Reply 200 of 213, by johnnb
Dear guys, how are you I have one question if possible of course, about dgvoodoo 2
Dear guys, how are you I have one question if possible of course, about dgvoodoo 2
johnnb wrote on 2026-01-23, 18:23:Dear guys, how are you I have one question if possible of course, about dgvoodoo 2
Just tag dege or someone else with knowledge will answer
I'm releasing the current state, with some improvements, but I'll continue testing and investigating known issues:
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v2.87
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https://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_87.zip
https://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_87_dbg.zip
Detection rate on VirusTotal is 3/66.
Thanks as always (since 10 years now?!)
13 years. The first versions of dgvoodoo 2 were released in 2013.
Dege wrote on 2026-03-29, 16:57:13 years. The first versions of dgvoodoo 2 were released in 2013.
Damn 😁
I wish Dege could also check it out the Nightmare Creatures thread at Windows
If he sorts out the stuttering issue under d3d and agp, the game is perfect
Dege wrote on 2026-03-29, 16:57:13 years. The first versions of dgvoodoo 2 were released in 2013.
it is funny it supports Tomb Raider 9 released in 2013 now 😉
to add to the fun my best pc still uses i5-3450 from 2012 and runs cp2077 fine in 4k (gtx 1660) 😀
I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not many testings, I did it in a kind of rush):
Expack3 wrote on 2026-03-31, 17:41:Dege wrote on 2026-03-31, 17:39:These Ut2004 releases are public? The last time I tried to download an 'i' or 'j' (I can't remember) version, it wasn't.
Indeed they are: https://github.com/OldUnreal/UT2004Patches/releases/latest
lowenz wrote on 2026-03-31, 20:24:That's for Unreal '98 / Unreal Gold :D For UT 99: https://github.com/OldUnreal/UnrealTournamentPatches Ut2004 has now its own "c […]
Dege wrote on 2026-03-31, 17:39:These Ut2004 releases are public? The last time I tried to download an 'i' or 'j' (I can't remember) version, it wasn't.
That's for Unreal '98 / Unreal Gold 😁
For UT 99: https://github.com/OldUnreal/UnrealTournamentPatches
Ut2004 has now its own "community patch" : https://github.com/OldUnreal/UT2004Patches (64 bit / D3D9)
Ok, thanks, I'll look into it.
robertmo3 wrote on 2026-04-03, 15:53:Dege wrote on 2026-03-29, 16:57:13 years. The first versions of dgvoodoo 2 were released in 2013.
it is funny it supports Tomb Raider 9 released in 2013 now 😉
to add to the fun my best pc still uses i5-3450 from 2012 and runs cp2077 fine in 4k (gtx 1660) 😀
Tbh, it was already supported, but when doing some testing on my new hardware, it turned out that unlike my old video card, modern GPU's are more sensitive to the resource hazard coming with the D3D12 backend and I just didn't notice it earlier.
I release a quick fix for 2.87 because the 64 bit D3D9 crash is embarrassing and needs to be fixed ASAP:
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v2.87.1
=========================
https://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_87_1.zip
https://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_87_1_dbg.zip
Detection rate on VirusTotal is 1/66.
Update: I reuploaded this release with a new bugfix added on 2026.04.10.
Dege wrote on 2026-04-03, 16:30:I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not […]
I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not many testings, I did it in a kind of rush):
- Now fake fullscreen fully resembles the behaviour of real fullscreen.
Except that fake fullscreen cannot handle "Centered", "Stretched" scaling modes, those are mapped to "Unspecified". But unspecified now does resolution changing when needed, as with real fullscreen.
So, the difference between real/fake is
- fake rendering window does not get kicked out of fullscreen state when it is obscured by other windows
- fake fullscreen can get into "not responding" state if a game is not responding because of a long loading stage and isn't pumping the message queue- It might fix the annoying window-resize problem, when the fullscreen window becomes small in the corner of the screen
Would it be possible to implement a [Ignore refreshrate] setting in the fullscreen mode attributes section?
Now, with the changes in 2.87.1, many old games default the display to low arbitrary refreshrates.
Ichisich wrote on 2026-04-18, 16:48:Dege wrote on 2026-04-03, 16:30:I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not […]
I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not many testings, I did it in a kind of rush):
- Now fake fullscreen fully resembles the behaviour of real fullscreen.
Except that fake fullscreen cannot handle "Centered", "Stretched" scaling modes, those are mapped to "Unspecified". But unspecified now does resolution changing when needed, as with real fullscreen.
So, the difference between real/fake is
- fake rendering window does not get kicked out of fullscreen state when it is obscured by other windows
- fake fullscreen can get into "not responding" state if a game is not responding because of a long loading stage and isn't pumping the message queue- It might fix the annoying window-resize problem, when the fullscreen window becomes small in the corner of the screen
Would it be possible to implement a [Ignore refreshrate] setting in the fullscreen mode attributes section?
Now, with the changes in 2.87.1, many old games default the display to low arbitrary refreshrates.
Only the fake fullscreen path has been changed, and now it takes refresh rates into account just like regular fullscreen.
You can force a high refresh rate through dgVoodoo, preventing the game from choosing anything else.
But, indeed, instead of defining a specific numerical value, it'd be cool to have a refresh rate option "desktop" to force the current desktop refresh rate whatever it is.
(I guess your desktop is displayed at some high refresh rate like 120/240Hz but the game picks up a low refresh rate like 60Hz.)