Reply 2220 of 3949, by lowenz
wrote:Sacrifice does not like dgVooodoo2's AR correction.
Maybe is the same problem about Severance's intro videos?
wrote:Sacrifice does not like dgVooodoo2's AR correction.
Maybe is the same problem about Severance's intro videos?
Report: Red Faction 2 working great 😁 (Nightvision shader kills the framerate :p )
wrote:----
I didn't forget about Jane's FA-18 and RE3, I just have little free time.
There is no problem at all, Thanks Dege.
After 10 years of so so success .. I.. , ( and probably We) dont mind a year or more to have decent results,(except that we'll be older 😎 ).
Call me oldfashioned or whatever, but quality overcomes fast production. (and bugs 😈 )
I'll be testing/reporting versions as they come.
Regards,
WF
Beneath a Steel Sky:
Lamb: What's that ROBOT doing here?
Foster: He's my PERSONAL ASSISTANT. Say Hello Joey
Joey: Hello, Joey.
Lamb: HUH! Pity it's got no BRAIN.
Formula 1 (97) from Psygnosis working properly. Its a D3D3 game (aswel as Glide2), probably a direct Playstation port or even emulation, but it feature different BSO and some upgrades like gouraud shading, much better render view and bilinear filtering.
No widescreen unfortunately, it was limited to 640x480 in D3D.
Not working for me. Nothing happened after copying over the DirectX dlls. Tested with the scene demos given in the readme file. Any idea?
My spec:
Microsoft Windows 7 Ultimate 64-Bit Service Pack 1
DirectX 11.0
QuadCore Intel Core i7-4770K, 3900 MHz (39 x 100)
ASRock Z87 Killer (4 PCI-E x1, 3 PCI-E x16, 4 DDR3 DIMM, Audio, Video, Gigabit LAN)
8122 MB (DDR3-1333 DDR3 SDRAM)
NVIDIA GeForce GTX 770 (2 GB)
wrote:Uhmm.... it doesn't sound good, too... So, DVI ports on your card are spoiled? 8-O (Nice screenshot, though.) […]
wrote:Just tested I-War 2 (Independence War 2: Edge of Chaos) with dgVoodoo2 and a NVIDIA Surround display mode (1x3, 5768x1080). Without dgVoodoo2, the game won't even accept the resolution; with it, it only goes up to 3072 x768. I also think my GPU puked when trying to do it as suddenly, the DVI-I ports on my GTX 970 both died. It was really weird, but as I wasn't using DVI-I except for NVIDIA Surround, I'm not going to try and get it replaced. Below is the full-res screenshot I was able to get before the DVI-I incident:
Uhmm.... it doesn't sound good, too...
So, DVI ports on your card are spoiled? 😳
(Nice screenshot, though.)
Yes, and only the DVI-I ports; the HDMI and DisplayPort ports still work. It could be a driver issue, but it seems odd that the issue just so happened to have occurred with a game which, normally, doesn't even support NVIDIA Surround.
wrote:Yes, and only the DVI-I ports; the HDMI and DisplayPort ports still work. It could be a driver issue, but it seems odd that the issue just so happened to have occurred with a game which, normally, doesn't even support NVIDIA Surround.
Hmm, its probably late now but did you have vsync turned off? , and fps like 1xxx,.. and high pitch coil whining , like condenser sound
You could try "rebake" your card in owen @250<300C for 30<60sec, if not under guaranty. AND IF YOU'RE HANDY with the stuff. .. other then that... RMA
Regards
WF
Beneath a Steel Sky:
Lamb: What's that ROBOT doing here?
Foster: He's my PERSONAL ASSISTANT. Say Hello Joey
Joey: Hello, Joey.
Lamb: HUH! Pity it's got no BRAIN.
wrote:Hmm, its probably late now but did you have vsync turned off? , and fps like 1xxx,.. and high pitch coil whining , like condense […]
Hmm, its probably late now but did you have vsync turned off? , and fps like 1xxx,.. and high pitch coil whining , like condenser sound
You could try "rebake" your card in owen @250<300C for 30<60sec, if not under guaranty. AND IF YOU'RE HANDY with the stuff. .. other then that... RMA
Regards
WF
VSync was turned off, the fps may have been that high (didn't have an FPS counter going), but no high-pitched coil whining.
Interesting repair tip...I'll be sure to keep it in mind for later.
