VOGONS

Common searches


Search results

Display options

Re: dgVoodoo Splinter Cell Games

Moved my post here from the general dgVoodoo2 thread. I've decided to use dgVoodoo2 for Pandora Tomorrow again after using Komat's fix for so long, and I noticed this weird visual bug here. In LAX, the lighting in dgVoodoo2 are perfectly circular, whereas the Xbox version, PS3 version, and PC …

Re: dgVoodoo 2 for DirectX 11

No, it's not a stupid approach at all. The main problem with emulation is the fact that what shader is exactly needed turns out only at rendering time (as opposed to non-emulated stuffs like games where all needed shaders can be pre-generated before rendering). Async shader generation on background …

Re: dgVoodoo 2 for DirectX 11

Why not use Komat's method then if it seems to function fine without the brief lagging? D3D11 can only accept shader byte code of version 4.x/5.0, so old D3D8/9 shaders (1.x - 3.x) cannot be utilized without recompiling. Though seems like Komat is only compatible with Pandora Tomorrow rather than …

Re: dgVoodoo 2 for DirectX 11

In short, the process is the following for shaders: D3D8 (1.x) shader bytecode (coming from app) -> HLSL (translated by dgVoodoo) -> D3D11 (4.x) shader bytecode (D3DCompiler) -> GPU specific code (translated by the display driver) The most time consuming part is compiling from HLSL to 4.x shader …

Re: dgVoodoo 2 for DirectX 11

It seems a shader compilation spike CPU usage case.....it is expected. Seems so. Would like to see if there's a way to mitigate it. I don't know why the Komat fix for Pandora Tomorrow doesn't have this aspect, though. But it does not use DX11. dgVoodoo is emulating DX8 shaders using DX11 shaders so …

Re: dgVoodoo 2 for DirectX 11

I've honestly have no idea either and it sucks because otherwise it works really well. The cutscenes are at native resolution when originally it was only 640x480 (thanks to being able to force resolution) and the buffer lighting is still pretty beautiful even to this day. I had thought it was …

Re: dgVoodoo 2 for DirectX 11

the first time I put on night vision and the first time I put on thermal causes the game to stutter briefly before going back to smooth. It's a real mystery for me. Anyone else maybe, experiencing this? I've honestly have no idea either and it sucks because otherwise it works really well. The …

Re: dgVoodoo 2 for DirectX 11

Quick question: is there any other solution for buffer shadows for Splinter Cell 1 or is this the only one? The fix works, but I still am getting the occasional stuttering I mentioned a few weeks back where starting a level, the first time I put on night vision and the first time I put on thermal …

Re: dgVoodoo 2 for DirectX 11

In dgVoodooSetup, on the DirectX tab, uncheck 'Disable Alt-Enter to toggle screen state' (checked by default). With this option unchecked, you are able to switch between fullscreen/windowed state by pressing Alt-Enter when running the game. Yeah I figured that out. But even after I hit Alt-Enter it …

Re: dgVoodoo 2 for DirectX 11

Your hw specs? I have a gaming laptop. https://www.amazon.com/GL752VW-DH74-17-Inch-Discrete-GeForce-Metallic/dp/B015ZG9964/ref=pd_lpo_147_lp_t_4?ie=UTF8&refRID=Z1EWMD053MDE9VKGP9BX&th=1 I spent most of my time playing projector that I found some of my tactics I used to ghost past areas didn't work …

Re: dgVoodoo 2 for DirectX 11

So the scene shadows are clearly wrong from 2002 in shadowbuffer mode :D Projector mode shadows must be there in shadowbuffer too, with different positions of course, but must be there ( they're the shadows of the window and plants beyond it ). There are lot of differences between the 2 systems. …

Re: dgVoodoo 2 for DirectX 11

ed_barber, good catch! Also see the (NO) shadows on the floor comparing to projector shadows! dgVoodoo2 + Projector mode: https://s9.postimg.org/7iv32ub1n/SC_PS.png dgVoodoo2 + Shadow Buffer: https://s9.postimg.org/as9i9az57/SC_SB_Fixed.png Shadow Buffer (no fix): https://s9.postimg.org/ru2cbee0b/ …

Re: dgVoodoo 2 for DirectX 11

eh. as i said, i can see the hitch happen when i load from the level menu (even with the camera glitch) just no hitch when i load from an ingame save. So hitching is normal? Hm. I hope Dege can resolve this issue soon then. The new Buffer shadows look beautiful (even if I have to get new strategies …

Re: dgVoodoo 2 for DirectX 11

well for some reason my splinter cell is acting really weird (upon loading a level from the levels menu, it goes ingame then the camera just flies up into the sky and the game crashes. lets me load an existing start of the level save for some reason though). but from what i have been able to test, …

Re: dgVoodoo 2 for DirectX 11

i'll redownload splinter cell and give it a try for myself (since i'm on a gtx980M laptop too) and will see about doing some records to confirm if there's any noticeable stutter for me at 1920x1080 or maybe even 1440x1080 for 4:3. The stutter also existed on my previous laptop which had a 765M. I'm …

Re: dgVoodoo 2 for DirectX 11

Post some pics and hope Dege will look into the problems. :) I haven't been able to recreate them so far, so I will when I can. The big issue is still the stutter, though. It's annoying that every time I reload a save, I get a brief stutter for everything. Would like to play this way with 100% …

Page 1 of 2