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Re: dgVodooo 2.8.x and related WIP versions

I split the 2.7.x topic and created a new one (this topic) for 2.8.x series and related WIP's. Plz let's continue here, I'm going to close the 2.7.x topic. Btw, I found a regression bug in 2.81, and since it affects multiple modules and since there have been many downloads already, I did not want to …

Re: dgVoodoo only works using dual monitors

You must have chosen a specific monitor attached to a specific adapter in dgVoodoo config. Say, monitor 2 attached to adapter 1 (video card 1). If you detach one of your monitors then the output ordinals change as well, so for example monitor 2 becames monitor 1 but you still have monitor 2 in dgv …

Re: RenderDoc compatible dgVoodoo versions

Thanks for the feedback! So, it has impact on RenderDoc but not on Ninja... I'm not sure if I include the change into the next version, since dgVoodoo releases are not compatbile with RenderDoc anyway. But as for the solution for Ninja, congrat for your skills! :) Btw, dgVoodoo does not select D3D12 …

Re: RenderDoc compatible dgVoodoo versions

Wow! I've just been about to write that I updated the DX dll's in the zip with the Map/Unmap "fix" (the link is the same I sent last time). Could you plz check it out if it helps? (seeing this, I think it won't) If it does not help then I won't include the changes in the next version, I'll just …

Re: RenderDoc compatible dgVoodoo versions

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame). The relevant documentation for that is: https://renderdoc.org/docs/getting_ …

Re: RenderDoc compatible dgVoodoo versions

No, unfortunately I don't know. I don't really know Ninja Ripper either. The only thing that could be done is enable the dx11 debug layer and see if it's complaining (warning, error) for anything with a particular game. If not, then the DX11/12 API itself is probably properly driven, so I don't …

Re: RenderDoc compatible dgVoodoo versions

Well, ok, so you need it for development/modding purposes. Luckily I could compile 2.63.2 from my old separate repository with the old compiler set. Btw, the D3D11 graphics debugger of Visual Studio works with dgVoodoo releases. Other apps like RenderDoc seems to need something from the dll export …

Re: RenderDoc compatible dgVoodoo versions

Thanks! Btw, what is so special with those versions? Unfortuntately I'm not sure if I can still build them because I keep updating the compiler toolset. These versions have the fewest bugs in some of my games. I picked them up myself. I am using 2.63.2. Instead of 2.71.3, you can select the latest …

Re: Default3DRenderFormat dgvoodoo 2.8.2

So, yes, argb16161616 is not supported but I'll implement it. If nothing else, it'd be nice for the alpha bits. yes! that'll be good! I eagerly await ! this mode is also supported by ue4's 'scenecolorformat' cvar value 4; Also, argb16161616_float exists in D3D9, so if the hw supports it then it can …

Re: dgVodooo 2.7.x and related WIP versions (2)

I've been testing and fixing bugs, I have some fixed, so a little update: ========================= WIP92.2: ========================= Fixing some D3D12 leaks + some internal D3D12 changes Fixing palette update on integrated GPU's in the D3D12 backend (CMRally) Generating more optimal vs/ps shaders …

Re: dgVodooo 2.7.x and related WIP versions (2)

dege, have you tried to check it out the ddraw wrapper gog is using of late? Chaos gate doesn't work on dgvoodoo 2 but that one looks like zeus own work on it, and it working flawlessly here. it also seems that it hooks directplay and wing32.dll too into its workings. No, I didn't try it. …

Re: dgVodooo 2.7.x and related WIP versions (2)

I have a new WIP: Thanks to Firtasik, we were able to localize the code in the D3D11 backend that broke the texture upload on AMD. Unfortunately I found no other solution for this than blacklisting AMD Vega architectures (device ID's: 0x15DD and 0x15D8 ) and add a code path that are similar to the …

Re: dgVodooo 2.7.x and related WIP versions (2)

I have a new WIP: Thanks to Firtasik, we were able to localize the code in the D3D11 backend that broke the texture upload on AMD. Unfortunately I found no other solution for this than blacklisting AMD Vega architectures (device ID's: 0x15DD and 0x15D8 ) and add a code path that are similar to the …

Re: dgVoodoo Splinter Cell Games

VRAM preset values are just for the sake of real VGAs historical correctness, they're not mandatory Alright sounds good. Although I noticed that even when cranking the VRAM past 512 MB, I could never get anything above 4096x4096 night vision working on a GeForce 4. It's not a big deal as obviously …

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