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Re: dgVoodoo 2 for DirectX 11

Ahhh now I noticed what you mean bei D3DCompiler_43. Its something on your website. Okay - interesting - but no so far we didnt had that in use. But has that even relevance on Glide? But anyway - we didnt use it. edit: My system already has that file in syswow64 along with older ones.

Re: dgVoodoo 2 for DirectX 11

Maybe the 16bit depth buffer was the problem. I thought it was needed to avoid the z-texture fighting with headlights on nightraces, but apparently not. A very quick look into a lost canyon nightrace with weather had surprisingly still not the problem https://www.letsplayforum.de/wcf/images/smilies/ …

Re: dgVoodoo 2 for DirectX 11

You need a modified 3D Setup to be able to choose Glide there. Just use a fresh installed NFS4 and install the expansion pack. It contains everything you need to run the game plus a lot of extra cars and tracks. http://www.iplounge.net/forum/viewtopic.php?t=1756

Re: dgVoodoo 2 for DirectX 11

I just would wish a bit more stable 60fps. its swapping between 57 and 60. but the 3fps swapping feels a bit stronger than the number difference may guess you. But thats crying at big niveau. I'm happy. But maybe you have a tip to make it more stable 60fps? Using less MSAA didnt help. And the game …

Re: dgVoodoo 2 for DirectX 11

I just would wish a bit more stable 60fps. its swapping between 57 and 60. but the 3fps swapping feels a bit stronger than the number difference may guess you. But thats crying at big niveau. I'm happy. But maybe you have a tip to make it more stable 60fps? Using less MSAA didnt help. And the game …

Re: dgVoodoo 2 for DirectX 11

and suddenly I was able to run that decade old game natively in 2560x1440 Try to combine it with MSAA if not already done 😀 The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair I had this issue with Blood 2 too. Try v2.50. There it works for me.

Re: dgVoodoo 2 for DirectX 11

Soooo now I tried NFS 4 with it and I'm impressed. That z-fighting headlights is indeed gone :o You're a god. Thank you!! Sharp fonts as well. I've set the wrapper to 2560x1600 with 8x MSAA and the game to 1600x1200. Looks awesome. I just would wish a bit more stable 60fps. its swapping between 57 …

Re: dgVoodoo 2 for DirectX 11

Command And Conquer Tiberian Dawn// Red Alert? When yes is there a tutorial or something to scale the Games? Just use the patch 1.06c It contains ccconfig.exe which lets you choose any resolution and runs through OpenGL or ddraw (you decide) redalert 1 is patchable in similar way too: http:// …

Re: dgVoodoo 2 for DirectX 11

Can it be that the wrapper forces vsync even without the checkmark? I dont remember NFS 2 being 60fps locked and vsync is definitely in use, because I have a capture card and it obviously does produce videos with tearing if not vsynched. But on NFS 2 the card records without tearing which shows me …

Re: dgVoodoo 2 for DirectX 11

Isn't the DX6 renderer cool enough? :) When I play that game I simply use DX6 (since you fixed the fog) and don't mess with Glide. NFS 3 and 4 look better with Glide Also: menu of nfs 4 runs at D3D only with 640x480 while it runs on Glide with the ingame resolution. The menu changes between menus …

Re: dgVoodoo 2 for DirectX 11

Your NFS 3 modern patch has a lot of features listed not present in NFS 4's Expansion Pack by iplounge. There is no widescreen patch and so on. And that you even could fix the high poly cars poly limit is awesome. The NFS 4 Car creators would love you for adding such a support to NFS 4 :o And if you …

Re: dgVoodoo 2 for DirectX 11

I will look into it later. It sounds interesting 😀 And even 32bit color. wow. But it is sure still 16bit quality there, isnt it? Or are it real 32 bit? Was the sky really because of the color depth and fog? I thought it was one of the graphical advantages Glide had back then over D3D.

Re: dgVoodoo 2 for DirectX 11

NFS 3 offers worse resolutions and like NFS 2 worse graphic! Especially the skies look much worse on Direct3D. But if Glide really has no Texel 3 problem anymore I definitely have to try again. Since NFS Porsche doesnt look worse with D3D maybe it would be nice to be fixed too - or I just use Voodoo …

Re: dgVoodoo 2 for DirectX 11

dgVoodoo 2.51, Glide 3x Napalm, 32bpp. 16bpp works nice in this case I'll try out the Glide of dgvoodoo 2 on NFS 4 later. Maybe all the other Glide Wrapper (nGlide and Zeckensack I tried previously for NFS 4) just were worse than dgvoodoo. May be. Most interesting would be NFS Porsche though. There …

Re: dgVoodoo 2 for DirectX 11

Texel setting is from 0 to 7 if I remember correct. While Texel of 3 is center and 0 is top left. And NFS needs it top left. And it is the case for more than the NFS games: http://www.tomshardware.co.uk/forum/133383-33-texel-alignment or here it is mentioned too: http://forums.anandtech.com/ …

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