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Re: dgVoodoo 2 for DirectX 11

Sorry for high respond latency, Is it possible to increase the limit so that at least an entire level's worth of caching is done prior to loading so there isn't the stutter for at least one level? Sorry if it sounds like I'm talking aobut of my ass. Only if the level in question was loaded once at …

Re: dgVoodoo 2 for DirectX 11

(Incidentally, I tried to set windowed mode using the settings in the ini file instead of forcing, but with dgVoodoo in place the game would not display correctly - most of the window was black whilst the game was horizontally 'squashed' to about a quarter of the width of the window). SC1 always …

Re: dgVoodoo 2 for DirectX 11

Why not use Komat's method then if it seems to function fine without the brief lagging? D3D11 can only accept shader byte code of version 4.x/5.0, so old D3D8/9 shaders (1.x - 3.x) cannot be utilized without recompiling. Though seems like Komat is only compatible with Pandora Tomorrow rather than …

Re: dgVoodoo 2 for DirectX 11

Why not use Komat's method then if it seems to function fine without the brief lagging? D3D11 can only accept shader byte code of version 4.x/5.0, so old D3D8/9 shaders (1.x - 3.x) cannot be utilized without recompiling. Though seems like Komat is only compatible with Pandora Tomorrow rather than …

Re: dgVoodoo 2 for DirectX 11

In short, the process is the following for shaders: D3D8 (1.x) shader bytecode (coming from app) -> HLSL (translated by dgVoodoo) -> D3D11 (4.x) shader bytecode (D3DCompiler) -> GPU specific code (translated by the display driver) The most time consuming part is compiling from HLSL to 4.x shader …

Re: dgVoodoo 2 for DirectX 11

the first time I put on night vision and the first time I put on thermal causes the game to stutter briefly before going back to smooth. It's a real mystery for me. Anyone else maybe, experiencing this? I've honestly have no idea either and it sucks because otherwise it works really well. The …

Re: dgVoodoo 2 for DirectX 11

Hi Guys, thanks for the new reports. Unfortunately I cannot fix bugs and share new WIP versions for now because the current state of dgVoodoo doesn't make it possible. :D I'm doing base developments and refactoring on dgVoodoo nowadays, when I have time. The point is, it's not abandoned. :) I tried …

Re: dgVoodoo 2 for DirectX 11

I have an intersting issue related to the wrapper (d3d8.dll), I have bought a new monitor with gsync from nvidia I set up vsync off in nvidia CP and also gsync ON. I limited the fps with nvidia inspector to 58 fps. Now for all the games i see that the FPS is at 58. With DgVooDoo d3d8.dll this is …

Re: dgVoodoo 2 for DirectX 11

Unfortunately I have to put off dgVoodoo for a while because of other works that are going to (at least, they seem to) consume all my time. :( Oh nooo!! Right now that dgvoodoo2 began to grow on me! :cry: Not forever, just for a while. :) One thing I just found: you can play Baku Baku Animal (Win95 …

Re: dgVoodoo 2 for DirectX 11

@JJXB: Thanks a lot for your videos!! Now we know how SC1 looked on a GF4 chipset. I'll made the changes in dgVoodoo. (But I still prefer the current looke to the GF4 one, so I might add a GeForce FX xxxx card type just because of that... :D :D :D) @Teleguy: Water in Morrowind is rendered by the …

Re: dgVoodoo 2 for DirectX 11

Well if the wrapper does too many cosmetic changes and it changes the original view well that it's not a wrapper. It's a mod. It represents the view of a person and not the view of it's creators. Ok, it's true, but all the changes dgVoodoo does is adding extra filtering to the depth-comparison …

Re: dgVoodoo 2 for DirectX 11

Then what about this one? http://www.vogons.org/viewtopic.php?p=517631#p516678 Lowenz, you took this screenshot on your Gf FX5200, right? Frankly, thinner light beams are because of missing parts from the rendering. I think I could 'restore' the thin-state but the current one looks better IMO. (ps: …

Re: dgVoodoo 2 for DirectX 11

Your hw specs? I have a gaming laptop. https://www.amazon.com/GL752VW-DH74-17-Inch-Discrete-GeForce-Metallic/dp/B015ZG9964/ref=pd_lpo_147_lp_t_4?ie=UTF8&refRID=Z1EWMD053MDE9VKGP9BX&th=1 I spent most of my time playing projector that I found some of my tactics I used to ghost past areas didn't work …

Re: dgVoodoo 2 for DirectX 11

Thicker light beams: the light beams are always rendered with the same thickness, but with shadow buffer mode, the game renders a few very thick beams over the thinner ones, so they kinda gets blurred (like with dgVoodoo). If very thick ones are missed then you get the pure, sharp thin ones. Very …

Re: dgVoodoo 2 for DirectX 11

So the scene shadows are clearly wrong from 2002 in shadowbuffer mode :D Projector mode shadows must be there in shadowbuffer too, with different positions of course, but must be there ( they're the shadows of the window and plants beyond it ). There are lot of differences between the 2 systems. …

Re: dgVoodoo 2 for DirectX 11

I'm up to my neck in non-dgVoodoo works nowadays, unfortunately, so can't be too active. But, recently I surveyed what to do next. The list is not really about new features but some existing problems and revising some internals (for example, crash with SpaceBunnies pointed out some things). I don't …

Re: dgVoodoo 2 for DirectX 11

Yes, if I remember correctly, Glide has pixel center at .5 positions, while DX<=9 has it at .0 (integer). So, if Trash driver accepts TL vertices then applying and offset on x and y with +0.5 should do the trick. Changing texture coordinates is the more complicated way because tex coords are …

Re: dgVoodoo 2 for DirectX 11

Hi Dege, just to know, are you planning INDEO support for next versions? I know this is not a very top priority since I am sure you are focusing on other more important topics, but knowing if you are going to add can help me. Many thanks for all your help and for DGVoodoo in general (I am a big …

Re: dgVoodoo 2 for DirectX 11

It's some z-fighting with textures over other textures. Yes, it is. It's some z-fighting with textures over other textures. It's there any workaorund for this? Unfortunately not, I'll have to finetune z-biasing further, in the next version. About splinter cell. I've seen a explanation on gamedev. …

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