First post, by Dornil
Hi!
Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. The problem is in certain graphical artifacts:
Holes in the dashboard and in land textures at the horizon, pixel trails behind moving objects, framerate dropping below 25 fps at the ground level... This is not a unique case for a DX7 game.
The best result so far I achieved with dgVoodoo 2: no holes, no trails, good fps, antialiasing working, even full hd resolution available. But! There is a black square across most part of the screen!:(
This appears to be the games's loading screen, which was supposed to go away once 3D world loads, yet it stays. Or, probably, a part of game's 2D menu, running in the background - I don't know for sure. Is there a way to get rid of this black square?!
My configuration is:
I5 2500K, overclocked to 4200 (removing overclock doesn't solve the problem).
NVidia GTX 1060 6gb, 397.31
Windows 7 Ultimate
dgVooDoo config:
;==========================================================================; === Text based config file for dgVoodoo2; === Use this file if you are a game modder/hacker or an experted user and; want to modify some advanced properties not available via the CPL.;==========================================================================Version = 0x255;--------------------------------------------------------------------------[General]; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "bestavailable"; Adapters: "all", or the ordinal of the adapter (1, ...);FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...); ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"OutputAPI = bestavailableAdapters = 1FullScreenOutput = defaultFullScreenMode = trueScalingMode = centered_arProgressiveScanlineOrder = falseEnumerateRefreshRates = falseBrightness = 100Color = 100Contrast = 100InheritColorProfileInFullScreenMode = falseKeepWindowAspectRatio = trueCaptureMouse = trueCenterAppWindow = true;--------------------------------------------------------------------------[GeneralExt]; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.; Useful for rare applications that pre-set the desktop to other than the native; resolution before dgVoodoo gets in action. Only the compact format can be used here,; and applies to all outputs of the desktop.; DeframerSize: When resolution is forced to other than the app default then; a black frame is drawn around the output image coming from a wrapped API; to remove scaling artifacts -; frame thickness can be defined in pixels (max 16, 0 = disable); ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API; Always done by nearest point filtering, independent on scaling mode; (0 = max available); Separate factors can be defined for horizontal and vertical scaling; by subproperties, e.g.; ImageScaleFactor = x:3, y:2;ForceNearestPointFilter: When the scaling is done by the wrapper for the given scaling mode,; you can force nearest point filtering instead of bilinear one; FreeMouse: If true then physical mouse is free to move inside the game window; when using emulated scaling and/or application and forced resolution; differs; can be useful when a game relies on the physical window size; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):; 'borderless' - forces the app window not have any border
; 'alwaysontop' - forces the app window into the top-most band; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native); or can be set to 'DosBox' or 'QEmu'.DesktopResolution =DeframerSize = 1ImageScaleFactor = 1ForceNearestPointFilter = falseFreeMouse = falseWindowedAttributes =Environment =;--------------------------------------------------------------------------[Glide]; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"; OnboardRAM: in MBs; MemorySizeOfTMU: in kBs;; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"; or subproperties: h: horizontal, v: vertical; + optional subproperty refrate: refresh rate in Hz; e.g. Resolution = max, refrate:60; Resolution = 2x, refrate:59; Resolution = h:1280, v:1024, refrate:75; or just use the compact form like "1024x768@60" or "512x384";;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)VideoCard = voodoo_2OnboardRAM = 8MemorySizeOfTMU = 4096NumberOfTMUs = 2ForceBilinearFilter = falseDisableMipmapping = falseResolution = unforcedAntialiasing = appdrivenEnableGlideGammaRamp = trueForceVerticalSync = trueForceEmulatingTruePCIAccess = false16BitDepthBuffer = false3DfxWatermark = true3DfxSplashScreen = falsePointcastPalette = falseEnableInactiveAppState = false;--------------------------------------------------------------------------[GlideExt]; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"; Dithering: "disabled", "appdriven", "forcealways"; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size; 1 = normal, 2 = double size, etc.; 0 = automatic (the aim is to have some retro feel&look)DitheringEffect = pure32bitDithering = forcealwaysDitherOrderedMatrixSizeScale = 0;--------------------------------------------------------------------------[DirectX]; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",; "matrox_parhelia-512", "geforce_fx_5700_ultra"; VRAM: in MBs; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"; or the integer value of an anisotropic filtering level (1-16)DisableAndPassThru = falseVideoCard = internal3DVRAM = 1024Filtering = 16DisableMipmapping = falseResolution = h:1920, v:1080Antialiasing = 8xAppControlledScreenMode = trueDisableAltEnterToToggleScreenMode = trueBilinearBlitStretch = falsePhongShadingWhenPossible = falseForceVerticalSync = falsedgVoodooWatermark = falseFastVideoMemoryAccess = false;--------------------------------------------------------------------------[DirectXExt]; VendorID, DeviceID, SubsystemID, RevisionID:; can be defined only for SVGA and Internal3D card types; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default; "all", "classics", "none"; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get; enumerated to the application as display adapter supported ones -; can be useful if an app supports rendering at arbitrary resolutions; and you have a particular favorite resolution that are not; enumerated to the application by default; you can either use the compact resolution format here, or; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"; meaning the maximum resolution with the given aspect ratio calculated from; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration; any subset of {"8", "16", "32"}, or "all"; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size; 1 = normal, 2 = double size, etc.; 0 = automatic; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended); "appdriven", "forcemin24bit", "force32bit"; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed; (some applications check for them and they fail); RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is; applied also to rendertarget textures; Set it to false for games requiring pixel-precise rendering; but be careful it can EASILY break certain things, not recommended; SmoothedDepthSampling: if true then extra smoothing is added to depth textures; when they are sampledVendorID = 0x0DeviceID = 0x0SubsystemID = 0x0RevisionID = 0x0DefaultEnumeratedResolutions = allExtraEnumeratedResolutions =EnumeratedResolutionBitdepths = allDitheringEffect = pure32bitDithering = forcealwaysDitherOrderedMatrixSizeScale = 0DepthBuffersBitDepth = appdrivenMSD3DDeviceNames = falseRTTexturesForceScaleAndMSAA = trueSmoothedDepthSampling = true;--------------------------------------------------------------------------[Debug]; This section affects only debug/spec release builds;; Info, Warning, Error; "Disable" - disables all messages and debugger break; "Enable" - enables messages and disables debugger break; "EnableBreak" - enables both messages and breaking into debugger;; MaxTraceLevel: Maximum level of tracing API calls; 0 - Disable; 1 - API Functions and methods; 2 - Additional trace info for internals;; LogToFile: if false or debugger is detected then output goes to the debug output; if true and no debugger detected then output goes to 'dgVoodoo.log'; (not implemented yet, always the default debug output is used)Info = enableWarning = enableError = enableMaxTraceLevel = 0LogToFile = false
Please advise!
P.S.: Is there a SPOILER feature in the forum, so I could post my dgVoodoo config, without cluttering the whole page?