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Re: dgVoodoo 2 for DirectX 11

I have a question not strictly related to dgvoodoo (because DirectX 9). It's about GTA San Andreas (and it also applies to GTA 3 and GTA Vice City). It's about the Frame Limiter. The game gets a couple of glitches with car physics and stuff like that when the frame limiter is turned off. Sadly, the …

Re: dgVoodoo Splinter Cell Games

Dege, I noticed something strange in Pandora Tomorrow. It is a small white cross flashing in the dead middle of the screen. I am not sure, but I think it happens more often when I use the mouse. Something Unreal-Engine related, perhaps. I can't show it to you, because it doesn't appear on my …

Re: dgVoodoo Splinter Cell Games

Nvidia Gameworks has a feature called "Nvidia DOF (nvdof)", which looks much better than the standard DOF (which is just a circular/oval blur, with a clear center). Comparison is below. It is also supposed to be very fast since it uses hardware/driver/DX11 features. http://international.download. …

Re: dgVoodoo Splinter Cell Games

Now with all this knwoledge how hard it can be to add some depth of field effect to the Night Vision? Xbox original title has this, meaning you cant see things too well at certain distance(far away things are blurry). :) I know, i know modding stuff, but this seems to be a perfect opportunity to do …

Re: dgVoodoo Splinter Cell Games

Haaa! Fuckin amazing, mate. I figured out the 9-passes mystery, I think. It's a box blur. Box-blurring the image gives exactly the same result. This means: Picture intensity is divided by 9, then this low intensity picture is transposed to 9 different locations, one of which is simply the original …

Re: dgVoodoo Splinter Cell Games

So weird. Phong shading was active. I turned it off and it's better, thanks. But my shadows are not nearly as soft as yours... have a look. SplinterCell 2017-01-31 22-13-16-16.jpg They are kinda weirdly angled, like from very bad upsampling. Here are my dgVoodoo settings: Screenshot 2017-01-31 22.13 …

Re: dgVoodoo Splinter Cell Games

Thanks. I will test using my trusty Geforce 4 Ti. As a side note i've also seen something that didnt looked right when switching to night vision, same level. Might be related to light sources only. Never got the chance to test this but now with your post i really want to. Thanks. My pleasure. …

Re: dgVoodoo Splinter Cell Games

One thing in particular I noticed wrong (and I'm relatively sure that's not how it's supposed to be) is that some lit areas have hard edges. And many light cones with hard edges kinda overlap and it looks very "artsy", 2D art like, if you know what I mean. There is no fallof. This is very apparent …

Re: dgVoodoo Splinter Cell Games

One thing in particular I noticed wrong (and I'm relatively sure that's not how it's supposed to be) is that some lit areas have hard edges. And many light cones with hard edges kinda overlap and it looks very "artsy", 2D art like, if you know what I mean. There is no fallof. This is very apparent …

Re: dgVoodoo Splinter Cell Games

That's true, but I don't think that this matters significantly when we are talking about a simulated night vision mode for a video game which is already unrealistic due to the ambient light feature. ;) Besides, in black=and=white photography many different color filters are used depending on the …

Re: dgVoodoo Splinter Cell Games

Well, the human eyes are sensitive at different degrees to red, green and blue color, that's why it is. It has its on studies, see e.g. 'Luma coding in video systems'. That's true, but I don't think that this matters significantly when we are talking about a simulated night vision mode for a video …

Re: dgVoodoo Splinter Cell Games

Hah! Fuckin brilliant, mate. Thank you! Just what I wanted. Only thing that surprised me is the weighting of color information for greyscale generation. Didn't expect that! Now I told you I'm a nitpicker, so if and only if you find the patience and time, can you elaborate more on the steps that came …

Re: dgVoodoo Splinter Cell Games

Hello Dege and others, I already posted this comment in another thread, but was advised to do so here. First off thanks a million for the work you have done. I have been wanting to replay SC1 for forever. Now I have the ability. I have a question that is not related to your software directly and …

Re: dgVoodoo Splinter Cell Games

Hello Dege and others, I already posted this comment in another thread, but was advised to do so here. First off thanks a million for the work you have done. I have been wanting to replay SC1 for forever. Now I have the ability. I have a question that is not related to your software directly and …

Re: dgVoodoo Splinter Cell Games

Hello Dege and others, I already posted this comment in another thread, but was advised to do so here. First off thanks a million for the work you have done. I have been wanting to replay SC1 for forever. Now I have the ability. I have a question that is not related to your software directly and …

Re: dgVoodoo 2 for DirectX 11

Hello Dege and others, first off thanks a million for the work you have done. I have been wanting to replay SC1 for forever. Now I have the ability. I have a question that is not related to your software directly and maybe someone else can help out too. I am thinking about a video project in …

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