Reply 820 of 1111, by robertmo
- Rank
- l33t++
I noticed he used zi_ on his page some time ago.
Just go directly to his page and check there.
I noticed he used zi_ on his page some time ago.
Just go directly to his page and check there.
dgVoodoo2 WIP 56
windows defender detect it...
- Incompatibility of handling default scissor rect, fixed (Knights Of the Temple 2)
CRAZY GUY ! Havent expected this to be fixed so soon. Gonna check this out right tomorrow if it works in VR too 😀
Still got the Heavy Gear 2 graphics menu screen corrupted (no problem about that screen on a virtualized WinXP - I'm using Windows10 x64 1809).
Chaining dgVoodoo2+ReShade 4.x in Heavy Gear 2 results in a crash @start (and it's not the movies nor the resolution forcing)
wrote:dgVoodoo2 WIP 56
windows defender detect it...
Seems fine here, though Firefox complains when I download the file. I assume that's Google's doing.
wrote:
Updated results (new drivers, new WIP)
The Golden Horde (DX9 / Shader 2.0) showing 2 mouse pointers
With the latest WIP i experienced the same mouse pointer bug that i have described here
Looks like Tales of Monkey Island (DX9) is working nicely with the latest WIP.
Bad Day L.A works great with resolution forcing, the list of resolution locked games is getting increasingly shorter.
Boiling Point: Road to Hell works with resolution forcing and it helps a lot with UI scaling. Just make sure Windows DPI scaling doesn't try to get involved with the text. FMVs still don't work.
Call of Cthulhu: Dark Corners of the Earth and Raiden III are still broken.
Dragon Age: Origins goes ingame know, pretty sure you knew that. Resolution forcing gives mouse issues. Also looks really ugly, but that's just because no shader model 3.0.
Earth 2160 has proper volcano effects now, I'm guessing you already know that though.
F.E.A.R is fixed now? Looks like it but I didn't test a lot.
Didn't think Red Alert 3 would work, but it sort of does , except this glitch that doesn't seem to be a shader fallback issue:
For me FEAR performance is good enough!
I wasn't talking about performance, but texture issues upon first load of the engine: WIP versions
Neverwinter Nights 2 (Dx9) Working with latest WIP
Sadly resolution forcing does not (gives double cursor issue). GeDoSaTo actually handles the cursor properly while upscaling, so it should in theory be possible.
Some numbers! (benchmarked through MSI Afterburner + RTSS)
ATI Nature demo 1.1
MS DX8
Average framerate : 871.9 FPS
Minimum framerate : 601.7 FPS
Maximum framerate : 2054.9 FPS
1% low framerate : 509.6 FPS
0.1% low framerate : 460.1 FPS
dgVoodoo2 DX8 + ATI 8500 Profile
Average framerate : 710.0 FPS
Minimum framerate : 448.0 FPS
Maximum framerate : 1768.1 FPS
1% low framerate : 450.6 FPS
0.1% low framerate : 443.8 FPS
Just tried the latest WIP56 beta with a semi-rare futuristic racing game called StateShift, which only runs in about 640x480 (being a PSP port) and looks dreadful! It does work in the menus (including upscale), but crashes as soon as you start a race. It's a DX9 game I believe.
My PC spec: Win10 64bit, i7-4970K (not overclocked), KFA2 GeForce RTX 2070 SUPER, Creative Soundblaster ZXr, 16GB RAM, Asus Z97-A motherboard, NZXT 410 case, ROG Swift GSYNC monitor
Also, out of curiosity, tried Midway Arcade Treasures Deluxe Edition, as they're DX9 at only 640x480 res. The 2D games don't work (but that's not really the point), for the 3D games:
Hydro Thunder = crashes either starting demo or when you try to start the game
Rush 2049 = upscales fine, but plays slow (plays slow with standard D3D too at the moment, 🤣)
Offroad Thunder = upscales fine, bit glitchy/jerky (bad emulation of the arcade game!)
Rush The Rock = upscales fine (but another terrible emulation in the first place!)
My PC spec: Win10 64bit, i7-4970K (not overclocked), KFA2 GeForce RTX 2070 SUPER, Creative Soundblaster ZXr, 16GB RAM, Asus Z97-A motherboard, NZXT 410 case, ROG Swift GSYNC monitor
DAWN OF WAR: Gold Edition: The game works flawlessly on MAX FHD ISF, but it still has menu cursor problems if using max FHD and such resolutions
even with Local.ini manipulation, the screen doesn't stretch ta certain aspect ratio
Reshade is working again after this patch
Wing Commander IV:DDRAW.dll still hates this game, unless is Sol/jari Komppa's DDraw patch, also The latest Nvidia patch has broken even this patch with Vsync
Is there anyway to get borderless windowed fullscreen? I can use the borderless, alwaysontop flags to get a 4:3 window on top in the center of the screen, but would be great if dgvoodoo could fill in the 16:9 screen space with a black border.
This is for Nuclear Strike, and I suppose any 4:3 game. In fullscreen it has a nasty habit of locking up the desktop, I lose all icons and mouse control, and have to ctrl+alt+del log out and back in to regain control. Windowed is just plain safer, and a window that fills the screen aka true borderless windowed fullscreen would be great for 4:3 games.
wrote:Is there anyway to get borderless windowed fullscreen? I can use the borderless, alwaysontop flags to get a 4:3 window on top in the center of the screen, but would be great if dgvoodoo could fill in the 16:9 screen space with a black border.
This is for Nuclear Strike, and I suppose any 4:3 game. In fullscreen it has a nasty habit of locking up the desktop, I lose all icons and mouse control, and have to ctrl+alt+del log out and back in to regain control. Windowed is just plain safer, and a window that fills the screen aka true borderless windowed fullscreen would be great for 4:3 games.
I want this too (not nearly as much as some other features though), but why not just script a resolution change to a 4:3 resolution before starting the game?
Sorry for being inactive here, I think I gave myself up to coding.
I have a new WIP:
=========================
WIP57:
=========================
- Support for D3D9 Shader Model 3
* ps_3_0 full feature set
* vs_3_0 full feature set - TEXLDL (texture sampling) is not yet implemented for sw execution of the shader
- Stream source step rate + instanced drawing is implemented
- Format A2R10G10B10 (HDR) is now supported for display modes and textures/surfaces (D3D9, ATI tech demos)
- Support for non-standard DF16/DF24 depth buffers - but they don't yet work properly :DD (D3D9, ATI tech demos)
- Wrapper version is raised to 2.6
- New option 'DirectXExt\AdapterIDType' for cosily defining an nVidia, AMD or Intel driver-type information
to the applications (unfortunately some games rely on them)
- New option 'GeneralExt\DesktopBitDepth' to override the real bit depth reported by dgVoodoo
- Various shader/sw vertex processing/other bugs I encountered are fixed
- Some internal things are also changed so I may also have screwed up something
http://dege.fw.hu/temp/dgVoodooWIP57.zip
http://dege.fw.hu/temp/dgVoodooWIP57_dbg.zip
(I may protect them by a password later, if *** Google comes with their AV crap squawk again)
I must emphasize that I may have screw something up because I did more internal changes in the wrapper than the usual.
Also, still there are known issues, so I wouldn't say this release is perfect.
(this time I only did a quick test on some games... now I rather focused on scene/tech demos)
Also, shader input/output signatures are changed… I guess it will probably be a problem for VorPX wrapping. 🙁