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dgVodooo 2.8.x and related WIP versions

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Reply 200 of 214, by johnnb

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Dear guys, how are you I have one question if possible of course, about dgvoodoo 2

Reply 201 of 214, by Deffnator

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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

Reply 202 of 214, by Dege

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I'm releasing the current state, with some improvements, but I'll continue testing and investigating known issues:

=========================
v2.87
=========================

  • Changes in the behavior of D3D12 feature levels
    - FL 11.0: compatibility mode with old D3D8/9 drivers (just like with D3D11)
    - FL 12.0+: most performant, zero-copy path
  • Changing some things in the D3D12 backend
    - Fixing sampler descriptors and their shader declarations that was buggy in certain cases (SM 2.x+)
    - Fixing an undervalidated sampler descriptor case for the sake of the Win11 SDK DX debug layer
    - Improving handling of read-write resource hazards for better compatibility with D3D9 drivers (Tomb Raider 2013, DX9 renderer)
    - Improving the state tracking/handling of depth/stencil planes (TR 2013, ...)
    - Fixing a bug in mapping subresources (Motocross Madness 2)
  • Improving the frontend debug layer
    - More and better readable information here and there
    - Removing old garbage reporting problems about read-write resource hazards and replacing it with an updated version
  • Fixing some minor D3D8/9 frontend bugs
  • Fixing a D3D6/7 lighting incompatibility (Tiger Woods PGA Tour 2004)
  • Adding option GeneralExt\WatermarkDisplayDuration
  • Some internal code changes
  • I finished my neglected WinMM OS uptime fixer DLL and added it to the pack
    - Not the theoretically perfect solution but at least it is a simple implementation
  • Testing dgVoodoo with
    - NV RTX 5060Ti (practically unusable with 32 bit D3D12, GPU crashes)
    - Intel Arc B580 (solid results)

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.

Reply 203 of 214, by lowenz

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Thanks as always (since 10 years now?!)

Reply 204 of 214, by Dege

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13 years. The first versions of dgvoodoo 2 were released in 2013.

Reply 206 of 214, by lowenz

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With lastest Ut2004 preview patch (64 bit, D3D9)

Log: Log file open, 03/29/26 20:58:45
Init: Name subsystem initialized
Init: Version: 3374 (128.29)
Init: Compiled: Mar 25 2026 09:16:05
Init: Command line:
Init: Character set: Unicode
Init: Base directory: C:\Program Files (x86)\Steam\steamapps\common\Unreal Tournament 2004\System\
Init: Ini:UT2004.ini UserIni:User.ini
Init: Build label: Abbreviation Build UT2004_v3374_[2026-03-25_08.17]_47d00acd
Init: Object subsystem initialized
Init: Detected O/S: Windows 10.0 (Build 26200)
Log: Splash screen filename is '..\Help\UT2004Logo.bmp'
Critical:
rax=000000a8681f7be0 rbx=00007ff884a44b90 rcx=000000a8681f7be0 rdx=0000000000000020 rsi=000000a8681fc1f0 rdi=000000a8681faf30 rip=00007ff8894d22cb
rbp=000000a8681fc5c0 rsp=000000a8681f7b90 r8=00000000000000b0 r9=00000000000000c0 r10=00007ff87f350000 r11=00007ff87f36288b r12=000000a8681fa208 r13=0000000000000000 r14=000000a8681fb098 r15=0000000000000000
cs=0033 ds=002b es=002b fs=0053 gs=002b flags=00000206
In module 'C:\Program Files (x86)\Steam\steamapps\common\Unreal Tournament 2004\System\Core.dll' (1332320 bytes) at address 00000000000722CB
Engine Version: 3374 - Mar 25 2026 09:16:05 Preview

