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Re: dgVoodoo 2 for DirectX 11

I cannot workaround this on nVidia, no matter what I do. Pixel shader(s) run erroneously. I disabled alpha testing in the game, that seems to be a good workaround. :) http://dege.fw.hu/temp/RoadWars_NoAlphatest.zip That exe works just fine without the errors previously mentioned when using …

Re: WIP versions

I see, but I wonder, how is dgvoodoo render 2d and 3d together ? I was just wondering, could it be possible to do separate rendering for 2d and 3d, so let's say the 2d is untouched and then just scaled up , like what you would do normaly on 2d , and render that as a layer on top of the 3d? and what …

Re: WIP versions

Whoa!! Unfortunately testing DXVK is a pain for me because I permanently have my secondary monitor attached to my integrated Intel (for testing purposes) and DXVK hangs in Intel's Vulkan driver at startup. What about its performance? That my AMD doesn't scale low 4:3 resolution properly, isn't a big …

Re: WIP versions

it seems Hitman 47, get messed up its 2d scaling and fonts, if any resolution is other than "unforced" this is a problem with nglide as well, so its not only dgvoodoo's problem, Also running the game in normal 640x480, the game turns into widescreen mode. Maybe there something incorrect with the …

Re: dgVoodoo 2 for DirectX 11

Thanks! BTW, I wanted to ask this some time ago, but forgot...do you still have any issues with Mafia's Water Shader Mod and anisotropic filtering? I haven't seen anisotropic filtering impacting image quality in negative way with the mod, unless I'm missing some small detail? Interestingly I don't. …

Re: dgVoodoo 2 for DirectX 11

Also, I saw you moved the code to right after locking a surface Yes, just shortened the surrounding code so there's no need to CALL / JMP somewhere else. Even with your yesterday's modifications, I managed to squeeze everything in there. :D BTW, when you modified the lens flare function in Dragon. …

Re: Star Wars Episode I: Racer (aka Podracer)

By the way, extra info about dgVoodoo in this game: the higher the original resolution you are trying to override, the more CPU limited you will be. That's why I use 640x480, and then 2560x1440 in dgVoodoo. Fast vidmem access enabled should help, I tried it. This game locks the depth buffer for …

Re: WIP versions

Things are going slowly nowadays so I share a little WIP compiled from the branch of 2.55 (I want some more fixes in the patch version though): Sorry to bother you, the fix regarding Soldiers of Anarchy is only half good the game still makes dgVoodoo lose the light part of the stateblock when you …

Re: dgVoodoo 2 for DirectX 11

Maybe patching the code to check against a rect deflated by 1-2 pixels could solve the problem. Brilliant suggestion! Patch updated. Great!!! Meanwhile I realized what the problem was: not another ReadFile but the 'poking code'. It triggers the handler only for the first 4K page of a texture …

Re: dgVoodoo 2 for DirectX 11

Well, i always used 480p ingame setting for Severance, but game still not feels smooth enough (despite 60 fps counter), NGlide wrapper is a little more smoother for some reason (but colors are washed out) Doesn't fast vidmem access for Glide ('Force emulating true PCI access' on the CPL) help there …

Re: dgVoodoo 2 for DirectX 11

I wonder if the data obtained earlier through the call to the Lock method could be used to somehow fix this. How do you mean that? The crash frequency depends on the tolerance of accessing out-of-bounds memory of the lower-level systems. I couldn't get it to crash natively on my NVIDIA at all while …

Re: dgVoodoo 2 for DirectX 11

Chaos Legion handles non-power of 2 textures inproperly. A bit subtle how it calculates texture data but it doesn't work for non-pow2 ones. It's not a D3D8-bug but one in the application. I guess video hw's didn't support non-pow2 textures back when the game was released so that code path remained …

Re: dgVoodoo 2 for DirectX 11

Do I understand correctly that dgVoodoo doesn't notice only when ReadFile writes into the surface, but doing it manually (memcpy?) would work? OllyDbg catches many PAGE_GUARD_VIOLATION exceptions with enabled fast memory access, which, if I understood correctly, you use to detect changes. Yes, …

Re: dgVoodoo 2 for DirectX 11

Update on Drakan: I've just run it again and I must have taken a mistake. Draw distance seems to be normal after all. UCyborg, could you check it out plz (these files are from your patch)? http://dege.fw.hu/temp/Drakan_fastvidmem_depthbuffer_patch.zip So, what I did: - Added 'poking' code to the …

Re: dgVoodoo 2 for DirectX 11

Thanks, now I installed your Drakan patch and tried the game at 2560x1440 app resolution. Indeed, this time I got constant 40 fps on my GTX1060. One thing that didn't come to my mind at all explains the fps drops for lens flares: Drakan relies on the good old technique, namely locking the depth …

Re: WIP versions

Things are going slowly nowadays so I share a little WIP compiled from the branch of 2.55 (I want some more fixes in the patch version though): Sorry to bother you, the fix regarding Soldiers of Anarchy is only half good the game still makes dgVoodoo lose the light part of the stateblock when you …

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