dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby galneon » 2017-4-02 @ 04:35

Congrats on the GOG deal and also on being given access to the entire GOG catalog for the purpose of improving future compatibility of dgVoodoo2.

... And if my presumption is off and they didn't give you access to the entire catalog, what the fuck is the matter with them? ;)
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Re: dgVoodoo 2 for DirectX 11

Postby kevsmudge » 2017-4-02 @ 06:35

Brilliant news, props playa :-P
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Re: dgVoodoo 2 for DirectX 11

Postby Myloch » 2017-4-02 @ 11:56

I hope this will not end like nglide, the author casually finished releasing new versions after beginning collaborations with commercial sites... that's just my impression
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-4-02 @ 12:05

Myloch wrote:I hope this will not end like nglide, the author casually finished releasing new versions after beginning collaborations with commercial sites... that's just my impression

nGlide 1.05 was released long after he started collaborating with GoG.
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Re: dgVoodoo 2 for DirectX 11

Postby CoolGamer » 2017-4-02 @ 17:31

Therea are some glitches in the Sanitarium GOG version when played via dgVoodoo. Compatibility did increase in WIP33 when compared to v2.53 but some glitches still remain.

Some of the fonts don't look right (especially the ones in loading scenes and video subtitles). Videos do play but sometimes white artifacts/glitches appear during playback. There is a significant performance issue that causes the character to walk very slowly.

Please make sure to go to visual settings in the game menu and decrease performance until it says "Most Features/Slowest Performance" to enable all visual features.

This GOG game can benefit immensely from resolution override with bilinear blit stretching feature of dgVoodoo since all backgrounds are pre-rendered images.
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Re: dgVoodoo 2 for DirectX 11

Postby azbayd » 2017-4-03 @ 11:01

Hi,
I have installed dgVoodoo 2.52 but I have an issue on a game Project IGI.
This error is appear after starting that game : This application requires DirectX version 7.0 or greater to run
How to solve ?
My DirectX version is 11
OS : Windows 8.1
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-4-03 @ 13:49

dgVoodoo will also be utilized for some titles by Utomik.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-4-03 @ 13:54

galneon wrote:Congrats on the GOG deal and also on being given access to the entire GOG catalog for the purpose of improving future compatibility of dgVoodoo2.

... And if my presumption is off and they didn't give you access to the entire catalog, what the fuck is the matter with them? ;)


No, I don't have access to GOG properties. They are free to include dgVoodoo2 for their game builds from now.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-4-03 @ 13:57

azbayd wrote:Hi,
I have installed dgVoodoo 2.52 but I have an issue on a game Project IGI.
This error is appear after starting that game : This application requires DirectX version 7.0 or greater to run
How to solve ?
My DirectX version is 11
OS : Windows 8.1


Did you copy DDraw.dll and D3DImm.dll to the game folder, and still getting that message?
It seems dgVoodoo's dll are not found. Isn't your case is the same as
viewtopic.php?f=9&t=34931&p=513135&hilit=knowndlls#p513132
?
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Re: dgVoodoo 2 for DirectX 11

Postby VicRattlehead » 2017-4-03 @ 19:36

About No One Lives Forever: I have the full game now (GOTY / 1.004 version) but I haven't been fully testing it with dgVoodoo2 yet. However, I've kept in mind the issue I had with the demo and spotted a good example area with "changing lightmaps" where I suspected heavy performance loss could occur and tested it with dgVoodoo2.

lithtech.exe_2017-04-04-03-14-01-176.jpg

It's a ventilation shaft with very simple geometry and textures yet the performance loss is severe, probably due to the flickering lightmap since there's not much else going on. There are also no light fixtures with lens flares here so I guess we can put that theory to rest.

lithtech.exe_2017-04-04-03-14-51-295.jpg

The game runs smoothly on far more complex scenes.

lithtech.exe_2017-04-04-03-13-08-631.jpg

Also, noticed heavy framerate drop in some of the menus.

Here is a saved file inside the ventilation shaft.
Attachments
Save.zip
(193.46 KiB) Downloaded 5 times
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Re: dgVoodoo 2 for DirectX 11

Postby azbayd » 2017-4-04 @ 04:44

Dege wrote:
azbayd wrote:Hi,
I have installed dgVoodoo 2.52 but I have an issue on a game Project IGI.
This error is appear after starting that game : This application requires DirectX version 7.0 or greater to run
How to solve ?
My DirectX version is 11
OS : Windows 8.1


Did you copy DDraw.dll and D3DImm.dll to the game folder, and still getting that message?
It seems dgVoodoo's dll are not found. Isn't your case is the same as
viewtopic.php?f=9&t=34931&p=513135&hilit=knowndlls#p513132
?


