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dgVodooo 2.7.x and related WIP versions (2)

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Reply 140 of 237, by lowenz

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Perfectly working now, performance is on pair! It's awesome to see a wrapper achieving nearly the same performance for a "modern" (DX10/DX11 era) game like Arcania.

Some issue with MSAA forcing and AF forcing but I don't think they're solveble (MSAA black silhouetting maybe yes, it's alpha testing related right?)

MSAA 4x:
ERR.jpg

AF 16x (game using parallax occlusion mapping for terrain):
ERRR.jpg

Reply 141 of 237, by Dege

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lowenz wrote on 2022-05-07, 20:39:

🤣! Thanks! How can this even be?

The cause of the crash is "out of memory". When memory allocation (address space allocation) exceeds 2GB then further allocations fail and the game eventually crashes.
(In dgVoodoo I even make the process crash on purpose in critical core parts on failed allocations, instead of handling the error and getting erroneous rendering.)
This game barely fits into 2GB for me with D3D11 and runs, but with D3D12 it just doesn't fit anymore, it needs some more memory. With "large address aware" bit set, the process can utilize all of the 4GB address space on a 64 bit OS.
TBH, I have some 32bit games that I had to patch to LAA, like Resident Evil Revelations that always crashed after an hour of gameplay because of the same reasons.
But AFAIK, this 2GB limit was a more and more urgent problem back at the time (e.g. the more textures with the higher resolution, the more address space allocation), some resolved this by still compiling the executable to 32bit but setting the LAA bit in-factory and enumerating 64bit OS'es in the minimum requirement list (Resident Evil Revelations 2 is one of them). I don't really understand why these "modern" games are not just 64bit instead.
Btw, if you're interested, you can monitor the address space utilization with Process Explorer ("virtual size" column).

As for the rendering things, the technique itself is probably some kind of alpha testing done in shaders instead of the fixed function alpha-testing stage (but I don't know, didn't look into it).
Modern rendering techniques where the textures contain vectors instead of color data, can be easily broken with forced texture filtering.
So, I'm afraid they cannot be "fixed".

Last edited by Dege on 2022-05-08, 14:29. Edited 4 times in total.

Reply 147 of 237, by Deffnator

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lowenz wrote on 2022-05-10, 20:09:

Is it already public? (DNF 2001)

/EDIT INFO ON WHERE TO ACQUIRE REMOVED

it is a relic of its time even with the porn pics from magazine companies known to every1 of that era of internet.
for now people managed to run using the ddwrapper

Last edited by DosFreak on 2022-05-10, 22:20. Edited 1 time in total.

Reply 148 of 237, by KainXVIII

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Dege wrote on 2022-05-10, 17:45:
========================== WIP86.1 ========================== - Adding option GeneralExt\PresentationModel (for flip-discard mo […]
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==========================
WIP86.1
==========================

- Adding option GeneralExt\PresentationModel (for flip-discard modes for D3D11)
- some minor internal bugfixes

http://dege.fw.hu/temp/dgVoodooWIP86_1.zip
http://dege.fw.hu/temp/dgVoodooWIP86_1_dbg.zip

Thanks!
PS - any hints what this GeneralExt\PresentationModel actually do? 🤗

Reply 149 of 237, by lowenz

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Deffnator wrote on 2022-05-10, 20:42:
/EDIT INFO ON WHERE TO ACQUIRE REMOVED […]
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lowenz wrote on 2022-05-10, 20:09:

Is it already public? (DNF 2001)

/EDIT INFO ON WHERE TO ACQUIRE REMOVED

it is a relic of its time even with the porn pics from magazine companies known to every1 of that era of internet.
for now people managed to run using the ddwrapper

Found the link, just let me test 😁

Reply 151 of 237, by Aemony

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KainXVIII wrote on 2022-05-10, 21:13:
Dege wrote on 2022-05-10, 17:45:
========================== WIP86.1 ========================== - Adding option GeneralExt\PresentationModel (for flip-discard mo […]
Show full quote

