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Re: dgVoodoo 2.7.x and related WIP versions

Is it me or the driver settings for Lod bias don't have any influence on dgvoodoo? At least I experimented quite a bit with it and didn't see any difference. And it looks like by default dgvoodoo tends to set lod bias more on the negative side? Cause I'm getting strong moire patterns on mipmaps …

Re: dgVoodoo 2.7.x and related WIP versions

Is it me or the driver settings for Lod bias don't have any influence on dgvoodoo? At least I experimented quite a bit with it and didn't see any difference. And it looks like by default dgvoodoo tends to set lod bias more on the negative side? Cause I'm getting strong moire patterns on mipmaps even …

Re: dgVoodoo 2.7.x and related WIP versions

Decided to retest retail version of Spellforce and it's actually works as intended still. So problems exist only with steam version now, don't know what kind of updates they've implemented that broke it. But there's one more interesting thing, those bugged shadows this game had all these recent …

Re: dgVoodoo 2.7.x and related WIP versions

There is already an option to set a 2x resolution, try it (but remember that also amd and nvidia drivers include support integer scaling (NOT for 10x0 series and olders) Thanks for suggestion, but tried it already, it gives me the same exact quality as when I set 4k manually. I also tried to add …

Re: dgVoodoo 2.7.x and related WIP versions

Thanks Dege, for checking out my pointers! Yeah, that's what I thought the deal would be with games with that kind of shader problems. And why I have emulators as an example in my mind, maybe in future it'd be possible to implement some kind of per game shader upscale offset tweak like some emus do? …

Re: dgVoodoo 2.7.x and related WIP versions

Ok, here's a first batch of problematic games I've made notes about, some of them doesn't even need dgvoodoo to work properly at all, but I still try them together to compare antialiasing quality or to see if I'd get smoother performance this way. Hard to be a god: not really known game at all, not …

Re: dgVoodoo 2.7.x and related WIP versions

Thanks for the reply! Yeah, I meant scaling artifacts, like when bloom and depth of field effects are not being rendered correctly. Need to recheck which games from my tests actually had it, but it looked very similar to the problems many emulators have with increasing internal resolution. Fixing …

Re: Peixoto's patches for a few old games

I see, well I guess I can get by without scaling for now. Maybe you could incorporate drawing distance hack into your framework too at one point? Btw, I'd like to make another feature request, would it be hard to implement a way to force disable hardware gamma flag in games which use it? Like color …

Re: Peixoto's patches for a few old games

Yeah, I'm using d3d with Hitman cause it's the only one having a drawing distance hack for. Ok, here's my error. log for it: Peixotos's patch remote settings: 32bit: 1 : : s=4;sz=256;path=Textures\VOKSI;n=PgUP;p=PgDn;d=home;sw=end;c=del;q=ins; BLT3D: 1 CPY: 1 D3D: 7 D3D_Driver: C:\WINDOWS\System32\ …

Re: Peixoto's patches for a few old games

Hi, first thing I want to say is that I really appreciate all the work you're doing with your framework, it really helps to bring old stubborn games to working state finally There're several observations I wanted to share. Firstly, now I finally can run Hitman Codename 47 with widescreen mod and 4k …

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