Hi Dege,

I have copied DDraw.dll , D3DImm.dll , D3D8.dll and dgVoodoo2.52.exe to the game folder but still getting that message
Also I will try to install the ADK for Windows
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-4-04 @ 06:45

Use Win98SE or WinXP compatibility setting! Sometimes is needed (see Heavy Gear 2).
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Re: dgVoodoo 2 for DirectX 11

Postby Gagster » 2017-4-06 @ 02:59

Seeing as this wrapper also handles good 'ol 2D-games in directdraw, are there any plans on continue improving that part of this wrapper? Old games such as Warcraft 2 Battle.Net Edition and Jazz Jackrabbit 2 can finally be scaled to higher resolutions thanks to dgVoodoo 2 (they both run in 640x480 originally, so bumping them up to 1280x960 scales the games 2x the original game resolution).

It seems like there is some kind of bilinear interpolation filtering when scaling those games at 2x (by forcing 1280x960) in the DirectX tab. Is there any way of disabling the bilinear filtering that comes when scaling up the image? I have tried checking the "no filtering" box under the DirectX tab in dgVoodoo v2.53, but it seems like this wrapper can't apply "nearest neighbor" filtering while up-scaling the image.

To my knowledge this is the only directdraw wrapper besides dxwnd that has the ability to upscale the resolution of 2d directdraw games.
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Re: dgVoodoo 2 for DirectX 11

Postby kevsmudge » 2017-4-07 @ 03:18

Yeah my only about gripe about dgvoodoo is msaa and the filtering options add tiling which I mentioned here, ppsspp has the same problem
viewtopic.php?f=59&t=52636
https://forums.geforce.com/default/topi ... ratios/29/
if we could have dgvoodoo output in nearest neighbor like you say we could fullscreen filter it with bicubic or reverse-aa filter in reshade.
I've been trying port these shaders with no luck
https://www.shadertoy.com/view/MllSzX
http://www.java-gaming.org/index.php?topic=35123.0
http://http.download.nvidia.com/develop ... ic.fx.html
Last edited by kevsmudge on 2017-4-07 @ 03:46, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby PhilsComputerLab » 2017-4-07 @ 03:24

To help support you and your work, please do post any links to games that will use your wrapper :)
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-4-07 @ 10:22

I'nm wondering what GoG is planning to do with it, really. I haven't seen them do much work for old games in their catalogue at all lately. With dgVoodoo2 they probably need some sort of launcher for the games with separate options for dgVoodoo2 and a legacy rendering path (for people without DX10 cards).
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Re: dgVoodoo 2 for DirectX 11

Postby willow » 2017-4-07 @ 23:04

In readme
" If you use dgVoodoo on Windows 10 then dynamic shader compiling is automatically available because D3DCompiler_47 is part of the operating system.
For preceding Windows versions (Vista, 7, 8) you need to download it manually and then, you can copy this dll into each game folder next to the wrapper dlls but the best practice is to copy it into

Windows\System32 folder for 32 bit operating systems
Windows\SysWOW64 folder for 64 bit operating systems

if it is not already there by the result of the installation of some other software.
Note that dgVoodoo supports both D3DCompiler_43 and D3DCompiler_47. _43 is supported only because of compatibility with users having it downloaded and copied into their system folder previously.

Utilizing dynamic shader compiling is strongly recommended and even unavoidable to get all DX8 level features to work. If dgVoodoo cannot find D3DCompiler then it can use only its generalized precompiled shaders just like versions before 2.5. If dgVoodoo finds a supported compiler dll then it can adapt to the current circumstances and compile specialized shaders providing maximum GPU performance. "

i would like to know if d3dcompiler_47 is necessary with windows 7 because I have d3d compiler_43?

I have tried to add d3dcompiler in systemwow64 but when I launch deathkarz or discworld noir with dgvoodoo it said that api-ms-win-core-libraryloader-I1-2-0.dll is missing. I have only in systemwow64 api-ms-win-core-libraryloader-I1-1-0.dll.
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Re: dgVoodoo 2 for DirectX 11

Postby Nucleoprotein » 2017-4-08 @ 16:00

You can't use D3DCompiler_47 on Windows 7, use latest one supported - ie. 43 included in DirectX Redistributable : https://www.microsoft.com/en-us/downloa ... aspx?id=35
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Re: dgVoodoo 2 for DirectX 11

Postby willow » 2017-4-08 @ 16:35

Nucleoprotein wrote:You can't use D3DCompiler_47 on Windows 7, use latest one supported - ie. 43 included in DirectX Redistributable : https://www.microsoft.com/en-us/downloa ... aspx?id=35

Although, in readme, it said that you can copy this file .dll .
Image

It's why I ask this question because I don't understand very well
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Re: dgVoodoo 2 for DirectX 11

Postby UCyborg » 2017-4-08 @ 20:45

The ReadMe is correct, D3DCompiler_47.dll works fine on Windows 7 and Vista, you just don't get it when installing DirectX Redistributable. It's preinstalled on Windows 8.1 and 10. The variants from those systems can't be redistributed because it has some extra dependencies.

There is another variant with description Direct3D HLSL Compiler for Redistribution, developers get it with the version of Visual Studio they're developing with. This variant can be used on 7 and Vista.

The leanest way is indeed to put the files in Windows\System32 and Windows\SysWOW64, though some software comes with them in their own folder. I have this habit, after installing all programs I clean up their folders of redistributable DLLs (usually those part of DirectX and VC Redist) that are already present somewhere under System32/SysWOW64.
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