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Re: Fog issue in FFXI

Hi Dege, I've been following this issue on and off for quite some time checking back occasionally to see if there's been any improvement. I saw the recent build which fixed vertex fog in PSOBB in 2.79.3 and though it might resolve the fog in FFXI as well, however it is still incorrect. It's …

Re: Fog issue in FFXI

Thanks for the feedback! But, bump mapping has to be disabled for a good fog? Is it sg coming with dgVoodoo only? I think you have to disable bump mapping for some of the ambient lighting to work correctly, so maybe not a huge shocker. I haven't played this game in ages, but I keep planning to get …

Re: Fog issue in FFXI

Yes, I remeber this issue being reported earlier. I'd check it out but - my free account expired ages ago - I don't have a clue how to get to the level/position where the problem occurs (I don't know the game(play) itself). Is there an easy way that we could manage this? If you're still willing to …

Re: dgVoodoo 2.7.x and related WIP versions

Dege wrote on 2020-10-07, 19:57: That's weird, I have both game (not the gog version though) and they work as expected. Yea I can't get it to work, unless I am doing something wrong. I just removed the GOG wrapper and added DGVD. It never renders any textures. Or maybe the GOG release actually is …

Re: dgVoodoo 2.7.x and related WIP versions

Dege wrote on 2020-10-07, 19:57: That's weird, I have both game (not the gog version though) and they work as expected. Yea I can't get it to work, unless I am doing something wrong. I just removed the GOG wrapper and added DGVD. It never renders any textures. Or maybe the GOG release actually is …

Re: dgVoodoo 2.7.x and related WIP versions

Dege said previously that dgVoodoo is unrelated to GOG's wrapper. [Edit] Ah right, I see what you mean. Although I don't understand how they can work together (and what would be the point of that). Zero point, hence why I wrote pointless news. Link to the GOG wrapper? Thanks! They don't provide it, …

Re: WIP versions

Dead or Alive 5 Last Round - DX9 Game comes up with an error "Video card does not meet the minimum requirements", and then exits. Not sure what it would be talking about here, at first i thought it was not enough VRam, but minimum requirements say 1GB.

Re: WIP versions

ZellSF wrote: Crysis F.E.A.R 2 Sonic & Sega All-Stars Racing Strania - The Stella Machina Performance boost is massive, these four are probabl […] Show full quote Crysis F.E.A.R 2 Sonic & Sega All-Stars Racing Strania - The Stella Machina Performance boost is massive, these four are probably …

Re: WIP versions

Is there a kind of database somewhere with games and versions of dgvd2 they were tested with? I know PCGW has a lot of references to dgvd2 on specific games, but I don't think I've ever seen an actual database.

Re: WIP versions

Sorry for being inactive here, I think I gave myself up to coding. I have a new WIP: ========================= WIP57: ========================= - Support for D3D9 Shader Model 3 * ps_3_0 full feature set * vs_3_0 full feature set - TEXLDL (texture sampling) is not yet implemented for sw execution …

Re: WIP versions

Hello, Would that be possible to check why mouses with high pooling rates have issues with dgVoodoo? For example, in Aliens vs Predator 2 (LithTech) everything works fine only with 125Hz pooling rate. The higher the rate the more choppy the games becomes. And it only happens with dgVoodoo, native …

Re: WIP versions

Yes, I explained that in https://www.vogons.org/viewtopic.php?f=59&t=34931&start=3540#p665218 It clearly shows that crash occurs in ReShade's dxgi. I even gave a tip for the possible problem. dgVoodoo does nothing special tricky thing that should be 'fixed', especially if previous ReShade versions …

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