Hasn't been it working so far? 😀
Anyway, if you set MSAA to 'Auto' in the setup then you should see FSAA support (I tried it, works).
If you set it to any other value then the game will see no FSAA.
Vsync combined with no triple buffer? no good that.
PS: NFS 4 works with nGlide at 2560x1600 @ 8x MSAA with butter smooth 60fps all the time and even on full grid weather race.
So for some reason the problem relies in dgvoodoo.
Hasn't been it working so far? 😀
Anyway, if you set MSAA to 'Auto' in the setup then you should see FSAA support (I tried it, works).
If you set it to any other value then the game will see no FSAA.
Anyway, if you set MSAA to 'Auto' in the setup then you should see FSAA support (I tried it, works).
If you set it to any other value then the game will see no FSAA.
Vsync combined with no triple buffer? no good that.
PS: NFS 4 works with nGlide at 2560x1600 @ 8x MSAA with butter smooth 60fps all the time and even on full grid weather race.
So for some reason the problem relies in dgvoodoo.
Ok, obviously, but plz try NFS4 with the DX7 renderer to see if the performance problem occurs or not.
I'd need to know if it's a Glide only issue or a more general one.
lowenz wrote:
Never seen "Auto" option,
It was added in WIP21 along with MSAA support in DX8. 😀
Yes, SC PT works for me too. (Don't use FL10.0 with forced antialiasing, that won't work: no lights and shadows).
New Commandos 2 (Steam version) is working great with dgVoodoo2.....but I can't understand which D3D version it uses by default: RTSS can't show it 😐 (if I put your DLLs in the folder RTSS shows correctly D3D11).
New Commandos 2 (Steam version) is working great with dgVoodoo2.....but I can't understand which D3D version it uses by default: RTSS can't show it 😐 (if I put your DLLs in the folder RTSS shows correctly D3D11).
.....but resolution forcing causes a crash (CTD) after the intro videos, in the start menu.
New Commandos 2 (Steam version) is working great with dgVoodoo2.....but I can't understand which D3D version it uses by default: RTSS can't show it 😐 (if I put your DLLs in the folder RTSS shows correctly D3D11).
.....but resolution forcing causes a crash (CTD) after the intro videos, in the start menu.
Over time those res-force bugs will get fixed, I hope. 😀
I don't want to put a lot of effort into it till the next version.
(But, resolution forcing cannot be a guaranteed feature, unfortunately. Some games seem to be very sensitive to the environment, their window size for example.)
Last edited by Dege on 2016-05-16, 20:30. Edited 3 times in total.
Dege wrote:Ok, obviously, but plz try NFS4 with the DX7 renderer to see if the performance problem occurs or not.
I'd need to know if it's […] Show full quote
De-M-oN wrote:
Vsync combined with no triple buffer? no good that.
PS: NFS 4 works with nGlide at 2560x1600 @ 8x MSAA with butter smooth 60fps all the time and even on full grid weather race.
So for some reason the problem relies in dgvoodoo.
Ok, obviously, but plz try NFS4 with the DX7 renderer to see if the performance problem occurs or not.
I'd need to know if it's a Glide only issue or a more general one.
lowenz wrote:
Never seen "Auto" option,
It was added in WIP21 along with MSAA support in DX8. 😀
Yes, SC PT works for me too. (Don't use FL10.0 with forced antialiasing, that won't work: no lights and shadows).
Dont know what happened. I deleted all and re added dgvoodoo and looks ok now.
lowenz wrote:https://s32.postimg.org/c18op7x2d/image.jpg […] Show full quote
willow wrote:
Dege wrote:- Adding Microsoft WARP software renderer as an output API
- MSAA support is added to DX8
- Resolution overriding for DX emulati […] Show full quote
- Adding Microsoft WARP software renderer as an output API
- MSAA support is added to DX8 - Resolution overriding for DX emulation is added
It can cause heavy glitches, especially for old 8-bit DDraw apps and software drawn
mouse cursors in some games. As always, select the resolution within the application
when you can!!
Where can ovveride the resolution? I don't find the option.
You can have custom resolutions too (declared throught Catalyst/ForceWare control panel), see my "1440x1080" (4:3 for 1080p)
Thanks but this option existes before 2.52. Althought Dege said that this option is new. It's why i don't understand.
I have tried on dethkarz,
At 1920x1080 with dgvoodoo bencchmark give 650 fps
At 8k resolution, bench gives 150 fps
at 8k resolution with msaa 8x in dgvoodoo I have 54 fps
at 8k resolution with TxAA 8x+csaa32x + fxaa (all in nvidia driver) I have 52 fps
at 16k (15360x8640) game crash at the startup. I don't know why.
