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Re: dgVoodoo 2 for DirectX 11

I don't understand all this negativity. The latest DDrawCompat fix WORKS! It FIXES the 'no fog displayed ' 'bug' for CMBB and CMBO and probably CMAK too. For Nvidia and Intel HD graphics at least anyway. Apparently, later AMD drivers work without needing this fix, natively. ... Narzoul understood …

Re: dgVoodoo 2 for DirectX 11

DDrawCompat vs. Combat Mission :-D https://github.com/narzoul/DDrawCompat/commit/4dc1c70f4113721c523b29f05cd8537fa41e3564 Thx! I haven't yet checked out the game, but actually it seems to be bad news (the same issue as NFS3 DX6 renderer had). If the projection matrix is not set properly then z-fog …

Re: dgVoodoo 2 for DirectX 11

Ok, I've been pondering on the scaling problem, especially how to make it as general as possible. My first idea was creating a new 'Stretched, keep aspect ratio (ISF)' scaling mode which would scale the output image (coming from Glide/DirectX) by the largest possible integer factor (with nearest …

Re: dgVoodoo 2 for DirectX 11

Well, the whole process can be divided into 2 phases: 1. dgVoodoo always renders the frames into an intermediate buffer. Its size is determined by the logical resolution. Say, the game wants the resolution to be 1280x1024 (or it's forced to that) then frame rendering goes into the intermediate …

Re: linux support

you might find it a bit less daunting like this. as the actual game loads and deus ex human revolution (pretty sure that's directX11) loads. i'm guessing you're referencing something very particular as the control panel loads up? No, nothing special. The CPL is just a standard Win32 application …

Re: dgVoodoo 2 for DirectX 11

'cause there's no "bare" metal, there's a really old d3d8 driver by Nvidia. OK, so it's the d3d8 driver vs d3d11+dgvoodoo wrapper. I guess it all is due to well optimized multithreaded D3D11-drivers. You can already select the filtering mode. You can set texture filtering. Not scaling algorithm. …

Re: dgVoodoo 2 for DirectX 11

Someone already mentioned Sanitarium had glitches, so here's two pairs of comparisons image with DXGL. DXGL actually runs Sanitarium perfectly and has better scaling options than dgVoodoo2 anyway, but if you're curious: sntrm 2017-08-02 22-28-38-16.jpg sntrm 2017-08-02 22-27-10-64.jpg sntrm 2017-08 …

Re: dgVoodoo 2 for DirectX 11

Yes, I concur, amazing! :cool: I'm going to have a lot lot of stuffs to check out. :) Thank you very much, again!!! Mafia seems to work great? I didn't see any of the zbuffer problem mentioned since I only tried it for a few seconds. That problem is fixed in 2.54 and wasn't related to z-buffering as …

Re: dgVoodoo 2 for DirectX 11

I forgot to report that 1-2 months back ago me too tested Gothic 1, it was D3D but the ingame framerate strangely altered between 21-60. If I remember right, when my character or the camera was moving then framerate lowered to -20 fps and when every moving had stopped then it run up to 60. (Or the …

Re: dgVoodoo 2 for DirectX 11

Yes :D Some performance tests done with Unreal (all D3D renderers!) Win10 64 + Unreal 227i / 1280x960 Windowed / Max Quality *Intel 530 (lastest drivers) D3D9: 378 D3D8: 342 D3D8->D3D11: 223 DDRAW: 356 DDRAW->D3D11: 125 *NVidia 1050 Ti ( 382.83) D3D9: 567 D3D8: 395 D3D8->D3D11: 402 DDRAW: 410 DDRAW …

Re: WIP versions

Question: resolution forcing is available in (forced or not) windowed mode? Resolution forcing takes effect only when the game/app is logically running in full screen mode. I mean when the app code initializes to fullscreen and thinks it's running in fullscreen. So that, true fullscreen or …

Re: dgVoodoo and Dangerous Waters

I've tried the game and it crashed for me both natively and with dgVoodoo. It works with the spec d3d8 patch though, with heavy cursor trailing. The crashing code seems to be a bitmap data copy (or converter) code, for the time being I have no idea what's the problem (in addition to it's obviously a …

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