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Re: dgVoodoo 2.6.x and related WIP versions

well, forum doesn't let me reply to your PM so rip. maybe one day I will be able to send PMs lol Weird… Plz look at your private messages, I've just sent you another. btw are you still working on the glide wrapper part of dgvoodoo? What should I do to report bugs with glide? Use debug version and …

Re: Halo Combat Evolved

Vaporeon wrote on 2020-05-27, 16:38: Hey, was anything found on the above plasma glow issue? Was this issue fixed only partially? I thought it's working with the 2.63.1, I mentioned it in the changelog (Fixing a minor D3D DXBC generator bug (Halo CE)).

Re: Source DirectX9 grey fog bug

It turns out that what we believed to be fog, that's not fog... It just looks like fog. I checked out Sin with DX8 and DX9 level renderer (through dgVoodoo) and debugged the shaders for a problematic part. The calculated fog values were the same with both DX8/9 levels… Also, in both cases the …

Re: dgVoodoo 2.6.x and related WIP versions

Dege, do you have any interest in finding a way to make dgVoodoo output geometry buffers/depth buffers while MSAA is enabled? https://cdn.discordapp.com/attachments/682885060256727047/713544101517328385/00.webp Edit: I've been directed to this old post: https://www.vogons.org/viewtopic.php?p=765730 …

Re: dgVoodoo 2.6.x and related WIP versions

Nezarn wrote on 2020-05-22, 13:09: hey Dege, is there any way to contact you outside this forum? (like on discord or something?) Would have some questions. Private messages? I think you cannot send me a private message as a newly registered user but I can to you which you can reply, so the …

Re: Source DirectX9 grey fog bug

Found this https://www.nvidia.com/object/winnt_77.72.html Geforce 6800: Half-Life 2 fog is different when using ATI hardware. This is not an NVIDIA bug, but rather an issue with the application. Hmm... What could that issue be? Fogging has 3 different types in DX with defined formulas to calc by, …

Re: Source DirectX9 grey fog bug

Yes, sorry, I kinda thought it's been solved by settings nVidia as video card type. I tested your savegame with HL2 but I don't understand the result. When developing DX9 I remember I had to select GF5700 (or set card type to nVidia) to get HL2 to work (render) properly. This time I just tried the …

Re: dgVoodoo2 Issue with IDirectDrawSurface4::Lock

I looked into the code and it came to my mind that I wanted to remove the custom pitch-feature from CreateSurface (it doesn't exist in MS Ddraw as you said). I think the expected working mode would be accepting the DDSD_PITCH flag but completely ignore the pitch member and let that be calculated …

Re: dgVoodoo2 Issue with IDirectDrawSurface4::Lock

Yes, it's strange. Pitch and ptr cannot be app-defined for multilevel textures because the incoming DDSURFACEDESC struct only describes the properties of the first level and ptr/pitch cannot be automatically derived for the others. You should have encountered the following error message from the …

Re: Rayman 2 DX6 30 FPS drops

This is an issue with all Ubisoft games using the same engine as Rayman 2. I get the same alternating 30/60 fpsfor example in Donald Duck Going Quackers too. Even Rayman3 which is DX8 is affected but I'm not sure if that's the same timing problem. The point is, the game renderer always waits for the …

Re: dgVoodoo 2.6.x and related WIP versions

Prince of Persia the Forgotten Sands starts fine, but anti-aliasing doesn't work. More precisely, the game does not start if you enable anti-aliasing in dgvoodoo2. I noticed that if you run GameSettings.exe and try to set anti-aliasing there, then there simply is no way to choose the anti-aliasing …

Re: dgVoodoo 2.6.x and related WIP versions

dgVoodoo 2 with d3d12 wrapping will be the most used d3d12 application in the gaming world, finally we'll got a real benchmark for that API :D (way better than any actual d3d12 game developed until today) At least, I hope I can iron out all the problems so I get satisfied with the DX12 backend... …

Re: dgVoodoo 2.6.x and related WIP versions

I wanted to report that no version of dgVoodoo runs a DX2 game, The Need for Speed Special Edition. The game just works with the default DDraw.dll. I PMed you but you didnt reply. Here is the log: Uhm, sorry. I'm not good at private messages, and I'm visiting the forum relatively rarely these days. …

Re: dgVoodoo 2.6.x and related WIP versions

Hey Dege, if you are writing a DX12 backend have you considered writing a Vulkan backend too? This would work on Windows 7 and also means you don't have to stack wrappers if this is used on Linux with wine. Going through two wrappers kills performance, but ironically dgVoodoo2 going through DXVK is …

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