VOGONS


Reply 21 of 37, by willow

User metadata
Rank Member
Rank
Member

Legend of grimrock 2 dx9 game
d3d11 warp: game crash at launch
d3d11 dgvoodoo2: FPS are less good than in native dx9. Somtimes no drop (144 in menu with dx9 native and with dgvooodoo2) , sometimes the drop ca be huge (87 in d3d9 and 56 with dgvoodoo2) . I have noticed light flickering.
d3d12 dgvoodoo 2. FPS are less good than in native dx9. Between d3d11 and d3d12, sometimes, there is more fps drop in d3d12 than in d3d11 (110 in menu with d3d12 and 144 with d3d11) and sometimes it's the opposite (84 with d3d 12 and 70 with d3d11). I have not noticed light flickering at the same place.

If you want, I can give my save àf LOG2.

Reply 22 of 37, by Dege

User metadata
Rank l33t
Rank
l33t
willow wrote on 2020-05-07, 21:36:

If you want, I can give my save àf LOG2.

Thanks, but I'll go through all the reported games first. Even I have some (typically DX9 ones using D3D9-queries) with bad/worse performance.

Reply 23 of 37, by funkerwolf

User metadata
Rank Newbie
Rank
Newbie

f.e.a.r. open mp beta just crashed on try run performance testing
if you need https://onedrive.live.com/?authkey=%21AKvtpxw … t&action=locate
XYC5-GAB2-CAF9-TUD7-5686
in this version a completely different level for testing than the one in the release version with addons https://youtu.be/C7TlAOYLZkQ
p.s. if you are still planning to do the test yourself, to enable soft shadows, you must completely turn off anti-aliasing, as well as turn off and turn on soft shadows so that a warning window appears and after exit to menu for reinitialize render, then they will appear until the game restarts
UPD: crashes with old vc redist in game folder, replacing on newer version can help
UPD2: crashed on intel uhd630 in dx12 mode and not log file created, but on gtx1060 working
Results on DX11:
https://sun9-8.userapi.com/c855328/v855328833 … cmSVcD0to24.jpg (2.63 ver)
https://sun9-20.userapi.com/c854428/v85442883 … oCZIVrJRgT4.jpg
Results on DX12:
https://sun9-32.userapi.com/c854520/v85452083 … ME7nbW0X2sw.jpg
Native on DX9:
https://sun9-18.userapi.com/c856520/v85652083 … gSXYW2_wti8.jpg
Conf: Windows 10 Home N x64 19041.208, i3 8300, gtx1060 6gb over uhd630 in dual graphic mode from system options with hardware-accelerated gpu scheduling enabled.

Reply 24 of 37, by UCyborg

User metadata
Rank Member
Rank
Member

Generally speaking, can you still run via D3D12 without utilizing all new features? Asking because D3D12 doesn't show for me (NVIDIA GeForce GTX 750 Ti), but supposed minimum requirement for Call of Duty: Modern Warfare (2019 D3D12 exclusive game) is a GTX 670 (a GPU from 2012).

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 25 of 37, by Dege

User metadata
Rank l33t
Rank
l33t

It's interesting. GF 750 does not support DX12, as far as I know it's only available with 9xx series and up.
I too have a GTX750, and creating a D3D12 device failed when once I debugged dgv on that.

Edit: GTX 750 probably support D3D12 only with feature level 11.0.
dgVoodoo currently needs 12.0.

Reply 26 of 37, by willow

User metadata
Rank Member
Rank
Member
Dege wrote on 2020-05-13, 18:04:
It's interesting. GF 750 does not support DX12, as far as I know it's only available with 9xx series and up. I too have a GTX750 […]
Show full quote

It's interesting. GF 750 does not support DX12, as far as I know it's only available with 9xx series and up.
I too have a GTX750, and creating a D3D12 device failed when once I debugged dgv on that.

Edit: GTX 750 probably support D3D12 only with feature level 11.0.
dgVoodoo currently needs 12.0.

