Dege wrote on 2025-04-22, 07:12:
Btw, are there other problems with dgVodoo besides the indicator and this sampler-mismatch thing?
Apart from those, I've noticed the D3D12 output API seg faults on loading a level. D3D11 works fine. Another small quirk is Z-fighting is noticably worse compared to DXVK and native AMD D3d9, but the same as native Nvidia D3D9. Specifically refering to these light strips in the repeated rooms on Assault on the Control Room and Two Betrayals.
The attachment z-fighting.png is no longer available
Halo for PC is early Direct3D 9 so Geforce FX/Radeon 9000 would have been what it was made for.
Most of the stock shaders in Halo PC are broken in some way or another (ie they're massive downgrades compared to the xbox version) due to the port being rushed and half-arsed. The MCC version had most of the regressions fixed a few years ago in the D3d11 renderer it uses. Conveniently, 343i released the fixed HLSL shader code for all the shaders as part of the official mod tools. CEnshine is a project that has backported many of those fixed MCC shaders to the old PC version, so things like the glass work properly with that. As such, accounting for the sampler mismatch probably isnt necessary for most use cases anymore. CEnshine is only for custom edition though. The file structure of the shader collections are different to the retail version and noone has bothered to port it. There is ongoing work by a few modders to fix the remaining issues with the custom edition branch of the Halo PC D3D9 renderer including restoring the missing shaders that gearbox stripped from the PC port.