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dgVoodoo 2 for DirectX 11

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Reply 1820 of 3949, by lowenz

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Addendum (for the sake of performance analysis 😁 ):

Unreal 2.27i (but Original 2001 DDRAW) Fullscreen 1280x800 Maxed out with NO AA -> 113 FPS

And with a simple DDRAW passthrough ( https://github.com/narzoul/DDrawCompat )

Unreal 2.27i (but Original 2001 DDRAW) Fullscreen 1280x800 Maxed out with NO AA -> 200/205 FPS

Reply 1821 of 3949, by angrylion

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Tried WIP20 on Windows 7 x64 with DX11-level GPU (nVidia Kepler) and default settings. The famous farbrausch - fr-08 intro (it uses DX8) shows two glitches. The cloud patterns in the sky are twisted as if showing crosses. The fractal-ish lattice floor opening in the cathedral is rendered in discrete steps as the camera moves away. Thanks for the excellent wrapper, btw.

Reply 1822 of 3949, by Gagster

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This DirectX wrapper just saved my day. Aliens vs Pedator 2 could not utilize the resolution of 2560x1440 because of old Direct3D-restrictions when it comes to max supported resolutions. Then I copied dgVoodoo 2.51 into the AvP2 folder, configured that file a little and suddenly I was able to run that decade old game natively in 2560x1440. The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair, but I suppose I can find a way to disable the Windows cursor for a quick fix.

I could however not make this wrapper work in the old Re-Volt game, but that's no big deal as a community created version of that game called RVGL uses newer graphic libraries and can run at all resolutions.

CPU: i7-4790K
RAM: 16 GB
GPU: GeForce GTX 1080
OS: Windows 10 64 bit

Reply 1823 of 3949, by teleguy

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teleguy wrote:
Dege wrote:

According to the symptoms, it seems as if dgVoodoo couldn't initialize D3D11 at all. Did you set the output API to 10.0 in the setup?

Yes, 10.0 was selected. I had already thought myself it was something like dgVoodoo not being able to access the gpu at all. I checked dxdiag but it did not find any issues, the installed DirectX version was 11 and DDI version was 10.

Updated my video drivers to the latest ones available, still the same problem.

Reply 1824 of 3949, by De-M-oN

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and suddenly I was able to run that decade old game natively in 2560x1440

Try to combine it with MSAA if not already done 😀

The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair

I had this issue with Blood 2 too.
Try v2.50. There it works for me.

Reply 1825 of 3949, by Dege

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So, 10.0 support seems to make some sense. 😀

teleguy wrote:

Updated my video drivers to the latest ones available, still the same problem.

If plain DDraw works (watermark is visible) but D3D doesn't then dgVoodoo probably can't create one of its precompiled 3D shaders and querying D3D interface or creating D3D8 device fails. Question is, why it is.
Intel drivers are pretty messy to me, my HD 2000, with the ancient driver I'm using (from 2011) supports DX10.1 while later releases don't ( 😕 ).
Next week I could have a look, with such a driver to see what if I'm trying 10.0 on that.
Ooor, maybe if you have DX SDK installed on that laptop, then forcing the D3D11 debug layer, it could be seen it's output to see what fails.
(Installing it on Win7 with SP1 or later is a little tricky, as one must install the DX2010 June SDK first, and after that, the Windows8.1 SDK to get it working... so, it's not so recommended).

angrylion wrote:

Tried WIP20 on Windows 7 x64 with DX11-level GPU (nVidia Kepler) and default settings. The famous farbrausch - fr-08 intro (it uses DX8) shows two glitches. The cloud patterns in the sky are twisted as if showing crosses. The fractal-ish lattice floor opening in the cathedral is rendered in discrete steps as the camera moves away. Thanks for the excellent wrapper, btw.

Thanks, I'm going to check this one! I avoided 64k intros when browsing on Pouet because most of them seemed to be OpenGL.

Gagster wrote:

The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair, but I suppose I can find a way to disable the Windows cursor for a quick fix.

I suppose you're using it with 'aspect ratio scaling'.

Reply 1826 of 3949, by lowenz

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Can you share the WIP with depth buffer bug fixed? 😁 I'm eager to test the SC (SC 1 to with shadowbuffermode is heavily affected).

Reply 1827 of 3949, by Dege

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Yes,

http://dege.fw.hu/temp/dgVoodooWIP20_1.zip

but changing D3D shaders a bit is the only change I did so far.
+new info: testing Pandora Tomorrow through 10.0 output causes the shadows to disappear on my lowend GF 610.
I still don't know if this a new 10.0 limitation revealed or just the driver is crap... 😕
The D3D11 debug layer (and the documentation) doesn't say anything so it should work.