Tested the following with WIP24:
Attached to this post is a screenshot from TECNO using dgVoodoo2 and my monitor's native resolution, with 8x antialiasing forced via dgVoodoo2's config program.
Also, out of curiosity Dege, what are you doing for antialiasing when it's forced via the config program? From what I can tell, whatever AA method you're using is stronger than both NVIDIA and AMD/ATI's forcable AA methods, yet provides remarkable image quality.
New maximal option doesn't enumerate refresh rates.
I forgot, a little progression:
http://dege.fw.hu/temp/dgVoodooWIP24_1.zip
I added the FHD/QHD restrictions and the integer-factor scaling.
wrote:New maximal option doesn't enumerate refresh rates.
Refresh rates are also dynamic, unfortunately, because the effective physical resolution used depends on the scaling mode and the calculated dynamic resolution.
You still can override the refresh rate though, e.g. typing "Max, 75" into the resolution combobox means max dynamic resolution with 75 Hz.
wrote:Also, out of curiosity Dege, what are you doing for antialiasing when it's forced via the config program? From what I can tell, whatever AA method you're using is stronger than both NVIDIA and AMD/ATI's forcable AA methods, yet provides remarkable image quality.
Legacy MSAA that the DX API offers. It differs from the post-processed ones that can be applied through driver control panels.
wrote:Not working for me. Nothing happened after copying over the DirectX dlls. Tested with the scene demos given in the readme file. Any idea?
What happens when you launch such an app? Crash, or no watermark meaning that the native DX is in usage, or black screen maybe?
----
I'm strongly lagging behind the reports. I've tried some stuffs on Win10 with a 4K monitor and the results are not so nice for me than with Win7. I think I should 'go back' and fix some things before any other new development... 🙁
Remember when I reported mouse feels less responsive when running Drakan through dgVoodoo and that it felt better on different hardware? Forget what I said, that was a placebo and a mistake on my part, tested really quick on another machine, might have even accidentally hit DPI switch on my mouse so it just seemed better while it actually isn't. Anyway, I found out what it's really about, no placebo this time. If I turn on Fast video memory access, I get perfect mouse response during gameplay, but there is a major problem, there's no mouse cursor in menus. But like I said, during gameplay, I get steady 60 FPS when game renders higher number of polygons plus the mouse feels just as it does when run through Direct3D 6. So this option definitely needs some tweaking as looking at Drakan's behavior, this is obviously how it's meant to work.
There is also this, Drakan looks quite jagged at places, so anti-aliasing is really helpful to smooth the 3D scene. But there is a problem, anti-aliasing messes up text rendering (dots all around it). On old ATI cards, it was possible to fix that by enabling driver setting Alternate pixel centers + enabling game option Fix texture coordinates (or settings Text adjustment to shifted, same thing, depends on where you change graphics settings), which was originally intended to fix text rendering issues on old Voodoo cards. So I was wondering if it would be possible for dgVoodoo to emulate that somehow? On NVIDIA, the best you can get is blurry text by picking certain special anti-aliasing method in NVIDIA Profile Inspector, works only through Direct3D 6.
Edit: Ok, I've read in Readme that the improvement of fast CPU access to locked surfaces is on to-do list. The game reports same frame-rate regardless of the Fast video memory access option. The difference is in better mouse response and invisible mouse cursor if enabled.
wrote:A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.
New ISF option looks a lot better.
GemFX works with dgVooodoo2, if anyone's looking for a ReShade alternative for any reason.
For games that are slow with forced vsync, then running them windowed with DWM enforced vsync seems to result in good performance 😕
Remember when I reported mouse feels less responsive when running Drakan through dgVoodoo and that it felt better on different hardware? Forget what I said, that was a placebo and a mistake on my part, tested really quick on another machine, might have even accidentally hit DPI switch on my mouse so it just seemed better while it actually isn't. Anyway, I found out what it's really about, no placebo this time. If I turn on Fast video memory access, I get perfect mouse response during gameplay, but there is a major problem, there's no mouse cursor in menus. But like I said, during gameplay, I get steady 60 FPS when game renders higher number of polygons plus the mouse feels just as it does when run through Direct3D 6. So this option definitely needs some tweaking as looking at Drakan's behavior, this is obviously how it's meant to work.
Huh... I couldn't get mouse working in menus, maybe I should try again with changing that option.
