Expack, aren't you using an older GeForce with a "too new" driver? Similar happened to me recently, when I installed the newest one onto a GF 450 GTS, games started to crash or badly appear through dgVoodoo (didn't tested with anything else). So, I had to roll back to a 1-2 years old one to have it working properly.
Just got an AMD HD7850. Did some quick tests, all ATI tech demos work on that via dgVoodoo, as well as on my GF 560Ti and GF 450 GTS.
However, I forgot to say, sorry, nVidia tech demos don't work (except Chameleon), I didn't fixed them yet (btw, thanks for the video!! 😎 )
(and, when fixing DDraw texformat enumeration, I encountered a bug related to L8 textures, so now Rachel has reflections in her eyes)
I quickly tried Glide, and finally, I was managed to reproduce the driver crash. I hope I can workaround that somehow.
Interestingly, Wargods indeed works natively on this (with my patch). 😕
As if AMD supported executing execute buffers from hardware, avoiding the crashing DX frame system code, but I can hardly beleive it, especially on a modern GPU.
It also works through dgVoodoo though.
lowenz wrote:Dege wrote:but stretching to the native resolution (1920x1080 in your case) as far as the aspect ratio allows that.
Ah!
Isn't a best option to mimic the driver "stretching but preserving AR" ? (maybe it's simpler too) 'Cause the problem is Radeon CAN'T do that (they always fill the screen, but GeForce CAN, using the hack " Override the Scaling Mode set by games", it's an option in the NVCP and I think all gamers here need that thing, not some "fine-tuned" rescaling to native resolution) 😁
That's what I exactly suppose to do. I try to choose the native resolution because dgVoodoo cannot query the physical properties of the display so only the native resolution is the one that can be assumed to fit accurately to the display surface and there is no difference in 'centered' and 'stretched' scaling for that (so that, the physical aspect ratio can be computed from that res).
Any other resolution (or, I'd rather say "window size") is up to the GPU/monitor combo, who knows how it appears on the display.
lowenz wrote:Question about 16 bit colors handling in dgVoodoo Glide: is this Unreal color banding right/expected? […]
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Question about 16 bit colors handling in dgVoodoo Glide: is this Unreal color banding right/expected?
(see the clouds)

16 bit textures? I've seen a lot of texture banding artifacts through Glide because of them.