Reply 620 of 1111, by lowenz
Well, about ONI, you know this? https://wiki.oni2.net/Anniversary_Edition
Well, about ONI, you know this? https://wiki.oni2.net/Anniversary_Edition
Commandos: Strike Force
Looks correct. Resolution forcing and all (though unnecessary).
wrote:never think I would see this day. Oni running on Qindie that's runs on dgvoodoo
I know that Light Coronas in Oni doesn't work with Qindie , but its cool to see that maybe there is hope on day to get small ui on opengl games readable again with hi-res monitors.
It's nice to have it as an option, but seeing as QindieGL hasn't had any active development in a long time, my future hope for OpenGL games is more with DxWnd, which is actively maintained (and works with Oni).
wrote:Well, about ONI, you know this? https://wiki.oni2.net/Anniversary_Edition
Yes i'v tryed it. however I failed to see any option to upscale 2d graphic.
And Oni was just an example I trow up, as I did try Heretic 2 as well.
it does work as long as any resolution heretic 2 ask for is available as a windows desktop resolution.
If i tryed let say 640x360 "using a modded dll file" , it will only stay in windowed mode, and exposing extra resolution didn't do squat.
Various flickering problems on (ddraw?) games when raising output resolution and fade in/out effects are onscreen (like in tokimeki taisen puzzle dama).
"Gamer & collector for passion, I firmly believe in the preservation and the diffusion of old/rare software, against all personal egoisms"
wrote:Yes i'v tryed it. however I failed to see any option to upscale 2d graphic. And Oni was just an example I trow up, as I did try […]
wrote:Well, about ONI, you know this? https://wiki.oni2.net/Anniversary_Edition
Yes i'v tryed it. however I failed to see any option to upscale 2d graphic.
And Oni was just an example I trow up, as I did try Heretic 2 as well.
it does work as long as any resolution heretic 2 ask for is available as a windows desktop resolution.
If i tryed let say 640x360 "using a modded dll file" , it will only stay in windowed mode, and exposing extra resolution didn't do squat.
You really should try DxWnd.
It has a small problem with Quake 2 engine games though, you need to launch the games in their own windowed modes then alt-enter to go fullscreen (which DxWnd will intercept).
There's a problem with the new ReShade 4: https://reshade.me/forum/troubleshooting/4776 … svs-error#30718
Solved in 4.0.1 😉
I think I've dived into coding more than I planned, but now I have a new WIP:
=========================
WIP53:
=========================
I have a large commit list in my repo, so briefly:
- Support for shader model 2.x (D3D9)
* ps.2.x - supported (hw execution, full feature set)
* vs.2.x - supported (hw/sw execution, full feature set)
* ps.2.sw - not supported (designed for sw execution, supported only by the reference D3D9 rasterizer, development purposes)
* vs.2.sw - not supported (designed only for sw execution, development purposes)
- Needed refactoring + implementing some missing D3D9 features
- Implementing D3DPERF* function family
- Some bugfixes for D3D8/9, related to stateblocks + other things
http://dege.fw.hu/temp/dgVoodooWIP53.zip
http://dege.fw.hu/temp/dgVoodooWIP53_dbg.zip
I realized that there is no D3D9 without sm2.0, so I decided to implement it. 😀
Still there are known issues, and I way couldn't do as many testings as I wanted.
Noice! 😎
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That's great news. I think Call of Cthulhu: Dark Corners of the Earth and Sins of a Solar Empire are worth looking into. Other than the fact that they don't work (CoC: DotE says failed to create device, SoaSE has rendering issues), they both behave weird with resolution enumeration:
Those are two custom resolutions I added. If I remove both of them, the games will enumerate NO resolutions. Trying to limit resolutions via config file seems to have no effect. Natively both games enumerate all resolutions on my system. Obviously games commonly don't support either of those resolutions so other games suffering from the same issue might just crash.
Company of Heroes (demo)
Starts now, but invisible mouse cursor, invisible movie subtitles and when it comes to 3D rendering...:
Civilization IV
Works now. Resolution forcing suffers from double cursor issue. This game could really benefit from resolution forcing too 🙁.
Heroes of Annihilated Empires
Low shader quality:
High shader quality:
So only low shader quality usable. Would still very much be preferable to run it with dgVoodoo if resolution forcing worked, but it doesn't (the game sets its resolution regardless of dgVoodoo setting).
