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dgVodooo 2.7.x and related WIP versions (2)

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Reply 180 of 237, by BF3000

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Is it possible to set simple fullscreen upscale?
I'm trying to tune dgVoodoo to play games based on Alien Shooter 2 engine, and I can clearly see dgVoodoo process lot of pieces separately no matter what I try.

Reply 181 of 237, by Dege

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Yes, leave DirectXExt\Resolution to 'unforced' and set the scaling mode to one of 'Stretched, * aspect ratio'. You can also choose a resampling filter by option GeneralExt\Resampling (default is bilinear).

Reply 182 of 237, by BF3000

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Dege wrote on 2022-07-12, 12:49:

Yes, leave DirectXExt\Resolution to 'unforced' and set the scaling mode to one of 'Stretched, * aspect ratio'. You can also choose a resampling filter by option GeneralExt\Resampling (default is bilinear).

It's DirectX\Resolution but it worked, thanks.

Reply 183 of 237, by Dege

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Here is a WIP for the sake of some recent minor fixes:

=========================
WIP87:
=========================

Changes compared to v2.79

- Broken clipping, refactored and fixed (BloodRayne 2 HUD)
- Minor D3D5/6 fix
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generators changes:
* implementing missing mono rendering
* fixing a bug (Star Wars Republic Commando)

http://dege.fw.hu/temp/dgVoodooWIP87.zip
http://dege.fw.hu/temp/dgVoodooWIP87_dbg.zip

Reply 184 of 237, by BEEN_Nath_58

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Dege wrote on 2022-07-13, 11:56:
Here is a WIP for the sake of some recent minor fixes: […]
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Here is a WIP for the sake of some recent minor fixes:

=========================
WIP87:
=========================

Changes compared to v2.79

- Broken clipping, refactored and fixed (BloodRayne 2 HUD)
- Minor D3D5/6 fix
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generators changes:
* implementing missing mono rendering
* fixing a bug (Star Wars Republic Commando)

http://dege.fw.hu/temp/dgVoodooWIP87.zip
http://dege.fw.hu/temp/dgVoodooWIP87_dbg.zip

Ok, I can confirm that the Thief 2 star issue was a regression (8-bit palettized textures?) and has been fixed here.

previously known as Discrete_BOB_058

Reply 185 of 237, by Squall Leonhart

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lowenz wrote on 2022-02-03, 07:02:

Found out why the GM10x ended up being locked to FL11

Jesse Natalie wrote:

IIRC tiled resources tier 2 ran into hangups when trying to share tiles between RTV/DSV, buffer, and normal textures. They were able to work around / emulate it in D3D11's tier 2 tiled resources, but not in D3D12's

Dege wrote on 2022-02-22, 18:22:

Btw, 750ti is indeed FL11.1, somebody (I can't remember who) reported that his 750ti doesn't work with dgV D3D12 and that's why I added D3D12 FL11.0 output.

FL11.1 was supposed to be the minimum necessary for achieving 12_0, but in GM10x's case, it wasn't ok, maybe driver issues or hardware issues.
Microsoft mitigated it, GM10x got restricted to FL11

Reply 186 of 237, by Dege

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Oh, I forgot to announce here that 2.79.1 was released. It's really just a bugfix version to publish recent minor fixes.

==========================
v2.79.1
==========================

- Broken D3D8/9 clipping, refactored and fixed (BloodRayne 2 HUD)
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Minor other internal D3D5/6/7/8/9 fixes (like fr-063)
- Minor D3D performance optimization
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generator changes:
* fixing a bug (Star Wars Republic Commando)
* implementing missing mono rendering
- A new Debug Layer message

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_1.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_1_dbg.zip

Reply 187 of 237, by lowenz

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Some issue with the water in Gothic 3 (community patch) and D3D12. No problem on D3D11. Radeon RX 570 with the lastest driver.

11.jpg

12.jpg

Really nice performance in D3D12 @2560x1440!

Reply 188 of 237, by Dege

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Could you give me a savegame for that location plz?

Reply 189 of 237, by lowenz

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Just out of Ardea, the first town 😁

Reply 190 of 237, by Dege

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No problem here... and never was AFAIR (nvidia). Does it comes with a new driver?

Reply 191 of 237, by Dege

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A new WIP for the recent fixes:

=========================
WIP88:
=========================

Changes compared to v2.79.1

- Fixing a DDraw surface GetDC/ReleaseDC bug (Recoil, missing text)
- Fixing D3D clipping again (Grand Prix 3)
- Fixing a DDraw blitting colorkeying bug (Wizards and Warriors)
- Changing scaling of cpu-written surface data from bilinear to point sampled
- Fixing a D3D6 incompatibility with MS D3D (Lego Rock Raiders)
- Fixing a bug in D3DImm (could crash at exit) (Crimson Skies)
- Fixing a regression bug of swapchains (MS Flight Simulator 2002)
- Fixing a bug of D3D8/9 fog state (MS Flight Simulator 2004)
- Fixing a bug in sw vertexprocessing (wrong speculars in 3D Scooter Racing)

http://dege.fw.hu/temp/dgVoodooWIP88.zip
http://dege.fw.hu/temp/dgVoodooWIP88_dbg.zip

Reply 192 of 237, by lowenz

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Dege wrote on 2022-08-12, 14:43:

No problem here... and never was AFAIR (nvidia). Does it comes with a new driver?

Never tested G3 with the old one 😒

Reply 193 of 237, by Deffnator

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i am dropping this here, it may be useful for the glide dosbox compatibility if there are unknown issues
https://gona.mactar.hu/DOS_TESTS/

Reply 194 of 237, by Glurak

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With 2.79.1 anno 1602 have issues playing Videos when i just strech window and keep aspect ratio. Even without any settings changed it has massivstutterings in videos.

The rest of the games works flawless 😀
So when the video play is fixed it would be perfect.

Reply 196 of 237, by RaVeN-05

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i have question, did Direct3D has something like OpenGL GL_EXTENSIONS?
how you can spot a discontinued Direct3D functionality like "ATI TruForm" in OpenGL its easier because i can see GL_ATI_pn_triangles extension is missing, how that can be detected in Direct3D? Is there any other Direct3D discontinued functionality or extensions?

https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 197 of 237, by Dege

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No, there are no extensions in DX (ok, there are some AMD/NV in DX9).
You can use DXCapsViewer and see if HAL\Caps\DevCaps has D3DDEVCAPS_NPATCHES. Also, HAL\Caps\MaxNPatchTesselationLevel tells the max tesselation level.

Reply 199 of 237, by Dege

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I release the cumulated fixes:

==========================
v2.79.3
==========================

- Fixing D3D8/9 problems
* Vertex fog incompatibility (Ephinea PSOBB)
* Device reset bug (Harry Potter and the Order of the Phoenix)
* Fixing the return values of Check* methods (3DMark 05)
- Changes in the D3D8/9 Debug Layer, some more detailed messages and cosmetics
- Minor changes in the D3D12 D3D backend
- Fixing a DDraw blitter bug (I hope at least) (driver crash with Lego Rock Raiders)
- Fixing a bug in system (GDI) hooking (DX modules cooperating)
- Fixing a certain D3D bug (Midtown Madness 1)
- Fixing a DD/D3D colorkeying bug (Xarlor)
- Other minor internal fixes and changes

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_3.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_3_dbg.zip

Also, I'm going to be completely inactive for a while, I need a little dgVoodoo-free period. It means that I won't fix any reported problem. 😐