Reply 1828 of 3949, by lowenz

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Dege wrote:
Yes, […]
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Yes,

http://dege.fw.hu/temp/dgVoodooWIP20_1.zip

but changing D3D shaders a bit is the only change I did so far.
+new info: testing Pandora Tomorrow through 10.0 output causes the shadows to disappear on my lowend GF 610.
I still don't know if this a new 10.0 limitation revealed or just the driver is crap... 😕
The D3D11 debug layer (and the documentation) doesn't say anything so it should work.

I'll test right now and report here (for SC1, SC2 and SC Versus of SC3 😁 )

Ah, about SC3 *single player* (the proper "Chaos Theory"), you know there's a SM 1.4 rendering path?
But I think (I must check) the game searches for D3D9.dll (something like Max Payne that searches for D3D8 but it doesn't use any shader).

Reply 1829 of 3949, by lowenz

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OK, now the DB bug is gone and Pandora shows me its beautiful (now filtered thanks to Dege 😁 ) shadows (10.0 output on a Radeon 7850).....so update your drivers 😁

SplinterCell2_2016_04_17_15_25_34_110.png

Reply 1830 of 3949, by VCT_DENnis1

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Hello Dege,

I'm very thankful that you're helping so much!

Maybe you got an idea how to fix this‽: I love Motocross Madness 2 and I was trying to get it run on my gaming PC for years. With dgVoodoo2 it works offline finally, even in best graphics (I just have to turn off "particle system" in the Motocross Madness 2 settings), but when I try to get in an online room / window (for Multiplayer) the game (MCM2.EXE) keeps crashing.

Windows System: Windows 7 Ultimate, 64 Bit. i7-3930K CPU @3.2GHz, 32 GB RAM, GPU: NVIDIA GeForce GTX 680 with 4GB VRAM

Error details:

dgVoodoo2_51
Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: MCM2.EXE
Anwendungsversion: 20.13.4.2901
Anwendungszeitstempel: 63732172
Fehlermodulname: USER32.dll
Fehlermodulversion: 6.1.7601.19061
Fehlermodulzeitstempel: 56423973
Ausnahmecode: c00000fd
Ausnahmeoffset: 00026987
Betriebsystemversion: 6.1.7601.2.1.0.256.1
Gebietsschema-ID: 1031
Zusatzinformation 1: 926b
Zusatzinformation 2: 926bb84923588fe21f38c1e2730bca6f
Zusatzinformation 3: be4a
Zusatzinformation 4: be4a4a77a03794fb1e9af6150e7bdeec

dgVoodooWIP20

Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: MCM2.EXE
Anwendungsversion: 20.13.4.2901
Anwendungszeitstempel: 63732172
Fehlermodulname: ntdll.dll
Fehlermodulversion: 6.1.7601.23392
Fehlermodulzeitstempel: 56eb302d
Ausnahmecode: c00000fd
Ausnahmeoffset: 0002df76
Betriebsystemversion: 6.1.7601.2.1.0.256.1
Gebietsschema-ID: 1031
Zusatzinformation 1: 78cc
Zusatzinformation 2: 78cc7a6f77c31862aba1e4c4eb91def4
Zusatzinformation 3: 40a2
Zusatzinformation 4:
Zusatzinformation 4: f3859d8faf85ecb6da45236c449717e5
40a2da999524459270bdff1bb9acf516

dgVoodooWIP20_1

Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: MCM2.EXE
Anwendungsversion: 20.13.4.2901
Anwendungszeitstempel: 63732172
Fehlermodulname: ntdll.dll
Fehlermodulversion: 6.1.7601.23392
Fehlermodulzeitstempel: 56eb302d
Ausnahmecode: c00000fd
Ausnahmeoffset: 0002df76
Betriebsystemversion: 6.1.7601.2.1.0.256.1
Gebietsschema-ID: 1031
Zusatzinformation 1: 78cc
Zusatzinformation 2: 78cc7a6f77c31862aba1e4c4eb91def4
Zusatzinformation 3: f385

Thanks in advance

VCT_DENnis1

Reply 1831 of 3949, by lowenz

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lowenz wrote:

Ah, about SC3 *single player* (the proper "Chaos Theory"), you know there's a SM 1.4 rendering path?
But I think (I must check) the game searches for D3D9.dll (something like Max Payne that searches for D3D8 but it doesn't use any shader).

Errata Corrige! It's SM 1.1 path (to avoid incompatibility with the old GeForce 3/4 😁 )
But yes, the game uses D3D9 with SM 1.1 and does not fall back to D3D8 🙁

splintercell3_2016_04_17_15_42_15_571.png

so I don't think it would be wrappable (and I say so 'cause D3D9 applications too, with today GPUs+drivers, begin to show some shading problem.....take a look to the NOT-SO 😁 thermal vision in SC3 in SM1.1 / SM3.....it's wrong, there's no thermal signal at all 🙁 )

http://images.akamai.steamusercontent.com/ugc … 99A8EA9C531230/
http://images.akamai.steamusercontent.com/ugc … 25A7765223DAE8/

Reply 1832 of 3949, by teleguy

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The watermark isn't visible in Jedi Knight and Star Wars Rebellion, the only games that seem to work right now, so I'm not sure if they even use dgVoodoo. It's a Radeon HD 3200 not an Intel one.

