VOGONS


First post, by Sh1nRa358

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I tried to use DXCpl.exe with the latest debug version of dgvd2 but im not seeing any logs pop up unless i forgot how to use it. Im using the latest version of the Memoria mod with it as well. When using dgvd2 on dx12 for this game, i can reproduced a memory error crash 100% either through gameplay or their model viewer. Doesnt seem to happen with DXVK. Go in the model viewer and navigate to the environment section and just keep rapidly tapping the --> arrow button. Before the environment setting is completely navigated through, you will definitely get a crash halfway through with a silent crash. in game, if you play for about 30 to 45min, you'll get a crash with a memory error. This happens with most recent versions of dgvd2.

Reply 1 of 6, by Dege

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I installed the GOG version of the game and also the Memoria patch. So now I have a config panel when launching a game. But where is that model viewer? Once I launch the game, I can only play the story.

Could you plz give a step-by-step guide to the viewer?

Reply 2 of 6, by Sh1nRa358

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I have the steam version. dont know if that makes a difference. latest memoria patch. Start the memoria launcher > advance tab > model viewer on the bottom left of that page. Memoria version v2025.7.13

Reply 3 of 6, by Dege

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Ah, thanks, I think I found it. Did you mean this one?

FINAL-FANTASY-IX-2026-03-26-18-48-20.png

I pushed the right-arrow key quickly, a lot of times but I got no crash. I used the x64 d3d9.dll from dgv 2.86.5. The game has a 32 it x86 version but the launcher launches the x64 one.

You need DbgView++ and need to set up the dx12 debug layer if you want to see a log from that (DX debug layer is part of the Windows SDK, but I guess you still have it installed):
Re: dgVoodoo crash with Rog Ally

For the _dbg version of dgvoodoo, you just need DbgView++.

Reply 4 of 6, by Dege

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Btw, something comes to my mind: I've run into some D3D12 crashes with some games during my testing. The reason was that option DirectXExt\D3D12BoundsChecking was disabled by default and those game needed that.
Modern GPUs like the NV RTX 5060Ti and Intel Arc B580 seems to be more sensitive for buffer overread than my old GTX 1060.

I'm pondering on whether to make it enabled by default, or even remove that option entirely, but I didn't yet do much testing to compare the performance.

Reply 5 of 6, by Sh1nRa358

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try it with a hd texture pack. like mine. with it on i get this error with the op instructions to replicate. Here's the texture pack: https://www.nexusmods.com/finalfantasy9/mods/120
btw, ive completely deleted the x86 version to save space so i'm on the x64 version. The bounds checking option didn't solve the issue. Yes I meant that one. the dm downloads no longer work but opening that trace app, putting the game on 1 affinity core, and using the debug layer version with the +api trace, nothing fills the directx properties in the trace app.

Reply 6 of 6, by Dege

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Ok, I downloaded the texture pack. How to use it? Should I simply copy the folders present in the .zip into the game "resources" folder?