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Reply 382 of 1111, by Dege

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Yes, I explained that in
dgVoodoo 2 for DirectX 11

It clearly shows that crash occurs in ReShade's dxgi. I even gave a tip for the possible problem.
dgVoodoo does nothing special tricky thing that should be 'fixed', especially if previous ReShade versions worked with it. 😖

Reply 385 of 1111, by UCyborg

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Dege wrote:

BTW, did anybody managed to run use dgVoodoo through DXVK?
I tried it on Windows but unfortunately it either crashes or locks up in Intel's Vulkan driver component.

For me, it crashes in ddraw.dll. Unigine Heaven 4.0 Benchmark however quits with an error:

Direct3D11 error: fail
D3D11AppWindow::create_context(): D3D11CreateDevice(): failed
Engine::video_restart(): can't set 1920x1080 fullscreen video mode

My drivers are a bit old though (NVIDIA 368.81). My system is very stable with current configuration, it runs for weeks without requiring a reboot. Last time I tried to go with newer drivers things got crashy pretty fast.

Arthur Schopenhauer wrote:

A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.

Reply 386 of 1111, by lowenz

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Dege wrote:
lowenz wrote:

Dege, maybe you're interested in this: https://github.com/Joshua-Ashton/dxup

BTW, did anybody managed to run use dgVoodoo through DXVK?
I tried it on Windows but unfortunately it either crashes or locks up in Intel's Vulkan driver component.

DXVK binaries ( https://github.com/doitsujin/dxvk/releases/do … xvk-0.42.tar.gz ) can run on Windows without any tricks?

Reply 387 of 1111, by UCyborg

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They should. Doesn't work for me though, it complains about missing Vulkan extensions in the log file due to older drivers. Oh well.

Arthur Schopenhauer wrote:

A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.

Reply 388 of 1111, by UCyborg

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Updated my drivers and now DXVK 0.42 runs Unigine Heaven 4.0 successfully with a small performance hit. No luck with dgVoodoo, crashes in either d3d8.dll or ddraw.dll and the only interesting thing in DXVK log is this:

warn: DxgiFactory::IsCurrent: Stub

Arthur Schopenhauer wrote:

A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.

Reply 389 of 1111, by Dege

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'IsCurrent' isn't really a problem, it's for detecting if any change has happened in the underlying graphics adapter/output system (say, a monitor is removed and such). Returning true should be just enough.

I removed my Intel adapter from the system along with its drivers because Vulkan always locked up or crashed for me in Intel drivers.
Then I launched the CPL. It crashed because DXVK returns NULL LUIDs for adapters and that drives dgVoodoo DX11 core not to detect any adapters (btw, I'm going to fix that case). After that I fixed the code not to check against NULL LUIDs.
The CPL ran that way and detected my GF1060 with all resolutions and MSAA levels. Yeahhh! 😀

So, it was time to try some D3D8 demos. Hmm.. Temporarily I also had to remove DxTory and BandiCam Vulkan layer dlls because they also crashed somewhere in Vulkan or nvogl.
After that, launching demo(s), I could see dgVoodoo watermark, everything just seemed to work as expected, ..., except no textures at all. Solid colored polygons everywhere. 😖
But, all in all, very promising, we can trust to later versions.

Reply 391 of 1111, by lowenz

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Dege wrote:
Yes, I explained that in dgVoodoo 2 for DirectX 11 […]
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Yes, I explained that in
dgVoodoo 2 for DirectX 11

It clearly shows that crash occurs in ReShade's dxgi. I even gave a tip for the possible problem.
dgVoodoo does nothing special tricky thing that should be 'fixed', especially if previous ReShade versions worked with it. 😖

Solved! 😁

https://github.com/crosire/reshade/commit/d0c … d10e9da83c5f7c7

And I confirm it's working as ever, now 😁

Reply 392 of 1111, by Arko86

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Hello Dege,

What's going on here? This happened with previous versions of the wrapper as well. I'm guessing it's a game engine problem (depending on the FOV), right?

Any Splinter Cell enthusiast to shine a light on this?

https://streamable.com/pd8e8

Also does anyone know if this game (and the trilogy) support vibration for Wired/Wireless X360 controllers? I tried dinput driver from a Japanese developer but I couldn't get any force feedback. I'm playing the game on Xbox 360 with BC (modded the resolution via HEX editor) even though the DoF and other screen effects are good, the 20 fps gameplay kills my eyes.

Reply 395 of 1111, by Dege

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Things are going slowly nowadays so I share a little WIP compiled from the branch of 2.55 (I want some more fixes in the patch version though):

=========================
WIP45:
=========================

This is compiled from the branch of 2.55, so expect only minor fixes added to 2.55.

- Minor changes in the debug layer (corrected mistypings, some value types are replaced by strings, etc.)
- Adding config properties in the DirectXExt section
* 'DefaultEnumeratedResolutions'
* 'EnumeratedResolutionBitdepths'
and new values for 'ExtraEnumeratedResolutions': max_4_3, max_16_9

- Bug in light handling in state blocks, fixed (Soldiers of Anarchy)
- Fixing light calculation (Cold Zero demo)
- Minor fixes in the config validator methods
- Adding some missing interface querying for aggregated Direct3DDevices
(Banzai Bugs, but there are more other problems with that game, this one alone doesn't fix it)
- Workaround for D3D8 vertex buffer overwrite (BattleField 1942, but this is just a partial fix)
- Glide: corrected tmuRev and fbiRev version number for some 3Dfx card types
- Fixing alphablend for special circumstances (Mage Bros)

http://dege.fw.hu/temp/dgVoodooWIP45.zip
http://dege.fw.hu/temp/dgVoodooWIP45_dbg.zip

lowenz wrote:

Solved! 😁

https://github.com/crosire/reshade/commit/d0c … d10e9da83c5f7c7

And I confirm it's working as ever, now 😁

It's great!! 😎

Reply 396 of 1111, by Shing

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Thanks for the update.
Battlefield 1942 works perfectly for me except for some graphical issues. Maybe you noticed it, but the water is sometimes bugging out. It's using dissolve/normal map textures, which looks buggy or sometimes completely gone. Same goes for env map textures. Envmap reflections are more visible on planes if you want to test it.