VOGONS

Common searches


Search results

Display options

Re: dgVoodoo 2 for DirectX 11

@Teleguy: the config file you attached is unfortunately pretty uncorrupted. I have the feeling that dgVoodoo cannot read the config file (for whatever reason) on your laptop, and because of that, it uses the default config. Such a situation fully explains the symptoms because the output API is 10.1 …

Re: dgVoodoo 2 for DirectX 11

That gives me an error message. error.jpg Debugview still shows "DXX32: Warn: Registry value too long: MainVideo_SET in SYSTEM\ControlSet001\Control\CLASS\{4D36E968-E325-11CE-BFC1-08002BE10318}\0000\UMD". Could you attach the dgVoodoo.conf you're using, plz? It strongly seems to be NOT videocard/ …

Re: dgVoodoo 2 for DirectX 11

10.0 to me sound like a bad ideea. Question of viewpoint. 10.0 is not a/the new direction in dgVoodoo but just an extra, with some trade-offs and limitations, for the possibility of playing games through dgVoodoo on late-dx10.0 hardwares. I didn't ditch any existing feature for the favor of 10.0. …

Re: dgVoodoo 2 for DirectX 11

Just a very quick reply for now: yes, I also tried Pandora through 10.0 with MSAA, that's the problem indeed. But, shadows/lighting are missing because of a 10.0 limitation :( : an MSAA z-buffer neither can be resolved (to a non-MSAA one) nor can be a shader resource (like a texture). In the end, …

Re: dgVoodoo 2 for DirectX 11

Yes, http://dege.fw.hu/temp/dgVoodooWIP20_1.zip but changing D3D shaders a bit is the only change I did so far. +new info: testing Pandora Tomorrow through 10.0 output causes the shadows to disappear on my lowend GF 610. I still don't know if this a new 10.0 limitation revealed or just the driver is …

Re: dgVoodoo 2 for DirectX 11

So, 10.0 support seems to make some sense. :) Updated my video drivers to the latest ones available, still the same problem. If plain DDraw works (watermark is visible) but D3D doesn't then dgVoodoo probably can't create one of its precompiled 3D shaders and querying D3D interface or creating D3D8 …

Re: dgVoodoo 2 for DirectX 11

lowenz wrote: As you can see in the screenshot I simply added the Unreal System folder path (where the exe is locaetd) -> "Unavailable" adapter. With general (generic?) profile the VGA is correctly found. I'll try launching as admin. Ok, thanks. I almost messed it up with some nVidia profiles. I'll …

Re: dgVoodoo 2 for DirectX 11

W-O-W, *helluva* :D new problem in Splinter Cell Versus (10.1 and 10.0 rendering path), on my Radeon 7850! Never ever seen before this release, so it' strictly related to new D3D8 changes. *With normal/night vision there's some serious FPS killing going on in open space, looking at distance (1.5 …

Re: dgVoodoo 2 for DirectX 11

I have a new WIP: http://dege.fw.hu/temp/dgVoodooWIP20.zip I finished the first version of the 10.0 support, and unlike I said previously, it has full precompiled shader and vertex tweening support after all. But, citating from the readme: What you should know about the new features compared to v2. …

Re: dgVoodoo 2 for DirectX 11

If you want a baseline testbed, I'm ready to test a 2009 D3D10 system (a good notebook with a Dual Core Proc@2.5 GHz + 4 GB RAM + GeFoce 9600M but with Windows10 :D) for the classic 1280x800 / 1024/768 resolutions. Ok, thanks, then I'm going to include the 10.0 support in the next WIP. What do we …

Re: dgVoodoo 2 for DirectX 11

Update: DX precompiled shaders can be compiled to 10.0 (SM4.0) target, so they could be included for 10.0 too... I would reluctantly try them on an early 10.0 hw. But, If I'm right, then my GF GTS 450 can be outperformed by a GTX 260 or GTX280, so the precompiled ones would probably run relatively …

Re: dgVoodoo 2 for DirectX 11

lack of mipmapping in Glide is too serious ? NGlide not supports mip-mapping. And IIRC all 321 tested games are ok, some games are better (GT Racing etc). It's a little surprising to me. When I last time tested it (with Unreal Tournament) then mipmapping was noticably missing but I thought that was …

Re: dgVoodoo 2 for DirectX 11

Yes could be but Blizzard said in his Forum that they will support Glide maybe you should just aks to support your wrapper ? i dont know, Here is the Post: http://us.battle.net/en/forum/topic/20742864601 It looks like the Developer of nGlide has the same problem and he try to talk with Blizzard: …

Re: dgVoodoo 2 for DirectX 11

Did Blizzard tailor the 1.14b patch to Sven's wrapper? What I see is they removed the Glide renderer dll from their game and pushed Glide support directly into Game.exe. The problem is that the game now queries Glide3x function names manually, BUT, it uses the undecorated c-style function names ( : …

Re: dgVoodoo 2 for DirectX 11

Does DGVoodoo 2 can work when you have to set the game EXE to Windows 98 compatibility mode. I have some problem with starlancer. If I do not use any compatibility mode, graphics of the game are working great (but the game will crash in a very specific condition when you want to leave your medal …

Re: dgVoodoo 2 for DirectX 11

I've done a quick test with Drakan Demo and Diablo II 1.14b (Glide, forced to 1280x1024) but both works fine with 2.51. :confused: I'll try them on an AMD too, to see what happens. Edit: (BTW, crash on Drakan Demo means driver crash? I remember having one with some old nVidia driver.) Edit2: sorry, …

Re: dgVoodoo 2 for DirectX 11

I added (at least, I think) support for DirectShow movie playback via dgVoodoo. First, I wrote a complete API hooking system and then it got clear that API hooking is definitely not the way for DShow as it relies on half of the legacy Win32. :dead: :dead: So, instead I ended up with an internal, …

Re: dgVoodoo 2 for DirectX 11

Ouu... buuaaa!! that's very saad! :exclamation: Thanks for the aclaration dudes. However, is not possible to make dgVoodoo in future versions be compatible with more video cards? I think the difference between Directx 10 and 10.1 are minimal! Let me know if I'm wrong. :depressed: Yes, the …

Page 75 of 103