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Re: dgVoodoo 2 for DirectX 11

Thanks for reply, Dege. Hope you'll continue to develop dgVoodoo. Thanks. If i give you a wrapper version without GPU querying, could you plz test it to see if that is causing the problem? Crashing the graphic driver strongly reminds me of the old days when ATI drivers usually crashed (BSOD) when …

Re: dgVoodoo 2 for DirectX 11

Applications just hangs at startup and I see the message that my gfx driver had been restarted. It sounds very bad. :blah: Hmm, maybe GPU querying should be removed from the wrapper. When I tested dgv2 (2.1) with an ATI card then it worked but the code got into infinite loop at exit and had to …

Re: dgVoodoo 2 for DirectX 11

Just to make sure if wrapper or not wrapper: try starting Redguard with dgVoodoo (>2.0) and when DosBox stalls with a blank screen, launch dgVoodooSetup. If you cannot see DosBox in the folder/instance selector combobox then it means that Redguard does not even open a Glide session.

Re: dgVoodoo 2 for DirectX 11

@GameCollector @Stiletto Thank you guys!! After a lot of debugging I just gave up because I too was led to the conclusion that Zertva can't render good. I think the guys made the D3D version first, entered that for the compo, and later made a 3Dfx version which was not finished. Or something like …

Re: dgVoodoo 2 for DirectX 11

Stiletto wrote: Dug up old confirmation from Zeus of nGlide, he tested Žertva with nGlide 1.01 release last year. […] Show full quote Dug up old confirmation from Zeus of nGlide, he tested Žertva with nGlide 1.01 release last year. [Windows-Glide][Geometry glitches] EDIT: Made thread here. http:// …

Re: dgVoodoo 2 for DirectX 11

I paused development of dgVoodoo for months but now released a new version. Not much news though, the only feature is adding first version of DirectDraw emulation, didn't really touched the Glide renderer (except for minor changes). I hope releasing this (say, intermediate) version that was getting …

Re: dgVoodoo 2 for DirectX 11

The game I was trying was Sin. I tried nglide and that seems to work the way I expected; I left v-sync on in game, off in nglide, and I didn't notice a stutter, using same refresh rate/resolution. I always set my display to 60hz for v-sync no matter what game. The only problem is that it does seem …

Re: dgVoodoo 2 for DirectX 11

I think I know what's wrong here. It's not because it is using a 16bit installer. It's probably something I've noticed since Windows Vista, but has become a lot more apparent under Windows 7 and 8. Certain games that use 32bit installers just don't work. When you double click, a process is created, …

Re: dgVoodoo 2 for DirectX 11

I'm having trouble getting a good vsync in Sin with dgvoodoo2. Whether I try to enable in game, or force it with dgvoodoo, I can't get a fully syncd display. The tearing will be gone but there will be stuttering instead, suggesting that it's still not in sync. I tried limiting the framerate to 60, …

Re: dgVoodoo 2 for DirectX 11

I was also going to try Turok 1 but the game won't load without crashing (some Windows 7 issue with it). There's probably some fix I need to find. Turok 1 works fine for me. I'm not sure if it is a demo or the game, but the only trick is that it can only be started by File\Start Turok in the menu …

Re: dgVoodoo 2 for DirectX 11

Then it must be a bug. I'll check it as soon as I get a demo of the game. Thx for the feedback! I tried it with a GeForce 650, Intel 4000, and Radeon 6950 with identical results. It's because 95% of the "rendering calculations" is done in shaders, instead of relying on legacy GPU features (with …

Re: dgVoodoo 2 for DirectX 11

swaaye wrote: Has anyone tried Turok 2? Instead of 3D scenes I only get a solid color image. Title screens and such work though. I haven't changed any settings in DGVoodoo2. Then it must be a bug. I'll check it as soon as I get a demo of the game. Thx for the feedback!

Re: dgVoodoo 2 for DirectX 11

MesaFX is a version of Mesa with integrated 3dfx hardware acceleration (using Glide, if I recall correctly.) - effectively an open-source 3dfx OpenGL ICD (not counting the leaked 3dfx sourcecode). By chaining MesaFX and dgVoodoo you'd have (yet another) OpenGL-to-Direct3D wrapper, passing through …

Re: dgVoodoo 2 for DirectX 11

I promised you reporting the results, so (it's not a full test-list yet but only a short reply): Again, thanks for the extensive list!! Some other 3dfx tech demos http://www.falconfly.de/artwork.htm [ (All seem to work fine) 60Hz/30Hz/15Hz [Windows-Glide] (Works fine) ATB TV [Windows-Glide] (? Uh, …

Re: The Wrapper Collection Project

in PC Emulation
- Dege just sent me the source to dgVoodoo 1.50beta3. Dunno if it compiles but it's at least a little newer than the previously released 0.140plus source. Thanks, Dege! :D Yes, the following components can be easily compiled by MSVC 2010, I've included a fresh-crispy VC2010-solution file into the …

Re: dgVoodoo 2 for DirectX 11

Ah, Robertmo, thanks for the detailed explanation! :cool: I didn't know that kekko/wd's internal emulation has OpenGL support! That's why I misunderstood something in voodoo support... By the way, kekko/wd emu is a great stuff, tried it. It's a real deep chip emu... I was a little envy when saw the …

Re: dgVoodoo 2 for DirectX 11

But it doesn't worth the effort. Writing another component just to have an OpenGL 1.1 -> Glide3 (and mini ddraw) -> D3D11 wrapping? It makes no sense but programmatically would be nice... :happyhappy: Hah, this would be awesome. Well, yes, it would. At least Glide3 Napalm would have a great tool to …

Re: dgVoodoo 2 for DirectX 11

as for jetfighter you may see it when using latest ykhwong's dosbox build with following settings: voodoo=opengl glide=emu To be honest, I don't really understand what "Glide" and "Voodoo" config sections control exactly in Ykhwong's DosBox build. Voodoo only affects the emulated Voodoo1 hardware? …

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