Warning: No good exports found for VCRUNTIME140_1.dll at 00007FF87F370000 for 00007FF87F372592
Warning: No good exports found for UT2004.exe at 00007FF6E8700000 for 00007FF6E870D424
Warning: No good exports found for UT2004.exe at 00007FF6E8700000 for 00007FF6E870C6DD
Warning: No good exports found for UT2004.exe at 00007FF6E8700000 for 00007FF6E871441F
Warning: No good exports found for UT2004.exe at 00007FF6E8700000 for 00007FF6E871F33E
Critical: Simple backtrace (from SEH handler, not from exception point) (most recent call first), with relative to module base 00007FF889460000, if module not found:
0. 00007FF8894D22CB (00007FF889460000 +722CB): Core.dll(1332320 bytes)!?appUnwindf@@YAXPEB_WZZ @ 72240 +0x8B
------------ Exception handler frames start ------------
1. 00007FF8894CB9BB (00007FF889460000 +6B9BB): Core.dll(1332320 bytes)!?RightPad@FString@@QEAA?AV1@H@Z @ 6B140 +0x87B
2. 00007FF8894D22E1 (00007FF889460000 +722E1): Core.dll(1332320 bytes)!?appUnwindf@@YAXPEB_WZZ @ 72240 +0xA1
3. 00007FF884A3F5C1 (00007FF884A10000 +2F5C1): D3D9Drv.DLL(308320 bytes)!?UpdateGamma@UD3D9RenderDevice@@UEAAXPEAVUViewport@@@Z @ 1B730 +0x13E91
4. 00007FF87F373F20 (00007FF87F370000 +3F20): VCRUNTIME140_1.dll(47184 bytes)!__CxxFrameHandler4 @ 3D20 +0x200
5. 00007FF87F372592 (00007FF87F370000 +2592): VCRUNTIME140_1.dll(47184 bytes)!Unknown @ 0 +0x2592
6. 00007FF8AB8E1386 (00007FF8AB7C0000 +121386): ntdll.dll(2522008 bytes)!RtlCaptureContext2 @ 120EE0 +0x4A6
7. 00007FF884A28249 (00007FF884A10000 +18249): D3D9Drv.DLL(308320 bytes)!?Init@UD3D9RenderDevice@@UEAAHXZ @ 181A0 +0xA9
8. 00007FF82FC35904 (00007FF82FAB0000 +185904): Engine.dll(8639584 bytes)!?Init@UGameEngine@@UEAAXXZ @ 185800 +0x104
9. 00007FF6E870D424 (00007FF6E8700000 +D424): UT2004.exe(305248 bytes)!Unknown @ 0 +0xD424
10. 00007FF6E870C6DD (00007FF6E8700000 +C6DD): UT2004.exe(305248 bytes)!Unknown @ 0 +0xC6DD
11. 00007FF6E871441F (00007FF6E8700000 +1441F): UT2004.exe(305248 bytes)!Unknown @ 0 +0x1441F
12. 00007FF6E871F33E (00007FF6E8700000 +1F33E): UT2004.exe(305248 bytes)!Unknown @ 0 +0x1F33E
13. 00007FF8AA1AE8D7 (00007FF8AA180000 +2E8D7): KERNEL32.DLL(836152 bytes)!BaseThreadInitThunk @ 2E8C0 +0x17
14. 00007FF8AB84C48C (00007FF8AB7C0000 +8C48C): ntdll.dll(2522008 bytes)!RtlUserThreadStart @ 8C460 +0x2C

