Reply 640 of 1111, by FlyingSlig
Just tested the latest WIP build on Scarface: The World is Yours, looks like the "polygon hell" bug is fixed! 😁
Before:
After:
Just tested the latest WIP build on Scarface: The World is Yours, looks like the "polygon hell" bug is fixed! 😁
Before:
After:
I tested Sins of a Solar Empire on a different computer and it did not have the same resolution enumeration issue. I'm thinking this is another issue with too many resolutions/refresh rates provided by my primary system. That still leaves some confusing questions, but I'll experiment a bit more.
Caesar IV (demo) boots here, so it was crashing because of that issue. I need to find the full retail version to test the game though. The demo has issues rendering some 2D assets in the menus with dgVoodoo, but I can't make it go ingame, even natively.
F.E.A.R has nasty framerate drops on this computer too, which rules out one of my theories about what's causing that...
Star Wars: Empire at War
Seems to run nicely though I can't comment on performance with this computer. Changing resolution lead to crashes so I didn't want to experiment with resolution forcing. I'm guessing it would work nicely though as you can disable hardware mouse in this game. Pointless though.
wrote:I tested Sins of a Solar Empire on a different computer and it did not have the same resolution enumeration issue. I'm thinking this is another issue with too many resolutions/refresh rates provided by my primary system. That still leaves some confusing questions, but I'll experiment a bit more.
Have you tried using the config file's
DefaultEnumeratedResolutions
,
ExtraEnumeratedResolutions
, or
EnumeratedResolutionBitdepths
fields? Since this DX we're talking about, trying those may help.
I tried and had no success with it, but as I wrote I have to experiment a bit more.
Beyond Good & Evil (demo)
Settings application doesn't seem to work, so here's the menu in high-res 320x200 (I'm pretty shocked the game supports a so low resolution):
Yeah... It's not supposed to look like that. Using the demo's /singlestream compatiblity parameter:
New game will just display one frame then crash. I got the game running at 640x480 and it still crashed so it's not that, plus it runs natively.
Ghost Pirates of Vooju Island
Windowed mode works:
Fullscreen does not:
D3D9, but requires ddraw.dll.
F.E.A.R has a notorious 'Dinput8' bug that can be fixed by restricting keyboard and mouse through a wrapper DLL.
Recently, I created an open source version (there exists an alternative) that works with the FEAR and its expansions, so if this is the issue here rather than Dege's new D3D9 implementation, this could help sort out what is and what is not causing FPS drops.
https://github.com/nullannos/dinput8-wrapper-fps-fix
For me, using Dege's DLL and my Dinput8 wrapper, the game seems to play great.
Thanks for the great work. Really impressive.
Can't get nether Gtr2 not GT Legends to work in Dx9 despite they are Sm 2.0. They do have a incomplete set of dx8 shaders and they work with wip53 d3d9.dll
Thanks again this really gives new life to older games.
wrote:F.E.A.R has a notorious 'Dinput8' bug that can be fixed by restricting keyboard and mouse through a wrapper DLL. […]
F.E.A.R has a notorious 'Dinput8' bug that can be fixed by restricting keyboard and mouse through a wrapper DLL.
Recently, I created an open source version (there exists an alternative) that works with the FEAR and its expansions, so if this is the issue here rather than Dege's new D3D9 implementation, this could help sort out what is and what is not causing FPS drops.
https://github.com/nullannos/dinput8-wrapper-fps-fix
For me, using Dege's DLL and my Dinput8 wrapper, the game seems to play great.
I was comparing dgVoodoo's performance to native, so it's not that (I'm aware of FEAR's issues with certain input devices). It seems to be specifically to be the first time doing new stuff, like first time turning the flash light on, first time an explosion happens...
Okay, just wanted to be sure. I have a reduction in FPS compared to native also but that's to be expected. Nothing egregious as what's being described though.
It could just be building a shader cache then.
wrote:I was comparing dgVoodoo's performance to native, so it's not that (I'm aware of FEAR's issues with certain input devices). It seems to be specifically to be the first time doing new stuff, like first time turning the flash light on, first time an explosion happens...
Then it's the same good old shader creating/prewarming problem (like in Splinter Cell when you first switch to night vision for example). Affects other games too. I'm planning to do optimizations for that but first I'm focusing on bugfixing and correct rendering.
In fact, WIP53 was a new development period, I had to refactor a lot of code for supporting SM2.x and tested only the games that I already had. +FEAR and Reservoir Dogs 😀
(BTW, I didn't measured Reservoir's FPS, it just seemed to be ok for me. Were it more than 20 fps back when it came out? Or it's just some timing problem on modern systems… It may sounds stupid but a fresh Windows restart may worth a try. Games using timeGetTime for their timing can suffer fps drops if Windows is been running for more days. XG-2 was one of them for example.)
And indeed, something is wrong with GF5700 Ultra (as for SM2.x). Don't use it for the time being.
wrote:Next SM3.0 : One small step for you, a big feature to us.
