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Re: dgVoodoo 2.7.x and related WIP versions

No, it's in the readme in the section describing dynamic resolutions. But don't expect big things, it only chooses the current desktop resolution without keeping the aspect ratio of the game resolution. It's useful for games patched to widescreen, you don't have to select your desktop resolution …

Re: dgVoodoo 2.7.x and related WIP versions

Hi again, I've just released a new version. I didn't have much time recently, and I saw new reported bugs/issues. Those aren't yet fixed (or even investigated or replied), but I'll try to do my best and release a patch version for them later. ========================= dgVoodoo 2.75 …

Re: Resolution "Max" doesnt work as expected

Yes, 'Max' type of dynamic resolutions are designed to keep the aspect ratio of the application resolution. See the readme. But, I understand that a game supporting only 4:3 (or 5:4) resolutions patched to 16:9 or 16:10 camera FOV for widescreen won't work with them, because as you wrote, a forced …

Re: dgVoodoo 2.7.x and related WIP versions

Sorry for being inactive here. Unfortunately, due to other IRL activities, I have minimal time I can spend on dgVoodoo and related things. :( ----------- Unreal2 + input lag: dgVoodoo 2.74 indeed can cause input lags with limited fps, but only with D3D12 (and typically at high, 100+ fps's). That's …

Re: dgVoodoo 2.7.x and related WIP versions

FPS limiter for Glide or D3D too? For both, the presentation layer is common for them. Shouldn't 60 be one of the preset FPS limits (I know you can probably just type in a number)? It's going to be more useful than 1000. I didn't have much idea for the most useful ones (but I guess limiting into …

Re: Direct3D vs Glide (anisotropic filtering)

in Milliways
Anisotropic filtering as an algorithm is very complicated so it'd have very large overhead. Even trilinear has (relatively). That's what the sampler circuit is highly optimized for. So, sorry, but no, I won't implement it. 😐

Re: Direct3D vs Glide (anisotropic filtering)

in Milliways
Because texture sampling in dgVoodoo2 Glide does not use the GPU sampler (that provides anisotropic filtering) but instead it relies on a custom algorithm in order to be able to fully mimic the 3Dfx sampling process, including TMU-separated mipmap levels and multibase texturing, with only having a …

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