Critical: Advanced backtrace (most recent call first):
0. 00007FF8894D22CB: Core.dll(1332320 bytes)!appUnwindf @ 72240 +0x8B
Possible params: 140705353976720 (7FF884A44B90), 140705353986872 (7FF884A47338), 256 (100), 429065504 (19930520)
1. 00007FF884A3F5C1: D3D9Drv.DLL(308320 bytes)!UD3D9RenderDevice::UpdateGamma @ 1B730 +0x13E91
Possible params: 140705353954720 (7FF884A3F5A0), 723301418432 (A8681FC5C0), 723301418432 (A8681FC5C0), 140705262899936 (7FF87F3692E0)
2. 00007FF87F373F20: VCRUNTIME140_1.dll(47184 bytes)!_CxxFrameHandler4 @ 3D20 +0x200
Possible params: 140705353954720 (7FF884A3F5A0), 723301413016 (A8681FB098), 8142508126285857024 (7100000000000100), 8286623316274315264 (7300000072000000)
3. 00007FF87F372592: VCRUNTIME140_1.dll(47184 bytes)!Unknown_0000000000002592 @ 0 +0x0
Possible params: 2 (2), 4795770653196156928 (428E000000000000), 1 (1), 4796333603149578241 (4290000000000001)
4. 00007FF8AB8E1386: ntdll.dll(2522008 bytes)!RtlCaptureContext2 @ 120EE0 +0x4A6
Possible params: 2169410744000 (1F91AF4EEC0), 2171105968767 (1F98000027F), 0 (0), 2169370198608 (1F9188A4250)
5. 00007FF884A28249: D3D9Drv.DLL(308320 bytes)!UD3D9RenderDevice::Init @ 181A0 +0xA9
Possible params: 723301428840 (A8681FEE68), 723301428840 (A8681FEE68), 2169370198608 (1F9188A4250), 2169422171648 (1F91BA34E00)
6. 00007FF82FC35904: Engine.dll(8639584 bytes)!UGameEngine::Init @ 185800 +0x104
Possible params: 723301428840 (A8681FEE68), 723301428840 (A8681FEE68), 2169370450384 (1F9188E19D0), 723301429640 (A8681FF188)
7. 00007FF6E870D424: UT2004.exe(305248 bytes)!Unknown_000000000000d424 @ 0 +0x0
Possible params: 723301428824 (A8681FEE58), 140694538682368 (7FF600000000), 1332320 (145460), 2169370450384 (1F9188E19D0)
8. 00007FF6E870C6DD: UT2004.exe(305248 bytes)!Unknown_000000000000c6dd @ 0 +0x0
Possible params: 729 (2D9), 2169370063824 (1F9188833D0), 0 (0), 0 (0)
9. 00007FF6E871441F: UT2004.exe(305248 bytes)!Unknown_000000000001441f @ 0 +0x0
Possible params: 1 (1), 0 (0), 0 (0), 0 (0)
10. 00007FF6E871F33E: UT2004.exe(305248 bytes)!Unknown_000000000001f33e @ 0 +0x0
Possible params: 0 (0), 0 (0), 0 (0), 0 (0)
11. 00007FF8AA1AE8D7: KERNEL32.DLL(836152 bytes)!BaseThreadInitThunk @ 2E8C0 +0x17
Possible params: 0 (0), 0 (0), 5433133628208 (4F0FFFFFB30), 5295694674736 (4D0FFFFFB30)
12. 00007FF8AB84C48C: ntdll.dll(2522008 bytes)!RtlUserThreadStart @ 8C460 +0x2C
Possible params: 0 (0), 0 (0), 0 (0), 0 (0)

Critical: CreateDirect3D
Critical: UD3D9RenderDevice::Init
Critical: UGameEngine::Init
Critical: InitEngine
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Exit: Exiting.
Log: FileManager: Reading 0 GByte 20 MByte 708 KByte 273 Bytes from HD took 0.037471 seconds (0.030038 reading, 0.007432 seeking).
Log: FileManager: 0.001430 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/29/26 20:58:47

Reply 207 of 214, by Dege

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These Ut2004 releases are public? The last time I tried to download an 'i' or 'j' (I can't remember) version, it wasn't.

Reply 209 of 214, by lowenz

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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)

Reply 210 of 214, by Deffnator

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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

Reply 211 of 214, by robertmo3

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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) 😀

Reply 212 of 214, by Dege

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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

https://dege.fw.hu/temp/dgVoodoo2_87_fullscreen_fix.zip

Reply 213 of 214, by Dege

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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 […]
Show full quote
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.

Reply 214 of 214, by Dege

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robertmo3 wrote on Today, 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.