Reply 1833 of 3949, by lowenz

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I replicated the "no shadows" bug in Pandora with 10.0.....the culprit it the forced MSAA (in the configurator)! So the drivers are innocent :p
No+SH.png

And the bug affects not only the shadows but all the lighting:
SplinterCell2_2016_04_17_16_03_39_962.png
SplinterCell2_2016_04_17_16_03_43_629.png

The MSAA code needs some checking/rewriting with 10.0 output.....

Reply 1834 of 3949, by daniel_u

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lowenz wrote:
I replicated the "no shadows" bug in Pandora with 10.0.....the culprit it the forced MSAA (in the configurator)! So the drivers […]
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I replicated the "no shadows" bug in Pandora with 10.0.....the culprit it the forced MSAA (in the configurator)! So the drivers are innocent :p
No+SH.png

And the bug affects not only the shadows but all the lighting:
SplinterCell2_2016_04_17_16_03_39_962.png
SplinterCell2_2016_04_17_16_03_43_629.png

The MSAA code needs some checking/rewriting with 10.0 output.....

I got the same. Furthermore the color of the light is still wrong, regardless of what you choose(10, 10.1..etc)

Reply 1835 of 3949, by Gagster

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Dege wrote:
Gagster wrote:

The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair, but I suppose I can find a way to disable the Windows cursor for a quick fix.

I suppose you're using it with 'aspect ratio scaling'.

I now disabled "Keep window aspect ratio" in dgVoodoo 2.51, but it seems like the Windows cursor still blinks through the crosshair from time to time. It is very minor though (happens just a few times every minute), so it is not game breaking or anything in my opinion.

CPU: i7-4790K
RAM: 16 GB
GPU: GeForce GTX 1080
OS: Windows 10 64 bit

Reply 1836 of 3949, by teleguy

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Dege wrote:

Ooor, maybe if you have DX SDK installed on that laptop, then forcing the D3D11 debug layer, it could be seen it's output to see what fails.
(Installing it on Win7 with SP1 or later is a little tricky, as one must install the DX2010 June SDK first, and after that, the Windows8.1 SDK to get it working... so, it's not so recommended).

Debug output shows this line a lot:
"DXX32: Warn: Registry value too long: MainVideo_SET in SYSTEM\ControlSet001\Control\CLASS\{4D36E968-E325-11CE-BFC1-08002BE10318}\0000\UMD"

Reply 1837 of 3949, by Dege

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Just a very quick reply for now: yes, I also tried Pandora through 10.0 with MSAA, that's the problem indeed.
But, shadows/lighting are missing because of a 10.0 limitation 🙁 : an MSAA z-buffer neither can be resolved (to a non-MSAA one) nor can be a shader resource (like a texture). In the end, Pandora needs this (resolving) because it first renders the scene into a z-buffer from the viewpoint(s) of light(s) and then uses that z-buffer as a texture for sampling.

As I can see, 10.0 provides no more flexibility on z-buffer operations as a plain 9.3 class hw.

It all (the MSAA case) could be workarounded, if I guess right, but at the expense of performance and video memory consumption.

Reply 1838 of 3949, by lowenz

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Memory consumption is not a problem luckly, 2008(DX10 era) GPUs have 512 MB of VRAM.

Reply 1839 of 3949, by daniel_u

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Dege wrote:
Just a very quick reply for now: yes, I also tried Pandora through 10.0 with MSAA, that's the problem indeed. But, shadows/light […]
Show full quote

Just a very quick reply for now: yes, I also tried Pandora through 10.0 with MSAA, that's the problem indeed.
But, shadows/lighting are missing because of a 10.0 limitation 🙁 : an MSAA z-buffer neither can be resolved (to a non-MSAA one) nor can be a shader resource (like a texture). In the end, Pandora needs this (resolving) because it first renders the scene into a z-buffer from the viewpoint(s) of light(s) and then uses that z-buffer as a texture for sampling.

As I can see, 10.0 provides no more flexibility on z-buffer operations as a plain 9.3 class hw.

It all (the MSAA case) could be workarounded, if I guess right, but at the expense of performance and video memory consumption.

10.0 to me sound like a bad ideea. What's the point of having a game that runs DX 10 level but performance is bad. Imho i think a good way moving forward is DX12.
Also one questions .Isnt it better to have fully working games then after all is good move to extend compatibility? It's your effort and time(and i really appreciate it) but to me it seems like this feature it's not very useful. Lots of workarounds needed,

My ideea is: 'let's have the best race car and then after you win it all move to another league or something.' Just some thought here. 😁