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Re: dgVoodoo 2 for DirectX 11

Start playing Nocturne game works fine except one glitch https://www.youtube.com/watch?v=rf0TAcvTPpw for comparison https://www.youtube.com/watch?v=GEb_yyalYmc hope it can be fixed :happy: For some reason I had serious glitches with forced MSAA with this game (with my semicrap driver though...). …

Re: dgVoodoo 2 for DirectX 11

Diablo II: I tried the 1.14c patch and it works, but the output has to be set to the primary monitor. If I remember right it wasn't a problem in earlier versions but now the game window and the cursor is forced to the primary monitor. AvP2: LithTech engine, and it has the same problem as Blood2 with …

Re: dgVoodoo 2 for DirectX 11

I read that Alien vs Predator is a DX7 game. In spite of that, it renders through ancient execute buffers... (D3D3 or 2) What is more, I additionally found that this game has a rather inefficient rendering way as of using 'dynamic' textures. :dead: It explains the performance drop when too much …

Re: dgVoodoo 2 for DirectX 11

New Commandos 2 (Steam version) is working great with dgVoodoo2.....but I can't understand which D3D version it uses by default: RTSS can't show it :| (if I put your DLLs in the folder RTSS shows correctly D3D11). .....but resolution forcing causes a crash (CTD) after the intro videos, in the start …

Re: dgVoodoo 2 for DirectX 11

Vsync combined with no triple buffer? no good that. PS: NFS 4 works with nGlide at 2560x1600 @ 8x MSAA with butter smooth 60fps all the time and even on full grid weather race. So for some reason the problem relies in dgvoodoo. Ok, obviously, but plz try NFS4 with the DX7 renderer to see if the …

Re: dgVoodoo 2 for DirectX 11

Dege, did you ever measure the influence over performance of "Fast Video Memory Access" option? No. It has no general influence on performance. For most games it's all for the same, some works better with it on. It depends on the game, if it renders everything by the GPU then 'fastvidmem' doesn't …

Re: dgVoodoo 2 for DirectX 11

I know you hate options, but shouldn't a full CRT shader by optional? There are some people who like scanlines and other that don't. Ok, I'll create scaling methods 'Forced 4:3' with and without CRT-like appearance. Toy Story 2 Without dgvoodoo I got this message "Soft Abort D:\projects\toy\direct6 …

Re: dgVoodoo 2 for DirectX 11

Is it normal/expected, using a forced resolution, that a 2D HUD seems (is?) nearest-point filtered? It depends... If the game draws HUD "manually", by locking the backbuffer then it should appear bilinear filtered. If it draws it as 2D textures (the better way) then probably point-filtering is used …

Re: dgVoodoo 2 for DirectX 11

Fixed, thanks! Have you a link with this version of dgvoodoo to try myself? Yes, now I have. I can share a new WIP. I fixed some mouse cursor problems, was forced to partly refactore certain codes in order to have 8 bit paletted stuffs working properly with resolution forcing, and added the forced …

Re: dgVoodoo 2 for DirectX 11

Is it normal/expected, using a forced resolution, that a 2D HUD seems (is?) nearest-point filtered? It depends... If the game draws HUD "manually", by locking the backbuffer then it should appear bilinear filtered. If it draws it as 2D textures (the better way) then probably point-filtering is used …

Re: dgVoodoo 2 for DirectX 11

I've created a new 'CRT-like' scaling method which forces aspect ratio of 4:3 to all resolutions below (and including) 1280x1024 and quickly whipped up a crt-like postprocess shader for this. Another World is a 2D game (how I loved it back then, played on a 286 in 16 color :-D), ideal for comparing: …

Re: dgVoodoo 2 for DirectX 11

Hello and first of all, thanks for this amazing program - it really works like a charm in most of the old games I tried! :) However, I came across a first game that just doesn't work on Windows 10, whatever I try. It is a little-known game called "Lost Idols" - the demo of it can be downloaded here …

Re: dgVoodoo 2 for DirectX 11

Oh and Nvidia broke their AR correction for 320x200 in their latest drivers. Can you fix yours so I don't have to rely on that? Currently dgVooodoo2 AR corrects 320x200 to 16:10 when it obviously should be 4:3. But why? 320/200 == 1.6, 640/400 == 1.6, so they are 16:10 resolutions. You can't assume …

Re: dgVoodoo 2 for DirectX 11

Oh and Nvidia broke their AR correction for 320x200 in their latest drivers. Can you fix yours so I don't have to rely on that? Currently dgVooodoo2 AR corrects 320x200 to 16:10 when it obviously should be 4:3. But why? 320/200 == 1.6, 640/400 == 1.6, so they are 16:10 resolutions. MSAA + D3D11 fl …

Re: dgVoodoo 2 for DirectX 11

Fun report about WARP :D I tested Unreal (yes it's my lifelong love since 1998 :D ) with Gold (2001) D3D6/7 renderer through WARP+dgVoodoo2 and (unofficial) D3D 8 renderer (with FULL quality and advanced features enabled) through WARP+dgVoodoo2 11 FPS vs 16 FPS.....so WARP is clearly optimized for …

Re: dgVoodoo 2 for DirectX 11

Great! I'll test more games, especially the ones you mentioned crashing. My favourite now is NFS HP2, AFAIk only the ingame resolution can be choosen, but now the menu screens can also be scaled up to high resolutions. (if number of games with glitching cursors tends to increase then I may try to …

Re: dgVoodoo 2 for DirectX 11

I tried the new Warp output on my laptop. Virhe and MDK only show a black screen with the dgVoodoo logo visible and sound playing in the background. Jedi Knight finally works with 3D acceleration enabled but it's too slow to be useful. On a sidenote, how does forcing resolutions work in conjunction …

Re: dgVoodoo 2 for DirectX 11

I have a simple question my graphics card is not powerful enough (ATI HD 6950) or dgvoodoo speed can Increase in the future? I think that should be fine. Are you downloaded D3DCompiler_43.dll? Using that maximizes the wrapper performance. Yes i downloaded D3DCompliter. I think i found the reason of …

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