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Re: dgVodooo 2.7.x and related WIP versions (2)

Dege wrote on 2021-09-03, 08:25: ========================= WIP80.1 ========================= […] Show full quote ========================= WIP80.1 ========================= - Fixing a tesselation incompatibility http://dege.fw.hu/temp/dgVoodooWIP80_1.zip http://dege.fw.hu/temp/dgVoodooWIP80_1_dbg. …

Re: ATI TruForm

It'd be easy to add such an option, but it's not a wise idea in regard of the performance. When the game is aware of n-patches then the engine controls what objects are subject to tesselation, at what level (e.g. depending on the distance), etc (see Morrowind FPS optimizer, how fine granurality of …

Re: ATI TruForm

FINALLY!!! Thanks so much for this, Dege! Also, out of curiosity, how hard would it be to add a "force n-patches" feature to dgVoodoo2? My hope for such a feature would be that, since it would be hijacking the render pipeline, would help debug n-patch support in games which do support it but, for …

Re: ATI TruForm

This is crazy to see working and with good performance. I guess modern hardware can compensate with good raw performance. :D It's sad that you don't have time to work on this fully. This is something that should be made OFFICIALLY by Windows, GPU developers or whatever. Microsoft should hire you …

Re: Ancient DOS Games Webshow

With how ubiquitous OpenTTD is these days, I think a post in your YouTube channel's Community tab clarifying why you find it to be legally-dubious is in order. I mean, I understand why you feel that way - unlike with, say, Daggerfall Unity, even without the original files (or the open-source …

Re: dgVoodoo 2.6.x and related WIP versions

Hello! found that Z.A.R game d3d version can't work with dgVoodoo it says "Z.A.R. Error 3D hardware NOT found." without it can be played in Direct3D using 800x600x32 resolution mode. Am I missing something?: ZAR_D3D 2020-02-10 01-12-38-01.jpg Resolution forcing, MSAA and AF seem to work too. This …

Re: dgVoodoo 2.6.x and related WIP versions

From the blog: What can you do with the code? Make the move to D3D12 more quickly. Leverage the D3D12 Translation Layer library as-is in your game to port your existing work to D3D12 faster. ???? Why would replacing a DX11 layer with a DX11->12 wrapper be useful? I don't get it. It's basically the …

Re: WIP versions

About DX9 games using POM/parallax map effects on some surfaces (TimeShift, Crysis, Gothic 4: Arcania, etc).....it would be awesome if dgVoodoo2 can force the AF on those surfaces. Normally it's impossible without tweaking the shaders (Crysis got some POM tweaks via mod to enable the AF effective …

Re: WIP versions

Quick question - G-Police crashes if you task switch (so if it loses focus, when you switch back to it it crashes). Can DgVoodoo prevent that at all? Could it hide the task switch from the game, and force the game to keep running as if it had focus? Thanks The only thing I can think of is running …

Re: WIP versions

Oxenfree (x64, DX9) Using WIP58 x64, only renders menus unless anti-aliasing is forced in config file. With anti-aliasing forced, all screen elements use bloom effect, including GUI and message prompts. This does not happen natively. How can that be? It works perfectly for me. Do you get the same …

Re: WIP versions

Edit: Which version am I even supposed to use, x86 or x64, does that depend on the game itself or the OS ? It depends on the game and OS. If you're using a 64-bit OS, and the DX9 game you want to play is also 64-bit, then obviously you'll want to use the x64 DX9 DLL. Otherwise, stick with the …

Re: WIP versions

Oxenfree (x64, DX9) Using WIP58 x64, only renders menus unless anti-aliasing is forced in config file. With anti-aliasing forced, all screen elements use bloom effect, including GUI and message prompts. This does not happen natively.

Re: WIP versions

Ambient occlusion is still messed up in Lego BATMAN: The Official Video Game using WIP58 x86, though to be fair I did report it literally an hour before WIP58 was released.... 🤣

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