a pic with what MSI overlay says. If it says D3D9 then hmmm...i dont think it is possble....fake news. :)
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-12 @ 23:46

Dege maybe got the d3d9 (for dx9a/b) already implemented.....
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Re: dgVoodoo 2 for DirectX 11

Postby Deffnator » 2018-10-13 @ 01:17

well i decided to revisit Wing Commander 3 with the Kilrathi saga patch, and now the space skybox is blue as the DOS version as per 2.55.3+

While the from 2.55.2 and backwards is dark as the PSX version

https://imgur.com/a/ZziAE6s
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-10-13 @ 06:57

lowenz wrote:Dege maybe got the d3d9 (for dx9a/b) already implemented.....

It's D3D9 with shader model 1.x.
But up until now I only tested it with a bunch of Farbrausch demos, FarCry, SC3 and Stalker.
Stalker turned out to be a DllMain game so it won't work.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-13 @ 09:18

Dege wrote:
lowenz wrote:Dege maybe got the d3d9 (for dx9a/b) already implemented.....

It's D3D9 with shader model 1.x.
But up until now I only tested it with a bunch of Farbrausch demos, FarCry, SC3 and Stalker.
Stalker turned out to be a DllMain game so it won't work.

Well, we must prepare a testbench list with all the d3d9 sm 1.x games! :D

Can you check in Chaos Theory if the nightvision/heatvision shader is working right?
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2018-10-13 @ 09:46

Seems ok to me:
Image Image
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Re: dgVoodoo 2 for DirectX 11

Postby daniel_u » 2018-10-13 @ 10:39

Dege wrote:Seems ok to me:
Image Image


Although D3D9 is good news i've would loved SCPT ligting issue to be workedaround. :) Also for other DX6-8 titles before moving on. (modding teritory here)
I really love your work but i fear extending support for D3D9 might break other things. Are there that many games that need D3D9 support? From what i know compatibility is still good for Direct X 9 titles.

Another question i have what are your plans for the future? Direct 9 b & c ?

Cheers.
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Re: dgVoodoo 2 for DirectX 11

Postby DosFreak » 2018-10-13 @ 10:48

Anyone have an issue with starting a new thread with the next release?
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-13 @ 11:36

daniel_u wrote:extending support for D3D9 might break other things. Are there that many games that need D3D9 support? From what i know compatibility is still good for Direct X 9 titles.

Another question i have what are your plans for the future? Direct 9 b & c ?

It's a separeted DLL, so no problem for DDRAW/D3D8.
We must compile a list of all D3D9 SM1.x games to help Dege (searching games from 2003/2004 to 2006/2007).
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-10-13 @ 13:17

I don't think there's any way to reliably tell which games are SM1.x from system requirements, is there? I don't think there's even any reliable way to tell if you actually have the game?
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-10-13 @ 13:46

If they have the possibility to choose - through the option menu or the config files - the shader model (as Chaos Theory does)..... :D
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Re: dgVoodoo 2 for DirectX 11

Postby Deffnator » 2018-10-13 @ 16:42

Tested with Wing Commander IV Win95 -i(ddraw) activated
Menus are still buggy and it doesn't scale, only the config menu works, same goes to the DVD GoG/ORIGIN release.

Also i looked at JANE's Fighter Anthology, there are black artifacts and flickering on the entire game, you need to move the mouse to see the screen fully
F22 Lightning 3 with Direct3d activated runs well
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Re: dgVoodoo 2 for DirectX 11

Postby dondiego » 2018-10-16 @ 00:13

I've tried the latest version (2.55.4) with ZDoom 1.23b33 and it doesn't work. I get a "DirectDraw returned no display modes" error. Same with WineD3D for windows. I'm on Windows 8.1 32 bits.
https://zdoom.org/files/123beta33.zip
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Re: dgVoodoo 2 for DirectX 11

Postby Myloch » 2018-10-16 @ 13:36

DosFreak wrote:Anyone have an issue with starting a new thread with the next release?

This. And please use separate topics for game specific issues, I'm sick of seeing tons of posts about Splinter cell series lighting issues. :angry:
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