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Re: dgVoodoo 2 for DirectX 11

Update on Drakan: I've just run it again and I must have taken a mistake. Draw distance seems to be normal after all. UCyborg, could you check it out plz (these files are from your patch)? http://dege.fw.hu/temp/Drakan_fastvidmem_depthbuffer_patch.zip So, what I did: - Added 'poking' code to the …

Re: dgVoodoo 2 for DirectX 11

Thanks, now I installed your Drakan patch and tried the game at 2560x1440 app resolution. Indeed, this time I got constant 40 fps on my GTX1060. One thing that didn't come to my mind at all explains the fps drops for lens flares: Drakan relies on the good old technique, namely locking the depth …

Re: WIP versions

Things are going slowly nowadays so I share a little WIP compiled from the branch of 2.55 (I want some more fixes in the patch version though): Sorry to bother you, the fix regarding Soldiers of Anarchy is only half good the game still makes dgVoodoo lose the light part of the stateblock when you …

Re: WIP versions

It's not really easy to show z-fighting problems in screenshots. Here's a video comparison though: https://www.youtube.com/watch?v=_7KN30r9WVg Difference is clear, great upgrade! I did not even know that DgVoodoo had "hidden" [DirectXExt] section in config file though..need to RTFM it somehow The …

Re: dgVoodoo 2 for DirectX 11

Thanks for the extra level to try! I've just tested it through developer mode with bump mapping/trilinear filtering/lens flare etc. enabled but I didn't get FPS dropdowns. Aside from some temporal and minor fallback I got constant 60 fps in 4K without MSAA enabled, didn't matter if I breathed fire …

Re: WIP versions

Isn't that something you can fix by disabling focus assist (a feature somewhat relating to notifications)? I don't notice any alt-tab issues, but it could be because I've turned off notifications earlier and I'm not a heavy alt-tab user (though I did test with the 15 games I have installed). Indeed …

Re: Star Wars Episode I: Racer (aka Podracer)

Teleguy, thanks for the double cursor fix. Compatibility shim that you created works and hides the double cursor. I wonder why dgVoodoo2 needs this shim, while the game's own wrapper does not. Maybe the game cursor is a software drawn one by the game itself while the white arrow cursor is the real …

Re: WIP versions

I didn't yet upgrade to Spring Creators Update (still on 1709 (16299.371)). Is the Alt-Tab issue with it been solved meanwhile? I get a terrible performance with Glide (Unreal) and a mobile 9600 GT, way too far BAD confronting to DDRAW! I will test with a more modern GT 750 Ti. Yes, 9600 GT is just …

Re: dgVoodoo Splinter Cell Games

Questions: How much DgVooDoo wrapper emulate a real GF4? I'm thinking that the game might look at some other things. Example : Device Id , Device name, device properties & capabilities etc. Another way is to debug the game in a real enviroment. Windows Xp+GF4 Ti +driver. Out of curiosity what …

Re: dgVoodoo Splinter Cell Games

Yes, it's an engine thing. The engine (or the game itself by using the engine) tries to figure out if the shadow is visible or not. It sometimes fails. I saw the same when debugged the shiny floor bug. Depending on the shadow visibility, the game takes different renderpaths and that's why the shiny …

Re: Banzai Bug

I had a look at this game and eliminated the initial problem causing that error message. Came to the conclusion that this game unfortunately has more additional problems with dgVoodoo, so I cannot make a fix for this in the upcoming patch version.

Re: dgVoodoo 2 for DirectX 11

Mmm... thanks for that, again! :cool: Miko-san's Miracle Board has severe z-fighting issues. Works fine in WineD3D 2.2, but not later WineD3D versions or natively. I would consider it unplayable in dgVoodoo2. I don't know why 16 bit z-buffers behave so badly in some games, but I feel the …

Re: WIP versions

Things are going slowly nowadays so I share a little WIP compiled from the branch of 2.55 (I want some more fixes in the patch version though): ========================= WIP45: ========================= This is compiled from the branch of 2.55, so expect only minor fixes added to 2.55. - Minor …

Re: dgVoodoo 2 for DirectX 11

( Well, close enough ). What's off? ... Light beams go straight through Sam. You can see this in the vent on the first level. You won't notice it much through the game unless you try to. ... It depends on the virtual 3D card: beams go through Sam with every video card (including GeForce FX5700 …

Re: Advent Rising - Missing shadows

Yes, I don't think it should work this way. For example, if I compare the Xbox version http://www.youtube.com/watch?v=h2gIPtS-x1Q&t=1m32s to the "patched" PC one then I don't get any shadows at the same place. I assume the two versions should work (render) the same way but weird, because when I …

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