I tried it and have some observations:
- The game does not like if the rendering window does not have the expected size; this mean you have to run it with "unspecified" scaling mode, to provide the same windowing environments as with native running
- The game places a secondary window over the rendering window, presumably to have the menu bar
- these type of games are typically a nightmare for dgVoodoo because D3D11/12 DXGI providing the fullscreen rendering does not tolerate if any window is obscuring the rendering fullscreen window and kicks is out from fullscreen in that case
- so, if you use fake fullscreen to avoid that then it works - until the first cutscene is played because then the secondary window obscures the rendering window entirely, ending up in a black screen (it worked with old DirectDraw implementation because the primary surface was not tied to a window)
- you have to apply a frame rate limiter to have the game speed at a playable rate
Such games won't work nicely with dgvoodoo without patching the game itself.