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Re: Support for Micro Machines V3

I tried this game with dgVoodoo and got to the following: - The game freezes at startup if too many resolutions are enumerated to it, so I had to disable default resolutions in the config and add 320x240 and 640x480 as extra enumerated ones (320x240 is used for sw rendering, 640x480 is for hw …

Re: dgVoodoo 2 for DirectX 11

Edit: One more thing, shouldn't dgVoodoo automatically fallback to software rendering when appropriate hardware isn't available? In VMware virtual machine, you have to explicitly select WARP otherwise it doesn't work. I'll install a Win7 into a vm then and have a look what happens. It should work. …

Re: dgVoodoo 2 for DirectX 11

Yes, I mean WIP41. The game works for me natively (it's a simple DDraw game) but with wrong aspect ratio on my widescreen display. Windows 10 Build 1709. Interestingly, Alt-Tab is also ok on this machine with dgVoodoo.

Re: SSAA using plain-text config file?

SSAA is a brute force method of rendering everything at (say) 2x resolution along each axis and then downsampling the image by an averaging filter. So, what could be done with dgVoodoo is the following chain: game output at 2x/4x/ forced resolution ---> downsample image to game actual resolution by …

Re: dgVoodoo 2 for DirectX 11

Been recently playing some older Nancy Drew games and decided to try out dgvoodoo2 with 'Message in a Haunted Mansion'. Currently it appears incompatible with this error: 'InitDirectDraw(), pSDestSurface() - DDERR_SURFACEBUSY - Access to this surface is being refused because the surface is already …

Re: WIP versions

O.D.T Escape or Die Trying works fine, the Launcher.exe will crash when enumerating resolutions without DisableDefaultResolutions. I said earlier Wartorn had problems rendering the menu. I can't reproduce that now, but it crashes initializing the 3D render. Log attached. Indeed. But I've just fixed …

Re: dgVoodoo 2 for DirectX 11

If I alt-tab out of GTA: Vice City at any point, when I go back, mouse cursor pops up for a split second at the center of the screen on regular basis. Must be something with the cursor emulation... I guess this doesn't happen if you run the game through unspecified scaling mode with unforced …

Re: dgVoodoo 2 for DirectX 11

You don't have bilinear texture filtering enabled, that's why it's noisy. But even with that enabled, it can be still noisy a bit in case of lacking texture mipmapping. Bilinear filtering in dgVoodoo or Tomb Raider setup makes no difference from what I can see. I really don't like filtering …

Re: dgVoodoo 2 for DirectX 11

Dege, I was just posting some wrapper information as an alternative in this thread requesting integer scaling for Nvidia GPU drivers and had to complicate my guide for dgVoodoo 2 a bit by detailing the binary vs text dgVoodoo.conf overwrite problem when using a game-local dgVoodoo.conf binary saved …

Re: WIP versions

A little improvement that I wanted to do a long time ago: ========================= WIP40: ========================= - Improved shader handling: * Resource cache for reuse of D3D8 compiled shaders * Dynamic shader compiling is moved to a background thread to avoid/minimize lags caused by this Glide: …

Re: WIP versions

Not WIP related but I tried Lands of Lore II in PCem and got the same glitches. So Lands of Lore II's Direct3D renderer is just sort of bad. Your options are dealing with the Windows version (seams in 3D rendering edges, random bugs introduced by modern CPUs), the DOS version (have to deal with …

Re: WIP versions

Raven Shied still has a problem (the old problem) loading a level in fullscreen mode :( And about RS, dege, take a look at this strange surface problem (simply rotating the viewport with the mouse): Didn't yet re-try the game but what is this surface problem? About Blade Of Darkness.....did you …

Re: WIP versions

A new WIP: ========================= WIP39: ========================= - DX Surface locking incompatibility, fixed (The Mystery of the Druids) - Minor D3D/D3D8 bugs, D3D11 leaks fixed (my own tests) - Some additional improvement in the Debug Layer - Fixing 24 bit surface creation issue in DDraw ( …

Re: dgVoodoo 2 for DirectX 11

I also experienced something similar to what Masterotaku reported. I think most people did not notice it because it is very difficult to replicate this error. Most of the games hide natively unsupported resolutions in their internal settings. And most of the new GPUs support almost all resolutions …

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