WIP versions

General information and assistance with dgVoodoo.

Re: WIP versions

Postby Dege » 2018-4-28 @ 19:07

Unfortuntaly I can't do anything about that. :S
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Re: WIP versions

Postby lowenz » 2018-4-30 @ 10:12

Dege wrote:Unfortuntaly I can't do anything about that. :S

This issue appears only with d3d8, not ddraw.
Any thoughts?
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Re: WIP versions

Postby Dege » 2018-4-30 @ 18:20

Yes, I explained that in
viewtopic.php?f=59&t=34931&start=3540#p665218

It clearly shows that crash occurs in ReShade's dxgi. I even gave a tip for the possible problem.
dgVoodoo does nothing special tricky thing that should be 'fixed', especially if previous ReShade versions worked with it. :S
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Re: WIP versions

Postby lowenz » 2018-5-01 @ 17:05

Dege, maybe you're interested in this: https://github.com/Joshua-Ashton/dxup
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Re: WIP versions

Postby Dege » 2018-5-02 @ 10:47

lowenz wrote:Dege, maybe you're interested in this: https://github.com/Joshua-Ashton/dxup

BTW, did anybody managed to run use dgVoodoo through DXVK?
I tried it on Windows but unfortunately it either crashes or locks up in Intel's Vulkan driver component.
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Re: WIP versions

Postby UCyborg » 2018-5-02 @ 14:25

Dege wrote:BTW, did anybody managed to run use dgVoodoo through DXVK?
I tried it on Windows but unfortunately it either crashes or locks up in Intel's Vulkan driver component.

For me, it crashes in ddraw.dll. Unigine Heaven 4.0 Benchmark however quits with an error:

Direct3D11 error: fail
D3D11AppWindow::create_context(): D3D11CreateDevice(): failed
Engine::video_restart(): can't set 1920x1080 fullscreen video mode

My drivers are a bit old though (NVIDIA 368.81). My system is very stable with current configuration, it runs for weeks without requiring a reboot. Last time I tried to go with newer drivers things got crashy pretty fast.
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Re: WIP versions

Postby lowenz » 2018-5-02 @ 20:11

Dege wrote:
lowenz wrote:Dege, maybe you're interested in this: https://github.com/Joshua-Ashton/dxup

BTW, did anybody managed to run use dgVoodoo through DXVK?
I tried it on Windows but unfortunately it either crashes or locks up in Intel's Vulkan driver component.

DXVK binaries ( https://github.com/doitsujin/dxvk/relea ... .42.tar.gz ) can run on Windows without any tricks?
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Re: WIP versions

Postby UCyborg » 2018-5-02 @ 22:04

They should. Doesn't work for me though, it complains about missing Vulkan extensions in the log file due to older drivers. Oh well.
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Re: WIP versions

Postby UCyborg » 2018-5-03 @ 15:14

Updated my drivers and now DXVK 0.42 runs Unigine Heaven 4.0 successfully with a small performance hit. No luck with dgVoodoo, crashes in either d3d8.dll or ddraw.dll and the only interesting thing in DXVK log is this:

warn: DxgiFactory::IsCurrent: Stub
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Re: WIP versions

Postby Dege » 2018-5-03 @ 16:41

'IsCurrent' isn't really a problem, it's for detecting if any change has happened in the underlying graphics adapter/output system (say, a monitor is removed and such). Returning true should be just enough.

I removed my Intel adapter from the system along with its drivers because Vulkan always locked up or crashed for me in Intel drivers.
Then I launched the CPL. It crashed because DXVK returns NULL LUIDs for adapters and that drives dgVoodoo DX11 core not to detect any adapters (btw, I'm going to fix that case). After that I fixed the code not to check against NULL LUIDs.
The CPL ran that way and detected my GF1060 with all resolutions and MSAA levels. Yeahhh! :)

So, it was time to try some D3D8 demos. Hmm.. Temporarily I also had to remove DxTory and BandiCam Vulkan layer dlls because they also crashed somewhere in Vulkan or nvogl.
After that, launching demo(s), I could see dgVoodoo watermark, everything just seemed to work as expected, ..., except no textures at all. Solid colored polygons everywhere. :S
But, all in all, very promising, we can trust to later versions.
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Re: WIP versions

Postby UCyborg » 2018-5-04 @ 08:54

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Re: WIP versions

Postby lowenz » 2018-5-08 @ 14:15

Dege wrote:Yes, I explained that in
viewtopic.php?f=59&t=34931&start=3540#p665218

It clearly shows that crash occurs in ReShade's dxgi. I even gave a tip for the possible problem.
dgVoodoo does nothing special tricky thing that should be 'fixed', especially if previous ReShade versions worked with it. :S

Solved! :D

https://github.com/crosire/reshade/comm ... da83c5f7c7

And I confirm it's working as ever, now :D
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Re: WIP versions

Postby Arko86 » 2018-5-09 @ 15:41

Hello Dege,

What's going on here? This happened with previous versions of the wrapper as well. I'm guessing it's a game engine problem (depending on the FOV), right?

