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Re: Magical Chase (Win95)

OK, I have good news. Button for starting the game was greyed out because the game wasn't installed completely, I guess the earlier install process aborted abnormally because some of the game files were copied to the hd. So, I launched AUTORUN.EXE from the CD through LocalE and pressing the second …

Re: WIP versions

3D Mark 99 Max patch done, updated the thread: http://www.vogons.org/viewtopic.php?f=8&t=51587 I also needed to apply HeapValidateFrees shim via Compatibility Administrator, otherwise it would crash in one of internal heap functions inside ntdll.dll right before the scores show up. It seems that …

Re: DllMain Thread

DXGI ERROR: CreateDXGIFactory cannot be called from DllMain. [ MISCELLANEOUS ERROR #76: ] If nothing else, you can install Windows SDK and enable the DX11 Debug layer along with debug-breaks on error messages. So, when you launch the game from the debugger then it breaks when DXGI dumps the error …

Re: dgVoodoo 2 for DirectX 11

From what I understand, the DX wrapper already forces color depth to 32-bit, however I noticed that Slave Zero still runs with 16-bit color depth. It's known that the DX renderer of the game is limited to only 16-bit color, but I thought that dgVoodoo2 would have been able to work around that. And …

Re: WIP versions

It seems there is another issue with 3D Mark 2001 SE that is present in old 2.53 version as well. If I choose to run it on secondary monitor, it manages to run only once, so just the first test if you choose Benchmark, trying to run anything afterwards produces: setFullscreen - creating the device …

WIP versions

I'd like to have this thread for WIP (Work In Progress) version announcements and discussons. To start right at once with a new one, I share a new one: http://dege.fw.hu/temp/dgVoodooWIP28.zip Don't expect too much, it's mainly for running 3DMark 2001 :D, but I also cite the readme: ----------- …

Re: dgVoodoo 2 for DirectX 11

Thankfully to Qbix and Admins of Vogons, dgVoodoo just got a complete new section to post to: :cool: Board: dgVoodoo Subforum: dgVoodoo General Please create new tematic threads instead of posting into this one to avoid growing further this one. If you'd like to continue a subtopic from thread ' …

Re: dgVoodoo 2 for DirectX 11

In spite of that, I think it's no wonder if there are problems with ps/vs 1.x in DX9. DX8 and 9 are probably mapped to the same DDI (device driver interface) internally, that's one of the reasons why Komat's fix is needed for SC1. How combine his fix with dgVoodoo? They can't be combined together. …

Re: dgVoodoo 2 for DirectX 11

The only solution would be trying to add a fix in dgVoodoo, if possible (I didn't check that game yet, so I don't know). I think it might work if dgVoodoo allowed to specify different scaling modes for different resolutions. Jedi Knight uses hardcoded 640x480 in menus (where the mouse problem …

Re: dgVoodoo 2 for DirectX 11

Why is the screen in Jedi Knight always stretched to the whole screen (16:10) instead of 4:3? Without dg the screen is correctly pillarboxed which is what I want. In other words, why doesn't dg respect the setting in display drivers? I'd like to play in 1280x960 without any resolution magic or …

Re: dgVoodoo 2 for DirectX 11

UCyborg, thanks for your efforts!! Now I can run 3DMark 2001 through dgVoodoo. :cool: I couldn't stand not to avoid rendering it in C64-style: https://www.youtube.com/watch?v=d-Is0UKAJ4M&feature=youtu.be :-D :-D :-D It also turned out that 'Nature' and 'Pixel shader' benchmark tests need Q8W8V8U8 …

Re: dgVoodoo 2 for DirectX 11

lowenz wrote: If you can fix that 3DMark2001 SE issue it will be fun to test the D3D11 wrapping with "Nature" as an heavy-PS 1.x workload. I hope it's just the question of adding support for (some of) texture formats Q8W8V8U8, V16U16, W11V11U10.

Re: dgVoodoo 2 for DirectX 11

Here's a large collection of older PC racing game screenshots I took, upscaled using a mix of dgVoodoo and nGlide: http://forum.arcadecontrols.com/index.php/topic,152678.0.html Wow, nice collection...! http://www.vogons.org/viewtopic.php?f=8&t=51159 Wanted to leave the thread I posted but I wanted …

Re: dgVoodoo 2 for DirectX 11

dgvoodoo2 is working great. However, it forces to use 60Hz if the resolution is unforced. Is it possible to add an option to force the highest available refresh rate without forcing a specific resolution? Yes, it's by design. If the game doesn't declare what refresh rate to use when setting the …

Re: dgVoodoo 2 for DirectX 11

Wow, it looks fantastic, I mean the eyefinity on 3 monitors... :cool: its great, or would be, if it worked correctly :). Using dgvoodo, someone even got it working in 3D on his 3D TV, and that is even more impressive Im told. It seems as if red and green were transposed, or green is completely …

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