VOGONS


dgVoodoo 2 for DirectX 11

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Reply 1980 of 3949, by lowenz

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For Commandos series the only viable/perfect solution is to play @800x600 stretched with AR ('cause the assets and the maps are envisioned for that resolution)

Reply 1981 of 3949, by lowenz

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About Commandos 3, ZellFS, can you check if the terrain brightness/shadows are now correct?
You can see really well the artifacts, if present, in the first mission of the Normandy campaign.

Reply 1982 of 3949, by ZellSF

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lowenz wrote:

About Commandos 3, ZellFS, can you check if the terrain brightness/shadows are now correct?
You can see really well the artifacts, if present, in the first mission of the Normandy campaign.

Can't see anything obviously wrong, but the only Commandos game I remember how is supposed to look is the first one and its expansion.

Reply 1983 of 3949, by ZellSF

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Blood 2 with a more sensible UI size (imo):

CLIENT_2016_05_10_23_01_36_428.jpg

UI size at 1920x1440 (too small if you ask me):

CLIENT_2016_05_10_23_00_27_995.jpg
Last edited by ZellSF on 2016-05-10, 21:37. Edited 1 time in total.

Reply 1984 of 3949, by krongo

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Phong shading enabled?

no difference
2-3 flares in some areas = 14FPS

Reply 1985 of 3949, by De-M-oN

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My favourite now is NFS HP2, AFAIk only the ingame resolution can be choosen, but now the menu screens can also be scaled up to high resolutions.

There is in rendercaps.ini possible to set the menu resolution, but if you raise it, you wont get it stretched. It stays original resolution and gets black borders around it.

Ingame Resolution can be anything you want though and will be stretched as well.

And yes the blood 2 HUD and texts are indeed very tiny on 2560x1600 😖

Reply 1986 of 3949, by lowenz

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ZellSF wrote:
lowenz wrote:

About Commandos 3, ZellFS, can you check if the terrain brightness/shadows are now correct?
You can see really well the artifacts, if present, in the first mission of the Normandy campaign.

Can't see anything obviously wrong, but the only Commandos game I remember how is supposed to look is the first one and its expansion.

Yes, I checked by myself now and with the original 800x600 resolution the game seems perfect! 😀

Changing the resolution to 1360x1024 (max 4:3 res for 1920x1080 monitors) there are some artifacts really similar to the ones introduced by the widescreen fixed exe, so I think they are related to how the engine manage the lights sources 🙁

image.jpg

Reply 1988 of 3949, by lowenz

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ZellSF wrote:

Commandos 3 has major graphic glitches new to the resolution forcing.

Major? Do you use the lastest Steam version (feb 2016) or the original 2003 version?

Reply 1989 of 3949, by stranno

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HG looks amazing in 1920x1080 but the ddraw menu goes so slow (maybe just choppier) and i cant even see the blue screens on videos, they didnt work anyway before.

img0c701fb744b9ff6fa9055588f5d1bb65.jpg

img8199e928736b506966cb45a59616fc3e.jpg

imgd9aad38cc9d29148bd0bd6041ffdfbc1.jpg

Reply 1990 of 3949, by RJ8

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Good to know that Deges Software can be used for Unreal. One of my favorites 😀

BTW. is there an official List of Games which are DGVoodoo compatible ? If not i would be able to create an extra site on http://megalist.interkohl.com (if needed) for DGVoodoo containing all
gammes supported by the wrapper. If someone has a short list on hand.

RJ

Request a game profile for VorpX - VorpX Inofficial Gamelist - RJs VorpX Games

Reply 1991 of 3949, by lowenz

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Commandos 3 @1440x1080 (my custom 4:3 resolution!!!!!).
If not for the lighting artifacts (and double cursor in menus).....it would be simply awesome:

commandos3_2016_05_11_01_14_02_851.png

Reply 1992 of 3949, by lowenz

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HeavyGear2 @1440x1080 (custom resolution thanks to Crimson 16.5.1) + MSAA 4x 😄

Heavy_Gear_2_2016_05_11_01_58_12_385.png

Reply 1993 of 3949, by lowenz

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teleguy wrote:

On a sidenote, how does forcing resolutions work in conjunction with the "stretch but keep aspect ratio" option?

I think this new function can make the "stretching with AR" option suitable only in the case of non-scaling/too little HUD

Otherwise the best solution is to create a custom resolution for the driver and pass it to dgVoodoo2 or directly to the game if you can 😀
For a 1920x1080 monitor:

1680x1050 -> 1728x1080 (16:10)
1280x960 -> 1440x1080 (4:3)

It's really a game-changing hack when possible without problems.
Look at this beauty: Splinter Cell Versus @1440x1080 (direct ini change)

SCCT_Versus_2016_05_11_02_07_25_958.png

Last edited by lowenz on 2016-05-11, 08:40. Edited 1 time in total.

Reply 1994 of 3949, by dx8gamer

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GTA-VC crashed after launch.

Tested with dgVoodoo2 WIP21 on Windows 8.1 x64 nVidia GTX 760M.

Reply 1995 of 3949, by lowenz

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MSAA + D3D11 fl 10.0 + depth buffer lighting = same old problem (no lighting)

(Pandora Tomorrow)

Splinter_Cell2_2016_05_11_12_27_25_263.jpg

Reply 1996 of 3949, by lowenz

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Driver-forced AF filtering still not applied (in Pandora Tomorrow)

Splinter_Cell2_2016_05_11_12_33_40_830.jpg

Reply 1997 of 3949, by Dege

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ZellSF wrote:

Oh and Nvidia broke their AR correction for 320x200 in their latest drivers. Can you fix yours so I don't have to rely on that? Currently dgVooodoo2 AR corrects 320x200 to 16:10 when it obviously should be 4:3.

But why?
320/200 == 1.6, 640/400 == 1.6,
so they are 16:10 resolutions.

lowenz wrote:

MSAA + D3D11 fl 10.0 + depth buffer lighting = same old problem (no lighting)

It won't change. Forced MSAA with depth textures is a limitation to 10.1, not supported with 10.0.

Reply 1998 of 3949, by Firtasik

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Bejeweled Twist hangs on startup (WIP21).

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Reply 1999 of 3949, by ZellSF

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Dege wrote:
But why? 320/200 == 1.6, 640/400 == 1.6, so they are 16:10 resolutions. […]
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ZellSF wrote:

Oh and Nvidia broke their AR correction for 320x200 in their latest drivers. Can you fix yours so I don't have to rely on that? Currently dgVooodoo2 AR corrects 320x200 to 16:10 when it obviously should be 4:3.

But why?
320/200 == 1.6, 640/400 == 1.6,
so they are 16:10 resolutions.

You can't assume pixels are supposed to be perfectly square with CRT monitors. Those games were made for 4:3 monitors with non-square pixels.

Most of us were not using widescreen monitors in the DOS days.