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dgVodooo 2.7.x and related WIP versions (2)

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Reply 100 of 112, by RJ8

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I wonder if its possible (perhaps a feature for future versions) to use -force resolution- on the input path while the wrapper itself is diabled?
Example: DX9 game that i do not want to wrap to DX11 , but use - force resolution- .
With VorpX i have a couple of games, Divinity 2 for example, permanently switching forth and back from 640x480 to full screen within milliseconds.
DGVoodoo2 can correct that in a great way, but only when wrappimg to DX11, which i cant use in certain cases.

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Reply 101 of 112, by KainXVIII

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Dege wrote on 2021-12-22, 18:03:
========================= WIP83.1: ========================= […]
Show full quote

=========================
WIP83.1:
=========================

- Some internal refactoring
- A DX Draw bug fixed in the D3D12 backend
- A bug in sw buffer usage is fixed for D3D8/9 software vertex processing (Everquest 1999)
- Emulated cursor appeared at wrong place with integer scaling, fixed
- Improving GDI hooking (MCI video player) (Age Of Empires 2)
- A workaround-fix for clearing integer format RTV's through AMD D3D11 drivers (issue introduced with dgv 2.74)

http://dege.fw.hu/temp/dgVoodooWIP83_1.zip
http://dege.fw.hu/temp/dgVoodooWIP83_1_dbg.zip

see AMD issues with dgVoodoo why I'm basically releasing this

I still got double cursor issue (when smaller cursor version appears sometimes) in QFGV with these settings: scaling mode - centered, keep ar; resolution - unforced; integer scale factor - 2 (on 1080p resolution monitor), all other settings are defaulted..

Reply 102 of 112, by Dege

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No, dgVoodoo can do resolution forcing only via the API transition. If it's disabled then it does not intervene into the rendering at all.

The double cursor issue is a known one, I only fixed the appearance of the sw drawn one.

Reply 104 of 112, by Shing

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Happy new year, i hope dgVoodoo will have a great year too. 😁 (Well i already find it perfect for most stuff i use it for 😜)

Now back to the business, i have a bug report.
https://i.imgur.com/acG9Reb.png

The water shader or bump map texture goes wrong in Battlefield 1942. It's something that you fixed before. In my testing, it started with dgVoodoo2_75_1 and it's bad with with the latest WIP too, but it gets corrupt maybe a bit less.

dgVoodoo2_74_1 seems to work well.

Reply 106 of 112, by Dege

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A new WIP with a lot of under-the-hood changes, I release it for testing:

=========================
WIP84:
=========================

- Adapting the DX shader code generator to handle AMD's DXBC parser limitation (crash with TruForm, HD7850)
- Fixing a bug in the DX code generator (crash with adaptive TruForm, HD7850)
- Changes for generating a bit more optimized code in FF vs code generator
- DX frame presentation optimization for performance
- Fixing a D3D11 sampler cache bug (BF 1942)
- Fixing minor bugs in handling Glide LFB access (without PCI emulation) (XA demo)
- Fixing multithreaded D3D12 Glide LFB access with PCI emulation (XA demo)

http://dege.fw.hu/temp/dgVoodooWIP84.zip
http://dege.fw.hu/temp/dgVoodooWIP84_dbg.zip

Reply 107 of 112, by Dege

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I released v2.78. Compared to WIP84, basically it has some bugfixings, some further image presentation shader optimizations and now all dynamic resolution can have an additional integer scale parameter, like: max_2x, max_qhd_isf_3x.

For a full changelog, see: http://dege.fw.hu/dgVoodoo2/ReadmeGeneral/#changelog

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_78.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_78_dbg.zip

I hope it won't bring in regression bugs, but unfortunately I don't have much time for testing it.

Reply 109 of 112, by lowenz

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Squall Leonhart wrote on 2022-01-11, 08:51:
lowenz wrote on 2021-12-04, 21:04:

GeForce Ti 750 does *NOT* support FL12, but UHD 750 (the one attached to the monitor) does :p

750ti is maxwell and does support FL12

No

D3D12 FL11 -> https://www.techpowerup.com/gpu-specs/geforce … tx-750-ti.c2548

D3D12 is NOT FL12. You can have a D3D12 GPU (driver) only supporting FL11.

Reply 110 of 112, by Yoda1776

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Dege wrote on 2021-07-18, 19:38:

Thank you on behalf of all of us!

Im finding how amazing your software actually is very particularly under DX9 doing my GPU optimization widespread support pass presently. The most extreme example is literally 42% faster than using any iteration of DX9 available. I also noticed OpenGL refuses to hook with reshade using DX10 Nvidia hardware. Even in games as primitive as Return to Castle Wolfenstein. Would love a dirty workaround to get DG Voodoo to hook into OpenGL since word on the net is, Truform calls survive. A little too sophisticated for me at this time, but im sure looking at my youtube channel video leads it would take you 5 minutes or less of effort assuming the game is on hand. OpenGL DX10 raytracing would also be a nice touch since a great deal of my library with OpenGL is within the means of this sort of ancient solution.

Finally hitting the milestone of turning inward to quality. Old radeon, new radeon, old geforce, new geforce, intel GPUs in time. Down to game specific drivers, -dxlevel changes, the idea is it runs on pretty much everything especially in a modern context, eventually even on cellular devices. Then comes the generalized driver custom OS optimized image, thread scheduler context switching aversion tactics per app library wide, compiler spoofing performance checks, and finally ill start learning C++ because I have a lot of ideas id like to bring to the community. Even if my library is somewhat narrow. Thats because im ruthless about which games survive the selection process. They are naturally going to be the best examples of the technology. I might not be able to program yet but im a decent janitor for community input. The actual wording will get a remaster to something more robotic, and eventually automation because its too complicated for normies.

Valve might be doing lots of plug and play Vulkan optimizations which would be really nice. I have yet to come across a situation, granted I havent tried many, where DX12 made any sense at all. It appears to be a project you put off, or at least a door you opened for people with skills to one day exploit.

As for my custom DX10 driver idea, probably asking too much. At best we will see blips on linux with the x800 series and stuff like that. Would be really exotic to have Vulkan and DX12 running on DX10 hardware for the CPU benefits especially if each app has had human hand tuning. I know it wouldnt be the bottleneck, except it might be with multi GPU solutions in really jank code.

Thanks for reading, and thanks for your software. Its making a huge impact on what is possible. Also Nvidia made some changes to their drivers recently which lead to the what on my channel I call the nuke button. It basically is a high probability of total OS lock up if you play with reshade too much toggling it on and off under some games, and its most apparent under DG Voodoo.

Reply 111 of 112, by lowenz

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For OpenGL you already have WineD3D and MESA D3D12 (and Vulkan too, but D3D12 is in a way better shape, performance wise).

WineD3D -> https://fdossena.com/?p=wined3d/index.frag
MESA D3D12 -> https://github.com/pal1000/mesa-dist-win/releases (MinGW and MSVC flavors)

Reply 112 of 112, by Dege

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Thanks! I think an OGL 1.5 frontend could be mapped to the same backend that's used for DX in dgVoodoo, with little modifications, but unfortunately I don't think I have time for such a project.
Higher version of OGL requires a GLSL compiler, and that's out of my expertise.