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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 …

Re: dgVoodoo 2 for DirectX 11

Alright, so, I just tried this with Resident Evil PC. I recorded a video of the issues, but quick summary: NO 2D background works in the game. This means all backgrounds won't display. FMVs are broken. Text does not display. Game is blurrier than normal. https://www.youtube.com/watch?v=jzpXcWneGi4& …

Re: dgVoodoo 2 for DirectX 11

I see the the ref count scheme was changed in the latest version... now my texture swap patches work in many games without modification from the code that works on Microsoft's ddraw. 😀 😀 Sadly Resident Evil 2 stopped working

Re: nGlide

I wrote a simple api hook to force nGlide to use ini files instead of the registry for whoever may be interested. With this, individual configurations may be kept 'per application' and also game specific patches can be made. I'll post i in a minute... here it goes... View the readme file for details …

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