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Regressive bugs - report them here

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Reply 140 of 152, by Dege

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hdc0 wrote on 2024-09-18, 21:22:
Starting with dgVoodoo v2.82.2, some graphics in Croc 2 have a blue tint. Other games using the same engine (such as Aladdin in […]
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Starting with dgVoodoo v2.82.2, some graphics in Croc 2 have a blue tint. Other games using the same engine (such as Aladdin in Nasira's Revenge or The Emperor's New Groove) are also affected. Older versions of dgVoodoo (v2.82.1 and lower) are not affected.

I used the official Croc 2 demo to take the attached screenshots.
https://community.pcgamingwiki.com/files/file … 95-croc-2-demo/

Croc2 demo dgVoodoo v2.82.2.png
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Croc2 demo dgVoodoo v2.82.1.png
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Croc2 demo dgVoodoo v2.82.1.png
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I cannot reproduce it. What is your dgvoodoo config file?

Reply 141 of 152, by Dege

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Zoomer wrote on 2024-10-01, 13:19:
dgVoodoo v2.83.1 has lighting bugs with Lego Island, that were initialy reported here: Re: Regressive bugs - report them here , […]
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dgVoodoo v2.83.1 has lighting bugs with Lego Island, that were initialy reported here: Re: Regressive bugs - report them here , but now they're even worse.

I've managed to track down the 2.78.2 version (somehow it's very difficult now to find compiled older versions, all the link are dead, github artifacts are missing?) and indeed everything's fine there.

It's not only the cube, but the lighting overall. Its as if the characters and objects are lit from the wrong side and maybe the light is more intense than needed or something like that. See the comparison screenshots.

Also, the mouse pointer is at the wrong coordinates. The game has an inbuilt pointer which can be activated from either the config.exe or rebuilder launcher, yet if activated, some other, probably legacy system pointer is also visible, and it's drawn higher than the game's one. Still, the game draws the cursor at the proper (active) pixel. The older 2.78.2 version also has two cursors, but the aforementioned system one is drawn atop of the game's one. So they're like perfectly overlapping. I wonder if it's possible to deactivate the system's pointer?

The screenshots are missing the system mouse pointer, as it's not captured by windows.

Scr1-new.jpg
Scr1-old.jpg
Scr2-new.jpg
Scr2-old.jpg
Scr3-new.jpg
Scr3-old.jpg
Scr4-new.jpg
Scr4-old.jpg

Ok, thanks, it's a copy-paste bug in 2.83.1 src. But even 2.83 should work fine, no need for older versions.
For hiding system cursor, try setting GeneralExt\SystemHookFlags = cursor.

Reply 142 of 152, by hdc0

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Dege wrote on 2024-10-02, 18:27:

I cannot reproduce it. What is your dgvoodoo config file?

Thanks for looking into this, I've attached my config file as requested.

I did some more tests and it seems that the following conditions all need to be met for the bug to occur:
- Use dgVoodoo v2.82.2 or higher
- Use an Intel UHD Graphics 600 graphics card
- D3DRENDERSTATE_MONOENABLE is enabled

I've asked a few people to test the game with dgVoodoo v2.83.1 (the current stable version). Results:
- Intel UHD Graphics 600 (my PC): affected
- Intel UHD Graphics 600 (another PC): affected
- Nvidia GeForce RTX 2080: not affected
- Nvidia GeForce RTX 4060: not affected

Meanwhile I found a workaround: go to memory address 0x42EC09 (or file offset 0x2EC09 in Croc2.exe) and replace bytes 74 14 with 31 DB. This changes the call to IDirect3DDevice3::SetRenderState(D3DRENDERSTATE_MONOENABLE, ...) to always pass FALSE. The blue tint then no longer occurs.

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Reply 143 of 152, by Dege

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hdc0 wrote on 2024-10-04, 10:18:
Thanks for looking into this, I've attached my config file as requested. […]
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Dege wrote on 2024-10-02, 18:27:

I cannot reproduce it. What is your dgvoodoo config file?

Thanks for looking into this, I've attached my config file as requested.

I did some more tests and it seems that the following conditions all need to be met for the bug to occur:
- Use dgVoodoo v2.82.2 or higher
- Use an Intel UHD Graphics 600 graphics card
- D3DRENDERSTATE_MONOENABLE is enabled

I've asked a few people to test the game with dgVoodoo v2.83.1 (the current stable version). Results:
- Intel UHD Graphics 600 (my PC): affected
- Intel UHD Graphics 600 (another PC): affected
- Nvidia GeForce RTX 2080: not affected
- Nvidia GeForce RTX 4060: not affected

Meanwhile I found a workaround: go to memory address 0x42EC09 (or file offset 0x2EC09 in Croc2.exe) and replace bytes 74 14 with 31 DB. This changes the call to IDirect3DDevice3::SetRenderState(D3DRENDERSTATE_MONOENABLE, ...) to always pass FALSE. The blue tint then no longer occurs.

Indeed! Thanks, nice find! I broke mono rendering when I refactored the code generator. Anyway, I fixed it.

Reply 145 of 152, by CabralViny

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In Ultimate Spider-Man, dgVoodoo v2.83 and earlier worked mostly fine, some minor textures appeared black on the virtual accelerated card but other cards like GF9800 worked perfectly. However starting with v2.83.1, almost the entire environment is now black in every single card.

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Reply 147 of 152, by lowenz

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lowenz wrote on 2024-10-06, 13:08:

Can't start 3DMark2001 SE with 24H2+dgv 2.83+DX12 on an ARC 380 (6077 drivers suite)
DX11 -> 62200 (score) @2560x1440 (!)

Same with Halo CE, game starts but crashes loading a map. No problem in DX11.

Reply 148 of 152, by Dege

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CabralViny wrote on 2024-10-14, 10:48:

In Ultimate Spider-Man, dgVoodoo v2.83 and earlier worked mostly fine, some minor textures appeared black on the virtual accelerated card but other cards like GF9800 worked perfectly. However starting with v2.83.1, almost the entire environment is now black in every single card.

Is it tied to a specific location? I tried the very first tutoria levels with 2.83.2 with various virtual cards but it seemed fine.

Reply 149 of 152, by CabralViny

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Nope, literally the whole game is like this for me. If it serves something this running on a laptop with Intel UHD Graphics, I have another one with Nvidia GeForce but unfortunately I can't test it at the moment.

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Reply 150 of 152, by Dege

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CabralViny wrote on 2024-11-05, 11:10:

Nope, literally the whole game is like this for me. If it serves something this running on a laptop with Intel UHD Graphics, I have another one with Nvidia GeForce but unfortunately I can't test it at the moment.

Yes, it's useful information! I can reproduce it on my Intel UHD. Wrong with DX11 but fine with DX12.

Btw, the shader code translators I wrote first, were turning out to be unmaintainable. This bug also comes from that code. Long, error prone, boilerplate code.
So I decided to rewrite them based on the newer 'technology' that I developed later for the other, new code generators.
VS/GS translators are finished, tested synthetically with drivers from all of the 3 vendor's (and I found bugs in the old code).

This already fixed this case with this game, and another one with a tech demo running on Intel UHD.
I think I won't release a new patch version but only the new code as a WIP.