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Re: dgVoodoo Metin2

I didn't test it game myself, but isn't the game itself changes the desktop resolution before igniting DX rendering? If yes, then it's unfortunately a problem because dgVoodoo takes the current desktop resolution for its resolution calculations. So, if, say, the game sets the desktop resolution to …

Re: Extreme PaintBrawl 4 - the gun is solid gray

I found the line dumping a d3d call trace in the debug layer that causes the freeze. If I comment that line out then no freeze, however there is no any illegal operation in that dump code that could cause an internal exception or sg like that. If I don't run any dbg application receiving the dbg …

Re: dgVodooo 2.8.x and related WIP versions

Do you know which games use hardware vertex buffers? I might be able to test it. Improved DD/D3D API tracing Now that dgvoodoo lists the interface versions, does it know which pre-d3d8 version it's wrapping, or is that only possible to determine by the user reading the log? I don't know. I only …

Re: Regressive bugs - report them here

Battlefield 1942 and Battlefield Vietnam, which were fixed with a workaround in 2.55.1, is again exhibiting same behaviors (crashing at session end) with versions 2.79 and higher - haven't tested thoroughly backwards. Are there any specific steps to reproduce it? I've just tried in the same way as …

Re: Regarding API tracing with debug builds

I implemented it after all. I found a simpler solution and the amount of needed work wasn't that much that I thought. Now DD/D3D dumps versioned interface names and also, the incoming interface pointers (in some methods) are also extended with the object information. So, for example Direct3DDevice7 …

Re: dgVodooo 2.8.x and related WIP versions

I didn't have time at all recently, but I could devote 1-2 hours to dgVoodoo now and then. So, I share the current state. Not much, but since there are changes that can break this and that (like D3D6/7 hw vertex buffers) and I only did very limited testing, I'd like it to have it tested at some …

Re: AMD Fluid Motion Frames and dgvoodoo2 testing

https://www.dsogaming.com/pc-performance-analyses/amd-released-a-driver-allowing-you-to-enable-fluid-motion-frames-in-starfield-star-wars-jedi-survivor-hogwarts-legacy-and-more/ https://www.amd.com/en/support/kb/release-notes/rn-rad-win-23-30-afmf-tech-preview https://gpuopen.com/fsr3-in-games- …

Re: Regarding API tracing with debug builds

Without those it takes quite a while to determine which exact d3d version is used, specifically when it comes to D3D6 and older. It becomes even more difficult when games call different interface versions. In fact the version cannot be determined. You can query different versions of interfaces for …

Re: Regressive bugs - report them here

Ty! One report more: Raver Shield game - Big stutters, for example on first level here you can see strong fps twitching: https://i.postimg.cc/CzrkfCZg/image.png Was on old versions too. Without wrapper no stutters. Is it a regressive bug? In other words, did it work without stuttering with an older …

Re: dgVodooo 2.8.x and related WIP versions

Unfortunately I'm being inactive these days, but anyway, some minor fixes again: Some D3D12 fixes including a weird issue with NV drivers (Prince of Persia) Some bugfixes in the CPL Fixing a common cache bug affecting both D3D11 and D3D12 (Earth Defense Force Insect Armageddon) Improving the …

Re: Regressive bugs - report them here

v2.81.3 NEW BUGS (did not have v2.81.2): C&C: RENEGADE - WEAPON IN HANDS GLITCH FARCRY - FALLING THROUGH TEXTURES (clear v1.4 with SilentPatchFarCry, no HD patch or x64) BLITZKRIEG - MICRO STUTTERS CAMERA MOVE WAS in previous versions: MAFIA - COMPLEX PROBLEMS IF DISABLED T&L (SKY GLITCH AND NO …

Re: wrapping OpenGL

Interesting information, thanks! Well, yes, OGL 1.5 could be implemented, GLSL is part of 2.0 and above. But, as always, especially nowdays, time... what I don't really have for that.

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