My old gtx780 supports dx12 with feature level 11.0. It's support only low level api feature of dx12

Reply 27 of 37, by djc5166

User metadata
Rank Newbie
Rank
Newbie

FFXI seems ok so far with WIP71 DX12 backend, I've just run around town a bit. There is a slight flicker here and there depending on how the camera is angled. The POL viewer has some 'wobblyness' to it, I'm not even 100% sure if its DX12 related.

Reply 28 of 37, by Dege

User metadata
Rank l33t
Rank
l33t

@everybody: Thanks for the feedbacks!! They'll be useful when I get back to DirectX DX12 backend again.

willow wrote on 2020-05-13, 19:18:

My old gtx780 supports dx12 with feature level 11.0. It's support only low level api feature of dx12

Indeed! I'll give a try to dx12 with fl11.0 in dgVoodoo. Making a distinction between fl11.0 and fl12.0 would be useful even for me in reference to some interals (like relying on DXBC/DXIL type of shader code in the background).

Reply 29 of 37, by KingSyphilis

User metadata
Rank Newbie
Rank
Newbie

AMD Radeon RX 580, Win 10.

WIP 71.
Bionic Commando:
Default settings: https://i.imgur.com/ISpWBNa.png
With MSAA 8× enabled: https://i.imgur.com/LWSELVh.png
D3D11 (11.0) mode, default settings: https://i.imgur.com/nBA6aCh.png
D3D11 (11.0) mode, MSAA 8× enabled: https://i.imgur.com/fRdZUS4.png

Reply 30 of 37, by syhlif32

User metadata
Rank Newbie
Rank
Newbie

I really like the Dx12 options.
Use dgvoodoo mainly for older race sim's and the dx 12 option really makes the display more smooth when racing against Ai. Like it shift more load from Cpu to Gpu than the Dx11 option?
Hope we get a new update soon?

Reply 31 of 37, by Dege

User metadata
Rank l33t
Rank
l33t

DX12 impl pushes more work onto another cpu core from the game rendering thread than DX11. Also, there are some aspects in which DX11 is rather restrictive API, meaning things can be solved more easily through DX12 so I tried to implement them better with that when possible. Even there is a slight distinction between UMA/NUMA adapter types (integrated/discrete gpu's).

syhlif32 wrote on 2020-05-29, 19:01:

Hope we get a new update soon?

First I must finish DX12'izing Glide, but I hope soon I can release an update and switch to bugfixing dev mode along with that.

Reply 34 of 37, by nickel337

User metadata
Rank Newbie
Rank
Newbie

Syberia

It is always Blackscreen with dgVoodoo watermark when fullscreen for both DirectX 12 featuring level 11.0 and 12.0 mode.
For windowed mode,it is fine.The game screen is dot by dot and located top left of screen though.
Sounds are fine.

dgVoodooWIP73
AMD Radeon vega 56
Windows 10 home 1909 64 bit

Attachments

Reply 36 of 37, by nickel337

User metadata
Rank Newbie
Rank
Newbie
Dege wrote on 2020-06-16, 20:00:

Are you sure it's DX12 related? I've just checked out Syberia and it worked perfectly both on my GTX 1060 and IntelHD,

I guess so.Or related to AMD GPUs?
Because when I change Output API to Direct 3D 11 feature level 10.00,10.01 or 11.00,the game is not black screen any more for both a intro movie,title screen and in the game.
It still has a problem though as I posted here.
dgVoodoo 2.6.x and related WIP versions

Reply 37 of 37, by Asdow

User metadata
Rank Newbie
Rank
Newbie

Jagged Alliance 1.13

dgVoodooWIP73
AMD Radeon RX5700XT
Windows 10 Pro 18363 64 bit

I have FPS limit set to 120 via rivatuner, but even though vsync is disabled in dgvoodoo, it's capped at 60 fps and there's a large input lag for mouse movement. When vsync is forced through dgvoodoo settings, the input lag is gone. It's not ideal though, as the 120 fps limit is used to speed up animations ingame so there's less waiting and everything moves quicker.
Additionally, it seems like the resampling is always bilinear instead of pointsampled even though it's set in the config. When I switch back to 2.6 version ddraw.dll the upscaled image is crisp and pixel perfect.

Happens on both d3d12_fl11_0 & d3d12_fl12_0 outputAPIs.