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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. Indeed they are, but the runtime informs the DDI witch version of of …

Re: The Wrapper Collection Project

https://swiftshader.googlesource.com/SwiftShader/+/17b29fd4f21db9966607fc502b075dc6840e223b https://github.com/google/swiftshader/commit/17b29fd4f21db9966607fc502b075dc6840e223b It seems that d3d8 version of the SwiftShader is coming =) D3D8.dll compiled and working well (for a CPU wrapper :D) …

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

Onimusha 1 pc crashes when trying to run it with dgvoodoo2 (vanilla or patched 1.2) The japanese version works for me in Windows 7 (patch 1.02) but it have lots of rendering errors. Main character and enemies are partially invisible. Without any wrapper it works fine. I have to try the english …

Re: dgVoodoo 2 for DirectX 11

Onimusha 1 pc crashes when trying to run it with dgvoodoo2 (vanilla or patched 1.2) The japanese version works for me in Windows 7 (patch 1.02) but it have lots of rendering errors. Main character and enemies are partially invisible. Without any wrapper it works fine. I have to try the english …

Re: dgVoodoo 2 for DirectX 11

About splinter cell. I've seen a explanation on gamedev.net from one of the game developers about the shadow buffer issue. As it explains, the problem is that, on most cards, its not possible to set a multisampled depth\stencil surface as the z bufffer of a non multisampled rendertarget. Now i ask, …

Re: dgVoodoo 2 for DirectX 11

Try cheat engine auto-assembly Wouldn't it be better to make a new PE section and then add the extra code? Or even use a extra DLL to store patch code? Thanks for the tips! But unfortunately the patching effectively failed. Only the FMV's turned into 32bit, scene backgrounds are still 16 bit …

Re: dgVoodoo 2 for DirectX 11

Resident Evil 3 is hardwired for 16 bit texture formats. Surfaces can have formats with and without alpha component. I've did some modification so that the game always chooses a 32bit ARGB format for surfaces with alpha and rewrote some 16bit format-converting code as well. (It would be nice to …

Re: dgVoodoo 2 for DirectX 11

Couldn't the executable be patched in a way that texture surfaces are allocated with a 32 bit pixel format (if the game enumerates tex formats) and format-converting code is cut out so that the game simply copies the texture data? Texture coordinates shouldn't be a problem, only the format would …

Re: dgVoodoo 2 for DirectX 11

Hi. I am big fan of Resident Evil classic series, and now I and couple others people working on Resident Evil 3: Restoration Project http://www.moddb.com/mods/resident-evil-3-restoration-project PC version of this game still have very big unrealized potential. The most of her graphical resources ( …

Re: dgVoodoo 2 for DirectX 11

You reached a wrapping without vsync? I never got it working. Every game which goes through dgvoodoo is for some reason vsynched on my end. Other than that, quite fantastic piece of software. Today, I've also learnt that DirectX versions 7 and below have artificial limit when it comes to game …

Re: dgVoodoo 2 for DirectX 11

A question: why "All of them" entry is named in that way (only in D3D12 multiple/different GPUs can work together, if I'm not wrong)? How about change "All of them" to a "Default" adapter (maybe the one actually used by Windows Desktop) so you can bind it to WARP (and grey out the field while WARP …

Re: dgVoodoo 2 for DirectX 11

- Lack of mipmapping in DX(<=7) in some (rare) cases (tolerable) What do we lose with that? won't textures actually look better without mipmaps? - Multisampled depthStencil surfaces cannot be used as a shader input, so blitting/locking depth buffers when AA is forced would give an error (tolerable …

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