==========================
WIP86.1
==========================

- Adding option GeneralExt\PresentationModel (for flip-discard modes for D3D11)
- some minor internal bugfixes

http://dege.fw.hu/temp/dgVoodooWIP86_1.zip
http://dege.fw.hu/temp/dgVoodooWIP86_1_dbg.zip

Thanks!
PS - any hints what this GeneralExt\PresentationModel actually do? 🤗

It allows setting an explicit presentation model in DirectX 11 mode, so that you can get dgVoodoo to use modern flip model instead of the legacy mode it defaults to. As to the benefits of flip model etc, you can get an idea over in the legacy flip thread -- Re: dgVodooo 2.7.x and related WIP versions (2)

This also allows dgVoodoo to line up with Microsoft's overall intentions across the last decade or so. The classic presentation models have a lot of downsides so Microsoft have been pushing game developers and Windows away from it since Windows 10 was released, and exposing it as an option in dgVoodoo makes it so that Windows' automated overrides don't have to kick in and override it from the OS level.

Reply 153 of 237, by Deffnator

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Dege, can you check final liberation?
https://www.gog.com/game/final_liberati ... epic_40000

as i said earlier, it works with ddwrapper hooking into dgvoodoo dx9 or dx8 since ddwrapper fixes the memory crash and video issues, but the game has scaling issues.
or the game becomes invisible or the menu doesn't scale into native resolution.

i think the game has GDI calls but it doesn't scale well with it, there is a fix there which is the color fix at the forums that works with the gog release.

Reply 154 of 237, by Dege

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DNF corrupted polygons: the game feeds D3D8 with transformed vertices where some of them have negative homogenous w coordinates. Other wrappers probably just throw them to the hw for rasterization in clipping space (no other choice through a modern API) which causes them to get clipped out in the pipeline. However, on original contemporary hardware vertices sent directly to rasterization are always processed because clipping takes place in an earlier stage of the vertex pipeline (in fact, the complete vertex pipeline is skipped in this case). dgVoodoo is compatible with that behavior on purpose. In other words, it's a feature not a bug. Nothing to be fixed.

lowenz wrote on 2022-05-11, 07:13:
Maybe it's time to enlarge a little bit the control panel window? […]
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Maybe it's time to enlarge a little bit the control panel window?

1.jpg

I didn't want to increase the size just because of a few options that are rarely used anyway. Wouldn't the CPL look elephantine?

Reply 155 of 237, by Deffnator

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Dege wrote on 2022-05-12, 16:59:

DNF corrupted polygons: the game feeds D3D8 with transformed vertices where some of them have negative homogenous w coordinates. Other wrappers probably just throw them to the hw for rasterization in clipping space (no other choice through a modern API) which causes them to get clipped out in the pipeline. However, on original contemporary hardware vertices sent directly to rasterization are always processed because clipping takes place in an earlier stage of the vertex pipeline (in fact, the complete vertex pipeline is skipped in this case). dgVoodoo is compatible with that behavior on purpose. In other words, it's a feature not a bug. Nothing to be fixed.

lowenz wrote on 2022-05-11, 07:13:
Maybe it's time to enlarge a little bit the control panel window? […]
Show full quote

Maybe it's time to enlarge a little bit the control panel window?

1.jpg

I didn't want to increase the size just because of a few options that are rarely used anyway. Wouldn't the CPL look elephantine?

the guys at duke4 and other communities are working on fixing this issue.
the source code gave all of the material needed even for even more stuff on engine and code level.

Reply 158 of 237, by legion_pheonix

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Good morning Dege!
Everything works well in The Settlers: Heritage of Kings - History Edition, except for one bug.
When you start moving the cursor in a game or menu, a second cursor of the same type appears, only at the same time it flickers.
I have tried every possible setting in dgVoodooCpl and nothing seems to help.