Yeah, would be nice. The real jump as for new features is between SM 1 and 2, not between 2 and 3 but still, SM3 provides some features that I don't want to deal with for the time being.
wrote:Far Cry working great with SM2 and Bumpmapping Quality @3
Yes, it seems to be ok for me too. Except for the shadows: I still get the same. I can't compare to the native because I'm on the official patch 1.4 so reflections renders incorrectly.
* ps.2.sw - not supported (designed for sw execution, supported only by the reference D3D9 rasterizer, development purposes)
* vs.2.sw - not supported (designed only for sw execution, development purposes)
I assume this is related to Sims 2? Not sure if this can apply to dgvoodoo, but maybe you could take a look at what Wine does in WineD3D to make the game run:
https://bugs.winehq.org/show_bug.cgi?id=39057
https://bugs.winehq.org/show_bug.cgi?id=8051
I am not an expert, but I believe it just passes on what is supposed to be processed through software to hardware? It's a dirty hack, but hey it works!
Sims2 doesn't yet work with dgVoodoo. I don't yet know the solution.
This game is interesting: it does all its vertex processing through D3D9 (even for rendering its quads for movie playback), I mean it forces sw execution of its vertex shaders and then renders its polygons in sw, on its own. At least, that's what I get when run the game. 😀
Most of the old games do quite the opposite: do their own vertex calcs on their own and renders the polygons through D3D.
Yeah, that was talked about in that Wine bug report, what a bizarrely made game.
It seems to work just fine though with the hacky patch to Wined3d though, with some minor issues like thumbnail corruption.
Sims 3 (supports SM 2.0) seems to launch, but nothing except cursor renders.
Attaching debug log.
You can use this apitrace to reproduce the issue without having to install the game:
https://yadi.sk/d/d9i2oJ163YQ9Um
wrote:Yes, it seems to be ok for me too. Except for the shadows: I still get the same. I can't compare to the native because I'm on the official patch 1.4 so reflections renders incorrectly.
Shadows are MORE rich (i got the shadow of a palm on the hut roof when exiting the warehouse@start) now BUT not the same level of SM3 path!
Shader 2.X - PHANTASTIC NEWS !
- Overlord - Raising Hell
- Overlord 2
both games crashing, the WIP53 Debug doesnt show any errors but the following lines
[3112] Error -
[3112] RtlWerpReportException failed with status code :-1073741823. Will try to launch the process directly
[3112]
[844]
[844] APISVR_INFO : 2
[844]
[844] APISVR_INFO : 2
[3112] [dgVoodoo] WARNING: Leaked D3D9 objects detected at unloading D3D9 (probably process exit)!
i assume the copy protection makes the trouble.
eXperience112
working with WIP53.
Command & Conquer 3: Tiberium Wars (demo)
Now with less reading:
Yeah none of the text renders correctly. 3D rendering looks sort of OK, but there are some issues I need to get comparison screenshots later:
Will crash at start if antialiasing is set to on in in-game settings.
The Settlers II: 10th Anniversary (demo)
Shader quality high:
Obviously wrong, but shader quality low looks pretty good:
Unfortunately, resolution forcing creates too many mouse issues. With or without hardware mouse enabled.
wrote:I tried and had no success with it, but as I wrote I have to experiment a bit more. […]
I tried and had no success with it, but as I wrote I have to experiment a bit more.
Beyond Good & Evil (demo)
Settings application doesn't seem to work, so here's the menu in high-res 320x200 (I'm pretty shocked the game supports a so low resolution):Yeah... It's not supposed to look like that. Using the demo's /singlestream compatiblity parameter:
New game will just display one frame then crash. I got the game running at 640x480 and it still crashed so it's not that, plus it runs natively.
I tested Beyond Good & Evil full version GOG (GOG version 2.1.0.9) and the full version does NOT work via dgVoodoo WIP53 either. SettingsApplication.exe also does NOT work (crashes) via dgVoodoo WIP53.
Beyond Good & Evil does have some compatibility problems and flickering on modern systems when some options (such as Hardware vertex processing) are enabled. Currently the only solution is to turn off HW vertex processing.
It would be nice to have this game running via dgVoodoo to eliminate all compatibility issues. A long time ago, when I first requested DX9 support in dgVoodoo, Beyond Good & Evil was the first DX9 game that I mentioned that had compatibility issues on modern systems.
wrote:Thanks for the great work. Really impressive.
Can't get nether Gtr2 not GT Legends to work in Dx9 despite they are Sm 2.0. They do have a incomplete set of dx8 shaders and they work with wip53 d3d9.dll
Thanks again this really gives new life to older games.
GTR2 works fine on my side , the steam version, but i run the virtual 3d card on 1024 mb vram.
Lower ram causes the game to randomly crash or lag , and make sure you re-run config after dropping the d3d9 file inside the game folder, but I guess you already did.