Any Splinter Cell enthusiast to shine a light on this?

https://streamable.com/pd8e8

Also does anyone know if this game (and the trilogy) support vibration for Wired/Wireless X360 controllers? I tried dinput driver from a Japanese developer but I couldn't get any force feedback. I'm playing the game on Xbox 360 with BC (modded the resolution via HEX editor) even though the DoF and other screen effects are good, the 20 fps gameplay kills my eyes.
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Re: WIP versions

Postby lowenz » 2018-5-09 @ 15:59

Well, begin to fix the Aspect Ratio and FOV with this :D
https://thirteenag.github.io/wfp#splintercell (PS3 textures too, in the drop menu)

We got a dedicated thread to our beloved Sam! :D -> viewtopic.php?f=59&t=51724
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Re: WIP versions

Postby Arko86 » 2018-5-09 @ 16:18

Hey thanks, I know about that thread but somehow I am not sure if it's a FoV issue. The shadow disappears when I get closer, same thing doesn't ahppen on the OG Xbox.

I'll carry my messages there anyway.
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Re: WIP versions

Postby Dege » 2018-5-10 @ 19:17

Things are going slowly nowadays so I share a little WIP compiled from the branch of 2.55 (I want some more fixes in the patch version though):

=========================
WIP45:
=========================

This is compiled from the branch of 2.55, so expect only minor fixes added to 2.55.

- Minor changes in the debug layer (corrected mistypings, some value types are replaced by strings, etc.)
- Adding config properties in the DirectXExt section
* 'DefaultEnumeratedResolutions'
* 'EnumeratedResolutionBitdepths'
and new values for 'ExtraEnumeratedResolutions': max_4_3, max_16_9

- Bug in light handling in state blocks, fixed (Soldiers of Anarchy)
- Fixing light calculation (Cold Zero demo)
- Minor fixes in the config validator methods
- Adding some missing interface querying for aggregated Direct3DDevices
(Banzai Bugs, but there are more other problems with that game, this one alone doesn't fix it)
- Workaround for D3D8 vertex buffer overwrite (BattleField 1942, but this is just a partial fix)
- Glide: corrected tmuRev and fbiRev version number for some 3Dfx card types
- Fixing alphablend for special circumstances (Mage Bros)

http://dege.fw.hu/temp/dgVoodooWIP45.zip
http://dege.fw.hu/temp/dgVoodooWIP45_dbg.zip

lowenz wrote:Solved! :D

https://github.com/crosire/reshade/comm ... da83c5f7c7

And I confirm it's working as ever, now :D

It's great!! :cool:
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Re: WIP versions

Postby Shing » 2018-5-11 @ 18:59

Thanks for the update.
Battlefield 1942 works perfectly for me except for some graphical issues. Maybe you noticed it, but the water is sometimes bugging out. It's using dissolve/normal map textures, which looks buggy or sometimes completely gone. Same goes for env map textures. Envmap reflections are more visible on planes if you want to test it.
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Re: WIP versions

Postby lowenz » 2018-5-14 @ 10:43

Dege can you check if dgVoodoo2 (>=2.55) Glide wrapper is working correctly with the Win10 Spring Update? I can't see the 3DFX splash screen.....
DDraw/D3D too.

I think the behaviour has once again changed......
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Re: WIP versions

Postby ZellSF » 2018-5-14 @ 18:04

dgVoodoo 2.55 works fine for me on Windows build 17134.48 (1803). For some reason I didn't get the splash screen with Outlaws, but rendering was obviously fine.
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Re: WIP versions

Postby lowenz » 2018-5-14 @ 19:00

I get a terrible performance with Glide (Unreal) and a mobile 9600 GT, way too far BAD confronting to DDRAW!
I will test with a more modern GT 750 Ti.
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