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Re: dgVoodoo 2 for DirectX 11

Gorky17 has depth issues with forced resolution or antialiasing, all 3D elements get forced on top of 2D backgrounds even when they're supposed to be behind. Without anything forced there's some major visual glitches when zooming in and fast video memory access is required to run the game.

Re: dgVoodoo 2 for DirectX 11

Resolution forcing sort of works in Magic & Mayhem: The Art of Magic. Cursor flickers and is invisible 90% of the time. Not really any point in resolution forcing in this game anyway since there's resolution hacks available for resolutions up to 3840x2160 and the game perfectly scales all its UI …

Re: dgVoodoo 2 for DirectX 11

Resolution forcing works in Die Hard: Nakatomi Plaza. Maybe no surprise since it's another LithTech game. Good thing resolution forcing works, because menu mouse input is broken on higher resolutions in dgVoodoo2 (without forced AR or resolution).

Re: Possible Solution to Youtube and DOS Aspect Ratio Issues

in Milliways
I guess my point, which I haven't made explicitly yet is, leave the capture footage as close to original as possible (i.e. upscale if necessary only by integer multiples of pixels without interpolation) and let the viewer decide what the aspect ratio should be. The viewer can't decide with Youtube …

Re: dgVoodoo 2 for DirectX 11

Darkstone: Resolution forcing works, but results in window focus problems and exiting from fullscreen. Lands of Lore III: Resolution forcing does not work. No change in rendering resolution. Startopia: Resolution forcing works perfectly.

Re: dgVoodoo 2 for DirectX 11

Aiken's Artifact - Resolution forcing works (Lithtech, so sort of obvious). Makes UI all the more readable at high resolutions. Dino Crisis - Resolution forcing works, but it seems like PSX emulated 3D. Drakan: Order of the Flame - Unplayable, mouse cursor not working (no forced aspect ratio or …

Re: Possible Solution to Youtube and DOS Aspect Ratio Issues

in Milliways
Wait, Youtube has enabled 1440p60 for everyone now? It used to be limited to only some uploaders. IMO, best way to scale: Integer scale as far as possible, then bilinear scale to output resolution. Though preferring perfect scaling at the cost of black bars is equally valid to me. Distorting AR or …

Re: dgVoodoo 2 for DirectX 11

Fixed, thanks! Have you a link with this version of dgvoodoo to try myself? Yes, now I have. I can share a new WIP. I fixed some mouse cursor problems, was forced to partly refactore certain codes in order to have 8 bit paletted stuffs working properly with resolution forcing, and added the forced …

Re: dgVoodoo 2 for DirectX 11

Fixed, thanks! Have you a link with this version of dgvoodoo to try myself? Yes, now I have. I can share a new WIP. I fixed some mouse cursor problems, was forced to partly refactore certain codes in order to have 8 bit paletted stuffs working properly with resolution forcing, and added the forced …

Re: dgVoodoo 2 for DirectX 11

Star Wars - Episode 1 Racer: Resolution forcing works so you can run the game in high res without the game's FMVs being really tiny. However it still has minor but annoying z-fighting issues. Command & Conquer - Renegade: Another game which doesn't scale the HUD by itself which you can get a …

Re: dgVoodoo 2 for DirectX 11

Not comments on resolution forcing, but general compatibility: Baldur's Gate (GoG): Crashes Mega Man X3: Works Mega Man X4: Major graphical glitches Mega Man X5: Crashes Mega Man X6: Works Mega Man X7: Works (resolution forcing does not) Mega Man X8: Major graphical glitches. Some sort of depth …

Re: dgVoodoo 2 for DirectX 11

As you can tell I'm more excited about this fixing games with poor UI scaling than fixing games with poor image quality. Warhammer 40.000: Fire Warrior is a good choice then, the subtitles in the original game are microscopic. Sadly it's D3D9. Dead Space is another game I hate on high res monitors, …

Re: dgVoodoo 2 for DirectX 11

I don't think there are any hints for the pixel aspect ratio, so there's no automatic way of knowing. And all the suggestions I have are really against your "less confusing options" philosophy. Maybe a new scaling mode? Like "Forcing 4:3, CRT-like", or sg like that? It could force AR 4:3 for all …

Re: dgVoodoo 2 for DirectX 11

Sacrifice also seems to work, though it already scales most of it's UI appropriately: Filename Sacrifice_2016_05_12_21_58_16_749.jpg File size 504.43 KiB Views 3222 views Filename Sacrifice_2016_05_12_21_57_26_924.jpg File size 535.18 KiB Views 3222 views As you can tell I'm more excited about this …

Re: dgVoodoo 2 for DirectX 11

More resolution forcing fun: Might and Magic VI: No change, probably all software rendered. Actually there is one change: mouse doesn't work in new game screen. Nelson Piquet's Gran Prix Evolution: Doesn't work in dgVoodoo2. Star Wars - Dark Forces 2 - Jedi Knight: resolution forcing works, but Jedi …

Re: dgVoodoo 2 for DirectX 11

But why? 320/200 == 1.6, 640/400 == 1.6, so they are 16:10 resolutions. You can't assume pixels are supposed to be perfectly square with CRT monitors. Those games were made for 4:3 monitors with non-square pixels. Most of us were not using widescreen monitors in the DOS days. Yes, it's true, but in …

Re: dgVoodoo 2 for DirectX 11

Here's a nice and relatively short article on aspect correction and non-square pixels: http://www.gamasutra.com/blogs/FelipePepe/20150423/241730/No_MSDOS_games_werent_widescreen_Tips_on_correcting_aspect_ratio.php A bit about scaling too, but I think dgVoodoo2 does just a bilinear scale (?) and you …

Re: dgVoodoo 2 for DirectX 11

Oh and Nvidia broke their AR correction for 320x200 in their latest drivers. Can you fix yours so I don't have to rely on that? Currently dgVooodoo2 AR corrects 320x200 to 16:10 when it obviously should be 4:3. But why? 320/200 == 1.6, 640/400 == 1.6, so they are 16:10 resolutions. You can't assume …

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