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

I can confirm that the 11th gen Intel GPU loads the *NATIVE* d3d9 driver. Log: Bound to D3D9Drv.dll Log: Initializing D3D9Drv... Log: D3D adapter driver : igdumdim64.dll Log: D3D adapter description : Intel(R) UHD Graphics 750 Log: D3D adapter id : 0x8086:0x4C8A Using d3d9on12 the driver is another …

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

I can confirm that the 11th gen Intel GPU loads the *NATIVE* d3d9 driver. Log: Bound to D3D9Drv.dll Log: Initializing D3D9Drv... Log: D3D adapter driver : igdumdim64.dll Log: D3D adapter description : Intel(R) UHD Graphics 750 Log: D3D adapter id : 0x8086:0x4C8A Using d3d9on12 the driver is another …

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

I can confirm that the 11th gen Intel GPU loads the *NATIVE* d3d9 driver. Log: Bound to D3D9Drv.dll Log: Initializing D3D9Drv... Log: D3D adapter driver : igdumdim64.dll Log: D3D adapter description : Intel(R) UHD Graphics 750 Log: D3D adapter id : 0x8086:0x4C8A Using d3d9on12 the driver is another …

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

It's not a resampling filter, so no? It's a temporal anti-aliasing solution. Pretty sure it also requires information to work with from the software, that dgVoodoo can't give. AMD isn't able to universally apply it to games themselves. FSR 1.0 would be possible, but for optimizing dgVoodoo for …

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

It's probably more on Valve and Steam than on dgVoodoo, I imagine. Steam Remote Play has known issues with capturing video playback in some games as well, because it tend to work through whatever API/swapchain that the Steam overlay hooks, so when some videos gets played back "above" the hooked …

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

========================== WIP86.1 ========================== - Adding option GeneralExt\PresentationModel (for flip-discard modes for D3D11) - some minor internal bugfixes http://dege.fw.hu/temp/dgVoodooWIP86_1.zip http://dege.fw.hu/temp/dgVoodooWIP86_1_dbg.zip Btw, minor note is that the …

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

========================== WIP86.1 ========================== - Adding option GeneralExt\PresentationModel (for flip-discard modes for D3D11) - some minor internal bugfixes http://dege.fw.hu/temp/dgVoodooWIP86_1.zip http://dege.fw.hu/temp/dgVoodooWIP86_1_dbg.zip Thanks! PS - any hints what this …

Re: DGVoodoo2 and legacy flip

Dege wrote on 2022-05-10, 17:46: I implemented the flip-discard swap effects for D3D11. You can test it with WIP86.1: Re: dgVodooo 2.7.x and related WIP versions (2) So far it's working great! Thanks for adding support for this so quickly.

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

Thanks, it's a nice summary with valid points. I'll see how it could be exposed into the config. Btw, then, plain discard swap effects don't work with auto-HDR? (I have neither Win11 nor a HDR monitor). Flip model is required for Auto HDR to engage, and is actually one of the reasons specified by …

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

You mean discard (DXGI_SWAP_EFFECT_DISCARD) and flip-discard (DXGI_SWAP_EFFECT_FLIP_DISCARD) effects? Sequential modes only provide swapchain buffers content to be kept but dgVoodoo does not need that feature, it'd only lower the presentation performance. Anyway, I didn't care about the swap effect …

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

@dege, is there any plans on adding the ability to override the swap effect in D3D11 ? To essentially get sequential flip or discard flip without relying on wrapping a game to D3D12 ? Right now one has to use Special K in conjunction with dgVoodoo to achieve that, which sometimes have so~so …

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