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Re: WIP versions

Aww, too bad! Well, at least i can force vsync (which don't work anymore in Windows 10 with dx8 games) Actually, this is a problem I've wanted to address somehow from wrapper side for a long time. I've introduced an option for DirectX to control if forced resolution/msaa is also affects …

Re: WIP versions

KainXVIII wrote: Dege wrote: I've reproduced the problem just now but I'm going to fix that. Thanks! Well, it's not a bug. If resolution or MSAA is forced then glitches appears, but works fine otherwise. Similar issue to the water in Morrowind and Splinter Cell.

Re: WIP versions

Thanks for the gift, dgSanta :D :) Nice! No Broken Sword 3 fixes though :depressed: I've reproduced the problem just now but I'm going to fix that. The videos and load screens are now working in Tonic Trouble with this build (barring palette issues which DxWnd fixes). Many thanks :D How can that be …

Re: Driver (PC game)

Yeah, thanks, it works for me too. That's why I don't understand what the problem could be for Tumek5. @Tumek Could you attach the log coming from the debug layer of dgVoodoo? (use the _dbg release of WIP41 for that)

Re: WIP versions

Some improvements again: ========================= WIP41: ========================= - DDraw incompatibilities are fixed (Wartorn, Message in a Haunted Mansion, Micro Machines v3) - Migrating to INI format config files; now the CPL writes its own INI template instead of binary files - Avoiding …

Re: Honour & Freedom (Juliet)

This game suffers from 2 problems: - dgVoodoo crashes when quitting a mission because the game double-releases some textures (the facepalm-technique again... :D), altough I was able to workaround this on dgVoodoo side, will be included in the next WIP. - The game allocates its z-buffer through D3DRM …

Re: dgVoodoo 2 for DirectX 11

Is there a list of games that can take advantage of dgVoodoo's Phong shading option? Or at least some known examples :-) Well, not much that are eye-catching... On the other hand, I can show you a demo: http://www.pouet.net/prod.php?which=473 If you enable Phong then you'll see a nice elliptoid- …

Re: WIP versions

Dege, Since you implemented shader cache to WIP40, is it possible to implement shader dumping and replacement to dgVoodoo in the future? Maybe when the API is ready. If I remember correctly, shader dumping and replacement was requested from reshade author but he couldn't do it because of time …

Re: SSAA using plain-text config file?

I don't know for now... Adding postprocess shaders to dgVoodoo wouldn't be that big deal since it are already have some. But if I started to add special built-in ones then dgVoodoo would be moved into some kind of ReShade-functionality direction. :) BTW, Wouldn't SSAA also produce the same glitches …

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