The problem is like even with 8k and msaa8x or txaa8x+casaa32x+fxaa I have still aliaising. I don't know why.
my config: gtx780
It's funny to see that a old game before 2000 is also demanding for 8k gaming. standard 8k gaming is not for tomorrow.
Last edited by willow on 2016-05-16, 20:48. Edited 4 times in total.
Hi. This seems to be the closest thing to an "official" dgVooDoo2 forum, so I'd like to report some bugs in dgvoodoo2.5.1.
First, thanks for the amazing work. This wrapper is awesome!
I'm having some problems with the Novalogic flight sims(Mig-29 Fulcrum, F-16 MRF and F-22 L3). The first problem is exclusive to version 2.5.1. DgVoodoo renders the game at 640x480, even though the resolution is set to 1024x768 in game options menu. Setting the resolution to 1024x768 in dgvoodooSetup fixes this problem. Version 2.5 renders the game at the correct resolution without the need to force anything.
The other problem is hard to explain. The objects that are close to the horizon line aren't rendered at all. This is what it looks like:
The only walk around for this is to lower the video memory to 4MB. This disables z-buffer at higher resolutions. This is what it looks like without z-buffer:
nGlide doesn't have this problem, but it has some texture flickering.
FDNY American Firefighter (Mekada + Activision Value) works properly except two problems. Intel Indeo Video doesnt show up (as usual), not big deal since there is only a little intro and little end. And there are still some minor errors in particles alpha effects (black borders around fire sparks), but i'm not really sure if its a dgVoodoo problem, i remember this from Windows XP days.
Enought for me, rendering is broken natively in Windows 10.
Dege wrote:I quickly installed this game, and natively it indeed gave that error message.
However copying DDraw.dll and D3DImm.dll to its f […] Show full quote
I quickly installed this game, and natively it indeed gave that error message.
However copying DDraw.dll and D3DImm.dll to its folder was enough. I didn't even need setting compatibility mode (I'm on Win7), it worked:
I'm not sure if the game has anything issues on Win10 other than the graphics but what happens if you do a clean game reinstall and copy dgVoodoo files into its folder? Getting that error message implies that the game works with native DX for some reason.
Hey Dege, thanks for the quick response, and for also providing a solution that actually allows the game to run. However, a new problem I have encountered is that Toy2.exe has stopped working just after the ESRB rating screen shows. This could always just be a compatibility issue and I am going to check to see if this problem continues on my VM.
OK, well I finally got it working, for some reason the game will crash on startup and the only solution I found was alt+tab-ing while the game is starting up. The game runs great, I was just wondering if you might know why there is no music, even though I have music volume turned on max. Possibly installed incorrectly? Thanks for all the help.
Outlaws works, but in menus you cannot select the right side of the screen with the mouse and you have to fullscreen if every time the game switches from DDraw to DirectX with the DirectX patch. (with the latest beta.)
Version 1.61 of the game works without dgVoodoo (using Windows 10 64 Bit) but has the following problems:
- some message boxes are displayed completely white
- antialiasing forced by AMD driver settings only works in window mode
- antialiasing forced by NVidia drivers results into flickering or missing graphic objects (fullscreen and window mode)
Demo of version 1.61 of the game can be downloaded here: Link
With dgVoodoo 2.51 (using Windows 10 64 Bit):
advantages:
- if the option "Disable Alt-Enter to toggle screen state" the problematic message boxes are displayed correctly in fullscreen mode (but not in window mode)
- if you choose "2x", "4x" or "8x" at "Antialiasing (MSAA)" antialiasing works (on a system with AMD video card as well as on a system with NVidia video card)
downside:
- if you choose "2x", "4x" or "8x" at "Antialiasing (MSAA)" in some locations the cursor leaves some white pixel behind if you move the mouse (doesn’t happen with "off" at "Antialiasing (MSAA)")
In the demo simply enter the cabin in the back to reach this location and to reproduce the problem.
Another problem appeared with the transition from dgVoodoo WIP20 to WIP21:
- in the continue and options menues (plus submenues) the "cancel", "back", "return", etc. buttons now flicker (seems like between two states)
Hey Dege, thanks for the quick response, and for also providing a solution that actually allows the game to run. However, a new problem I have encountered is that Toy2.exe has stopped working just after the ESRB rating screen shows. This could always just be a compatibility issue and I am going to check to see if this problem continues on my VM.
It seems to work properly on Windows 10 64-bit.
This version is, actually, the Playstation version, emulated back in 2000 by this guy (https://uk.linkedin.com/in/paulhoubart). Pretty much the same as A Bugs Life and Metal Gear Solid Integral.
Dont even waste your time if you have access to the Dreamcast version (emulated or through the original hardware), its far superior.