Titan Quest (demo)
Works now. Resolution forcing/antialiasing creates minor issues.
Earth 2160
Might need to start with -safemode, works now but with some issues, see the lava and lack of fog in this picture:
Native comparison:
F.E.A.R
Complains that it doesn't have enough VRAM (regardless of what it's set to in dgVoodooCpl):
Renders fine though:
But performance is terrible regardless of settings with awful framerate drops almost down to single digits. Wonder if it could be related to it thinking it doesn't have enough VRAM? Would be really nice if it was possible to get this working in dgVoodoo, I'm currently playing it at 720p to get the UI readable.
A Vampyre Story
Bad Day LA
Beyond Good & Evil
Caesar IV Demo
Dreamfall: The Longest Journey
Dungeons & Dragons: Dragonshard
Kohan II: Kings of War
LEGO Star Wars
Neverwinter Nights 2
All still don't work at all (Dreamfall crashes in a new way, of course).
Aquamark 3 can run no more: Invalid Call 5325! (it starts but it crashes launching the actual scenes batch)
Far Cry working great with SM2 and Bumpmapping Quality @3 😀
Reservoir Dogs fixed, now characters are displayed correctly. Still a painful 20FPS unplayable mess.
wrote:I realized that there is no D3D9 without sm2.0, so I decided to implement it. 😀
Next SM3.0 : One small step for you, a big feature to us. 😀
3dmark 2003 now runs all game tests. I've seen some big FPS drops randomly.
Hmm... I don't understand why performance of FEAR is so bad for you. I have it running at 100-200 fps at maximum settings in 2560x1440. (yes, it complains for low video memory, I Will look into it later)
Also, Lego Star Wars run just fine last time I tested it (can't have a look at it atm).
One general thing: sm2 is only supported through the internal virtual video card and the GF 5700 ultra.
wrote:Hmm... I don't understand why performance of FEAR is so bad for you. I have it running at 100-200 fps at maximum settings in 2560x1440.
Do you get the video memory warning when going to settings? My average framerate is pretty high too, what's your minimum framerate?
Elder Scrolls IV: Oblivion
Even with shader model 2.0 support this still renders very wrong:
Marvel: Ultimate Alliance
I think this is shader model 2.0 which is why I haven't mentioned it before. It works now, resolution forcing creates mouse issues (wrong coordinates).
Sonic Riders
Works now, resolution forcing and all.
F.E.A.R has issues with flashlight (and the picture on the wall here):
How it's supposed to look:
wrote:wrote:Hmm... I don't understand why performance of FEAR is so bad for you. I have it running at 100-200 fps at maximum settings in 2560x1440.
Do you get the video memory warning when going to settings? My average framerate is pretty high too, what's your minimum framerate?
Yes, I get the warning. But in spite of that, I can freely set the resolution and any other option. AFAIR, I got ~85fps as a minimum. But, I played through the first 3 levels at 200-300 fps' with FSAA and soft shadows disabled.
Also, Oblivion should work perfectly now. Your screenshot seems like there is no SM2 support for some reason.
wrote:wrote:wrote:Hmm... I don't understand why performance of FEAR is so bad for you. I have it running at 100-200 fps at maximum settings in 2560x1440.
Do you get the video memory warning when going to settings? My average framerate is pretty high too, what's your minimum framerate?
Yes, I get the warning. But in spite of that, I can freely set the resolution and any other option. AFAIR, I got ~85fps as a minimum. But, I played through the first 3 levels at 200-300 fps' with FSAA and soft shadows disabled.
Also, Oblivion should work perfectly now. Your screenshot seems like there is no SM2 support for some reason.
Right you are:
But also maybe wrong?
wrote:One general thing: sm2 is only supported through the internal virtual video card and the GF 5700 ultra.
The Oblivion white screenshot was from GF 5700 Ultra. Setting it virtual 3D accelerated card fixed it.
Edit: Heroes of Annihilated Empires works with shader quality set to high too then:
Some stability issues I'm not sure if are related to dgVoodoo.
Neverwinter Nights 2 runs, but I'm sure my system supports more resolutions than this:
I also recall my ship being a bit nicer than this:
Earth 2160 with shader model 2.0, still obviously wrong: