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dgVodooo 2.8.x and related WIP versions

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Reply 120 of 167, by Squall Leonhart

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mitradis wrote on 2024-02-17, 15:26:

UPD: in Vice City just need to disable the game frame limit (in game menu - video options). And ResX\Y=-1 if using GTAVC.WidescreenFix.

I suggest option for wrapper set affinity mask for game. Many games can work only on one or two cores (or 2 or 4 threads if HT is on).
For example i noticed from the game Blitzkrieg 2 (which not runs if not start with /affinity, because this game not see more 6 threads) if i start Blitzkrieg 2 with /affinity 1 game start but perfomance dramatically bad (because used 1\2 from one physical core). If /affinity 3 (1 + 2) that better but have stutters (because in reality game runs on 1 physical core). If /affinity F (1 + 2 + 4 + 8 = F) that much better (because game use 2 physical core). If /affinity 6 (2 + 4) game can (50% chance) not runs (something with threads between physical cores). F - best choice with HT.

leave affinity alone, modern display driver spawns multiple driver threads via UMD in the game process and doing smart things like turning affnity off can see long loading lockups because the display driver can't get any cpu time.

use specialk to spoof core count instead.

Reply 121 of 167, by mitradis

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you didn't understand anything. In some games this solves launch\working issues. You can think abstractly as much as you like without relying on facts and test results when it just works. Doesn't matter this is not the place for something like this, this question was not addressed to you and it's not up to you to decide.

Reply 122 of 167, by Squall Leonhart

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mitradis wrote on 2024-08-28, 12:13:

you didn't understand anything. In some games this solves launch\working issues. You can think abstractly as much as you like without relying on facts and test results when it just works.

Theres no games that instantly break because of too many cores, theres a few that sporadically break down when very specific code executes and these can be mitigated with core spoofing, rather than choking the process's umd access ignorantly by forcing a given affinity configuration.

Doesn't matter this is not the place for something like this, this question was not addressed to you and it's not up to you to decide.

One of the common fixes here for the game starlancer applied a Win98 compatibility which forced single core affinity, this utterly broke DGVoodoo on old till recent nvidia drivers, and amd drivers after PAL was introduced and the umd dll actually got some multicore optimized work to do in d3d11+ processes.

The process literally spikes a single core at 100% and deadlocks the entire host because communication between the umd and kmd is choked.

Affinity does not hide the amount of cores the process is aware of, so driver and wrapper tasks can still mistakenly operate under the idea that multiple logical threads are available for processing.

Don't use affinity for situations where too many cores is a problem, it is not the right fix.

Reply 123 of 167, by mitradis

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Leave me alone with you "adviсe".

Reply 125 of 167, by RoyBatty

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Is the website down? I'm not able to connect to it at all.

NM it was updated and the link here hasn't.

Reply 126 of 167, by Ju$t_P@8l()

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Guys, I need a help.I have bought Midnight GT -Primary Racer, but it doesn't work. May you help me please?

Reply 128 of 167, by Deffnator

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Dege if you have time please check the Mechwarrior thread if necessary, i've been testing MW2 and made some discoveries over it.
Re: A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.
And as promised there, here is both dgvoodoo conf i used here so you can test first to see how it goes.

MEchwarrior 2 Mercs Enhanced 3d and Audio edition which uses DDRAW.DLL and for some reason D3DLMM

The attachment dgVoodoo.conf is no longer available

Mechwarrior 2 Ghost Bear Legacy, which also uses DDRAW.DLL

The attachment dgVoodoo.conf is no longer available

Reply 129 of 167, by Squall Leonhart

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mitradis wrote on 2024-09-22, 11:03:
Squall Leonhart wrote on 2024-09-02, 04:48:
mitradis wrote on 2024-08-31, 15:09:

Leave me alone with you "adviсe".

Get off the internet.

that's all that was needed to prove that you are deliberately looking for conflicts and hate those around you

ok Karen, run along.

DGVoodoo has no business changing process priorities.

Reply 130 of 167, by mitradis

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Squall Leonhart wrote on 2024-10-18, 12:27:
mitradis wrote on 2024-09-22, 11:03:
Squall Leonhart wrote on 2024-09-02, 04:48:

Get off the internet.

that's all that was needed to prove that you are deliberately looking for conflicts and hate those around you

ok Karen, run along.

DGVoodoo has no business changing process priorities.

Need clear this topic. @Admins

Reply 131 of 167, by BEEN_Nath_58

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Far Cry 1 has a bug in the base version which makes the scene empty:
Far Cry (2004): Foggy level

This is an old bug, it's resolvable with the newer 1.4 patch but that introduces a buggy AI

Would you be able to fix this issue if possible?

previously known as Discrete_BOB_058

Reply 132 of 167, by Dege

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I update the latest WIP:

=========================
WIP96.1:
=========================

- Fixing bugs in the new shader code translators (various games)
- Fixing an incompatibility with MS DDraw (Discord Times)
- Fixing the upload of 3D textures in the D3D12 backend (Darksiders II)
- Optimizing surface data readback for performance in the D3D12 backends
- Optimizing a thing for performance in the D3D8/9 frontend
- Fixing the clipped cursor problem in Glide after exiting a Glide session
- Fixing a crash in the D3D11 backend (Rallisport Challenge)
- Fixing a crash with paletted textures in the D3D8/9 frontend
- No minimizing the fullscreen window in fake fullscreen mode in certain cases
- Minor internal fixings

http://dege.fw.hu/temp/dgVoodooWIP96_1.zip
http://dege.fw.hu/temp/dgVoodooWIP96_1_dbg.zip

Reply 133 of 167, by zaqzaq0802

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Hello!
I received the ddraw patch for O2Jam previously and it’s been working great. Thank you very much.

I’m reporting a bug found in WIP96.1. This issue occurs when the OutputAPI is set to d3d12_fl12_0, but does not appear when using d3d11_fl11_0.

Sample video: https://youtu.be/BXmmlIVGG5A
game : https://app.box.com/s/7qospa1ckrhge1lt1czcv145mutzapf2

This problem does not occur in WIP96 or in version 2.83.2.
For reference, I’m running Windows 11 23H2 on a Radeon RX 7900XTX.

Reply 134 of 167, by Dege

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zaqzaq0802 wrote on 2024-12-16, 16:46:
Hello! I received the ddraw patch for O2Jam previously and it’s been working great. Thank you very much. […]
Show full quote

Hello!
I received the ddraw patch for O2Jam previously and it’s been working great. Thank you very much.

I’m reporting a bug found in WIP96.1. This issue occurs when the OutputAPI is set to d3d12_fl12_0, but does not appear when using d3d11_fl11_0.

Sample video: https://youtu.be/BXmmlIVGG5A
game : https://app.box.com/s/7qospa1ckrhge1lt1czcv145mutzapf2

This problem does not occur in WIP96 or in version 2.83.2.
For reference, I’m running Windows 11 23H2 on a Radeon RX 7900XTX.

Ok, here is a little update, it should fix it:

=========================
WIP96.2:
=========================

- Fixing a D3D12 surface readback bug (AMD) (O2Jam, ...)
- Changing the frontend D3D8/9 impl of texture palettes to a better one
- Async palette update on UMA architectures too (bug) (Rallisport Challenge)

http://dege.fw.hu/temp/dgVoodooWIP96_2.zip
http://dege.fw.hu/temp/dgVoodooWIP96_2_dbg.zip

Reply 135 of 167, by Dege

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I released the current state as 2.84 for now, which is basically the same as WIP96.2. I wanted some other changes but currently I have no time, I deferred doing it as part of a patch version, a bit later.
I always come accros a bug after I've released the version anyway.

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_84.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_84_dbg.zip

Edit: as I expected, I already found a bug... 😂 so I reuploaded the .zip's with the fix.

Last edited by Dege on 2024-12-22, 21:58. Edited 1 time in total.

Reply 136 of 167, by lowenz

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Well, meanwhile, happy christmas Dege!

Reply 137 of 167, by Dege

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Thanks! And Happy Christmas to both you and everybody!

Reply 138 of 167, by sc3n31t477

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hey i have a question, i have an old laptop that has onboard integrated graphics, intel GMA 950, https://www.notebookcheck.net/Intel-Graphics- … 950.2177.0.html

dgvoodoo doesn't work on it, neither do other wrappers like nglide, i was wondering would it be possible to add support for it?

onboard graphics chips are slow and outdated yes, but 3d programs still can run on it, not to mention older games prior to the release of the onboard chip still run some what decent, particularly win 95 games

i figured i come here and ask the developer directly, even though it's very old it could prove useful to some people who still own old tech, not to mention expanding the compatibility of the current program

Reply 139 of 167, by lowenz

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Minimum (and already very low) requirements are D3D10 class GPUs with D3D11 software backend.....

Back in the days it was me (damn! 10 years already), who requested D3D10 over initial 10.1 to get dgVoodoo2 running on a geforce 9600M.