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dgVodooo 2.8.x and related WIP versions

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Reply 200 of 211, 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 211, 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 211, 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 211, by lowenz

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Thanks as always (since 10 years now?!)

Reply 204 of 211, by Dege

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

Reply 206 of 211, 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 207 of 211, 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 208 of 211, 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 209 of 211, 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 […]
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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)

Ok, thanks, I'll look into it.

Reply 210 of 211, by Dege

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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.

Reply 211 of 211, by Dege

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I release a quick fix for 2.87 because the 64 bit D3D9 crash is embarrassing and needs to be fixed ASAP:

=========================
v2.87.1
=========================

  • Fixing the x64 D3D9 crash
  • Fixing a crash in the D3D debug layer
  • Fixing a crash with the D3D12 backend (Legend Of Grimrock 1/2)
  • Improving fake fullscreen mode to resemble real fullscreen with potential resolution changing
  • Fixing some annoying unwanted window resizing coming from dgVoodoo in fullscreen mode

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.