I noticed another problem with Drakan today that will need properly working fast video memory access option to alleviate it. Turning on debug messages (hold SHIFT when starting it, go to developer tab) slows the game down considerably (30 FPS), fast video memory access makes it better, but there are still slowdowns. There doesn't seem to be any difference in performance when run through ancient D3D with those messages.
On the unrelated note, what's the status of D3D8 wrapper? I've read a feature or two isn't implemented yet. Would that have to do with Mafia not working? Only intro videos work and you can navigate menus, but you mostly get blackness for 3D scene.
wrote:A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.
wrote:On the unrelated note, what's the status of D3D8 wrapper? I've read a feature or two isn't implemented yet. Would that have to do with Mafia not working? Only intro videos work and you can navigate menus, but you mostly get blackness for 3D scene.
Well,
- the number of unimplemented features is known,
- but number of bugs is not 😁 (probably that's why Mafia doesn't work, haven't tested it yet)
I should re-test all the games I have on Win10 though.
Evil Islands (D3D7?) works perfectly, antialiasing too. Resolution forcing works, but has issues: when text boxes are open, area under mouse cursor is distorted and 3D elements are at their original resolution. Resolution forcing is pointless in this game though as everything is properly scaled to whatever output resolution you choose and text is rendered at higher resolution.
Hello,
First I like to thanks you for this project, is really useful for me and I think many other peoples.
Next I want little help with fixing Resident Evil 2 hardware modes, I get "Failed to initalize DirectX" in any of hardware modes in RE2 Platinum and japan Sourcenext re-relase hangs when playing movies
I resolved Sourcenext hang by disabling movies using registry - then game works fine - but it's Japan 😁
https://imgur.com/jKoj7K1
Also Starcraft 1 have FPS problems with V-Sync enabled.
wrote:- the number of unimplemented features is known
We can hope for MaxFX engine (Max Payne 1,2) hooking in near future?
wrote:Well, - the number of unimplemented features is known, - but number of bugs is not :-D (probably that's why Mafia doesn't work, […]
wrote:On the unrelated note, what's the status of D3D8 wrapper? I've read a feature or two isn't implemented yet. Would that have to do with Mafia not working? Only intro videos work and you can navigate menus, but you mostly get blackness for 3D scene.
Well,
- the number of unimplemented features is known,
- but number of bugs is not 😁 (probably that's why Mafia doesn't work, haven't tested it yet)I should re-test all the games I have on Win10 though.
Do you think that now is a good moment to fix the light color problem for Splinter Cell PT?
dgVoodoo 2 for DirectX 11
This would solve the last problem with this game(from the ones that can be fixed 😀 by you).
Preaty please. Cherry on top.
wrote:I forgot, a little progression: […]
I forgot, a little progression:
http://dege.fw.hu/temp/dgVoodooWIP24_1.zip
I added the FHD/QHD restrictions and the integer-factor scaling.
wrote:New maximal option doesn't enumerate refresh rates.
Refresh rates are also dynamic, unfortunately, because the effective physical resolution used depends on the scaling mode and the calculated dynamic resolution.
You still can override the refresh rate though, e.g. typing "Max, 75" into the resolution combobox means max dynamic resolution with 75 Hz.wrote:Also, out of curiosity Dege, what are you doing for antialiasing when it's forced via the config program? From what I can tell, whatever AA method you're using is stronger than both NVIDIA and AMD/ATI's forcable AA methods, yet provides remarkable image quality.
Legacy MSAA that the DX API offers. It differs from the post-processed ones that can be applied through driver control panels.
wrote:Not working for me. Nothing happened after copying over the DirectX dlls. Tested with the scene demos given in the readme file. Any idea?
What happens when you launch such an app? Crash, or no watermark meaning that the native DX is in usage, or black screen maybe?
----
I'm strongly lagging behind the reports. I've tried some stuffs on Win10 with a 4K monitor and the results are not so nice for me than with Win7. I think I should 'go back' and fix some things before any other new development... 🙁
No watermark. I've tested with some old DirectX games (Ancient Evil, Blood II, etc.) and got the same result. I'll try a few Glide games to see if it will work.
Edit: I've tested with 3dfx and D3D exes of MDK. I managed to get the 3dfx version running. All the settings worked but the 3dfx splashscreen and watermark didn't show up even with the options already checked. Couldn't get it work with the D3D exe. Same result as before.