daniel_u wrote:
10.0 to me sound like a bad ideea.
Question of viewpoint. 10.0 is not a/the new direction in dgVoodoo but just an extra, with some trade-offs and limitations, for the possibility of playing games through dgVoodoo on late-dx10.0 hardwares. I didn't ditch any existing feature for the favor of 10.0.
daniel_u wrote:
What's the point of having a game that runs DX 10 level but performance is bad.
Well, not much. And, it'd even increase the wrapper code complexity. That's why I don't want to fill the z-buffer support gaps in 10.0.
It'd make sense only if many of people were asking for it because they'd want to play, for instance, Pandora Tomorrow on a 10.0 class rig with forced MSAA, by all means. 😀
daniel_u wrote:
Imho i think a good way moving forward is DX12.
It'd be, in the aspect of 2 points: a good learning curve for me in DX12 😁, and the fact that the wrapper could run on the most modern API, making it independent on any harm that support of DX11 suffers later, as old DX did.
daniel_u wrote:
Also one questions .Isnt it better to have fully working games then after all is good move to extend compatibility? It's your effort and time(and i really appreciate it) but to me it seems like this feature it's not very useful. Lots of workarounds needed,
Yes, I'd like to focus on other things.
lowenz wrote:It's only related to MSAA.....Dege could simply lock the option for 10.0 output (as done concerning the Phong).
But killing the MSAA support entirely would be a pity. It works pretty fine for an average game that doesn't require any advanced z-buffer magic.
teleguy wrote:I found a few Google results concerning that message. One person reported getting that error on a HD 6450. You own a 6450, right Dege?
Yes, I have. But that warning message doesn't seem to be too serious (altough I don't know what it's about exactly).
What about Glide? Doesn't it work for you too? I tested
http://www.pouet.net/prod.php?which=1084
(Glide3) through 10.0 and it worked. Glide uses different precompiled shaders than DX.
VCT_DENnis1 wrote:Hello Dege, […]
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Hello Dege,
I'm very thankful that you're helping so much!
Maybe you got an idea how to fix this‽: I love Motocross Madness 2 and I was trying to get it run on my gaming PC for years. With dgVoodoo2 it works offline finally, even in best graphics (I just have to turn off "particle system" in the Motocross Madness 2 settings), but when I try to get in an online room / window (for Multiplayer) the game (MCM2.EXE) keeps crashing.
Windows System: Windows 7 Ultimate, 64 Bit. i7-3930K CPU @3.2GHz, 32 GB RAM, GPU: NVIDIA GeForce GTX 680 with 4GB VRAM
Uhmm, it's hard to figure it out.
First, it'd be fine to see if it crashes with native DX too, to see if the crash is related to dgVoodoo or not, but I guess this game won't launch natively.
Maybe if you try it in forced windowed mode... 'Cause crashes in user32.dll and nt.dll can easily be caused by some windowing/window messaging issue. Avoiding resolution switches decreases the likelihood of it.
Or, you could also try forcing single core affinity.