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dgVodooo 2.8.x and related WIP versions

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Reply 200 of 218, 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 218, 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 218, 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 218, by lowenz

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Thanks as always (since 10 years now?!)

Reply 204 of 218, by Dege

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

Reply 206 of 218, 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 218, 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 218, 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 218, 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 218, 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 218, 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)
  • Fixing a bug in the VS shader code translator (Starship Troopers)
  • 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.

Update: I reuploaded this release with a new bugfix added on 2026.04.10.

Reply 212 of 218, by Dege

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I release an incremental fix version for 2.87:

=========================
v2.87.2
=========================

  • Fixing a regression bug in DDraw DXTC colorkey-to-alpha blitting (Soul Bringer)
  • Implementing surface data prefetch in D3D9 (Sonic and All Stars Racing Transformed)
  • Improving graphics object naming for graphics debuggers (it's only for me)
  • Fixing resolving / reading back of depth-stencil textures for forced resolution / MSAA cases (D3D11/12) (Morbus Gravis)
  • Fixing a refcount incompatibility in D3D (I've Got Some Balls)
  • Fixing the calculations for old lights in D3D (I've Got Some Balls, Christmas Magic, scene demo Gothic, ...)
  • Fixing the texture mipmap generator for cube textures (Silent Hill 3)
  • Fixing an optimization bug (regression) related to DDraw textures (Grand Prix 3)
  • Fixing some internal bugs / minor leak here and there

https://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_87_2.zip
https://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_87_2_dbg.zip

Detection rate on VirusTotal is 1/67.

I want to investigate / address the fake fullscreen problem, along with other long-standing window resizing problems.
I didn't do that this time because if I make changes to the options structure then I also have to increase the version number.

Reply 213 of 218, by algeeba

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Wow, you are incredible Dege. Issues with mipmap generator are fixed for Silent Hill 3. Thank you.

I don't see where I can contribute to you for the cause/coffee. Anywhere where I can donate?

Thank you again.

Reply 214 of 218, by lowenz

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Dege single-handedly did the preservation of a good bunch of the gaming past of planet Earth.

Reply 215 of 218, by RetroGamer4Ever

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algeeba wrote on 2026-05-16, 21:14:

Wow, you are incredible Dege. Issues with mipmap generator are fixed for Silent Hill 3. Thank you.

I don't see where I can contribute to you for the cause/coffee. Anywhere where I can donate?

Thank you again.

This is Dege's PayPal, according to his website's PayPal Donation button.

https://www.paypal.com/donate?token=RakdB5KWq … oX8V9gjWlki4fal

Reply 216 of 218, by BEEN_Nath_58

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I don't know if its Windows 11 25H2 with latest updates, but dgVoodoo2 fails to load correctly for some reason is many old games. Same case with DDrawCompat. At present I am using DxWnd's ReplaceDirectXDLL feature to hook them to game, but it's weird not to have experienced it before reinstallation

previously known as Discrete_BOB_058

Reply 218 of 218, by RetroGamer4Ever

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It didn't work because of the token string, but you got where you needed to go anyway.