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dgVoodoo 2.6.x and related WIP versions

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First post, by Dege

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This is a new thread for dgVoodoo version(s) 2.6.x and their related WIP versions.
If your question is short (casual) or not theme-specific, too general, then post it here.
Please open a separate thread for that otherwise, to keep thread length as short as possible, for easier browsing and searching.

Reply 1 of 276, by DosFreak

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Dead or Alive 5 Last Round
djc5166
DX9
"Game comes up with an error "Video card does not meet the minimum requirements", and then exits."

Fixed in v2.6

El Matador
extreme55555

Broken shadows, the game uses Cascaded shadow maps (CSMs)

Pankiller series
FulValBot
"Painkiller series are still zoomed bad when i try to set 1280x960 into dgvoodoo2 and 640x480 in-game."
"The game bases its rendering viewport size on the physical window size. Use the widescreen patch and play the game at native resolution."

Pro Rally 2001
VirtuaIceMan

I tried Pro Rally 2001; with anything above 2.55 level, the car shadow becomes a flickering mess. On the plus side you can exit (or alt+F4 at least) without the game freezing and needing Task Manager to shut it down.

Sims 2

Sims2 works in either forced windowed mode or in fullscreen with option 'GeneralExt\EnableGDIHooking' enabled (unforced scaling mode and resolution because the game is sensitive to the physical window size) (tested on Win10).

Steam Remote Play

If not working with Dgvoodoo 2 then upgrade Steam

How To Ask Questions The Smart Way
Make your games work offline

Reply 2 of 276, by Dege

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Some additions and bugfixes to v2.6:

=========================
WIP63:
=========================

- Support for the HLSL compiler in DirectX modules is removed, along with option 'DirectExt\ShaderCodeGenerating'
- Bugfixes in the DXBC generator (Indiana Jones and The Emperor's Tomb, +general code revising)
- Somewhat more optimized generated shader code + other minor optimizations
- Minor DDraw fixes (Siege of Avalon)
- Minor D3D vertex processing fix (Biko 1)
- Adding option 'DirectExt\MaxVSConstRegisters' (Artifical Academy 2)
- Fixing D3D9 scaling bugs (AvP Classic with DX9 renderer)

http://dege.fw.hu/temp/dgVoodooWIP63.zip
http://dege.fw.hu/temp/dgVoodooWIP63_dbg.zip

Removing HLSL support made it possible to do some optimizations in shader generating. More are planned in subsequent versions.
If no any regression problem found then I'll release it as v2.61.

Reply 3 of 276, by batterymandark

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Dege wrote:
Some additions and bugfixes to v2.6: […]
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Some additions and bugfixes to v2.6:

=========================
WIP63:
=========================

- Fixing D3D9 scaling bugs (AvP Classic with DX9 renderer)

Works like a charm. 1280x720 to 2560x1440
I did try 720x480 3:2 to 2560x1440 16:9 , it does give the 640x480 classic hud feeling but the fov would be a tad incorrect, even if Avp has a wide fov by design.

had to run the game in point filtering to get rid of the red lines around the text in the menu, but in game its fine. 😀
the game feels so much more immersive when the hud and the dialog text is in a proper readable size.

Reply 4 of 276, by V15UAL K3YS

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DosFreak wrote:

Sims 2

Sims2 works in either forced windowed mode or in fullscreen with option 'GeneralExt\EnableGDIHooking' enabled (unforced scaling mode and resolution because the game is sensitive to the physical window size) (tested on Win10).

What settings are you using to play Sims 2?

I have tried playing it using the internal 3d graphics card and enabled GDI hooking when playing the game (as well as putting the device and vendor id in the .conf file for dgVoodoo 2 so the game detects the graphics card, and it crashes when it tries to show the neighborhood. Right after loading it the screen will go black as if it is going to display the neighborhood, and it crashes. It only works when using the ATI Radeon 8500 graphics card in the dgVoodoo 2 control panel and even then, my sims appear red and don't display properly (like the infamous flashing pink issue but they are just a solid red).

Reply 5 of 276, by Glurak

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Caesar 3 just Black Screen when i try to change Resolution ingame.

Reply 6 of 276, by stranno

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Dege, can you take a look at these games?

Re: WIP versions

Reply 7 of 276, by Dege

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I release a new WIP.
Nothing special, it's really just a WIP, intended for testing the regression rendering problems that are supposed to be fixed:

=========================
WIP64:
=========================

Changes compared to v2.61:

- Fixing bugs in the DXBC generator (Halo CE, Splinter Cell 1, Sims2)
- Fixing a drawing bug causing polygon corruption (Sims2)

Some under-the-hood developments. Currently exposed feature is:

- True sw vertex processing in Draw* methods in DX modules for special cases, when needed (Nosferatu)
(but it was a general long outstanding compatibility problem)

http://dege.fw.hu/temp/dgVoodooWIP64.zip
http://dege.fw.hu/temp/dgVoodooWIP64_dbg.zip

Reply 8 of 276, by funkerwolf

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Please fix the problem with the cursor over the scope, the settings of the wrapper and the game do not change anything, but there is one thing, but when vertical synchronization is turned on, it disappears ...

Reply 9 of 276, by Deffnator

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Dege, check with Sol/JariKomppa on twitter and wcnews about Wing Commander IV's scaling issues with ddraw.

Also 2.6 and the wip builds seems to have worsened even more the blackout screen Flickering issues on Jane's Fighters Anthology.

Reply 10 of 276, by RimidalTAKP

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Hi there

first of all thank you for your work with this wrapper, it's awesome.

I use it to enable on-board Nvidia card on my laptop for game EverQuest using old in-era client for emulated server.

Version 2.55 of dgVoodoo2 works good, using D3D8.dll

However, newer version 2.6 and 2.6.1 don't seem to work. The game only detects on-board HD Intel Graphics card.
I also tried latest WIP build 64 but no luck.

This is the game client I am trying to use:
http://wiki.takp.info/index.php?title=Getting_Started

We reference your wrapper on the wiki to help people with laptops, but only older version seems to work http://wiki.takp.info/index.php?title=Getting … raphics_Support

Do you know what might the issue be? I tried all versions of the dlls included in v2.6, but can't get Nvidia card to get recognized on laptop. Using Windows 10 build 1903

Reply 11 of 276, by VirtuaIceMan

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Touch-wood, as this is only based on the demo on a laptop running Intel graphics, but with 2.61 I can, for the first time ever, see shadows under the cars in V-Rally 3; they've never appeared before on any previous graphics cards I've owned! 2.60 doesn't seem to show them.

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

Reply 12 of 276, by VirtuaIceMan

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Confirmed, you can now see shadows under the car in V-Rally 3, for the first time ever! You do need dgVoodoo2 for this game, as it flickers stroboscopical when in-car, without it.

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

Reply 13 of 276, by Dege

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RimidalTAKP wrote:

Version 2.55 of dgVoodoo2 works good, using D3D8.dll

However, newer version 2.6 and 2.6.1 don't seem to work. The game only detects on-board HD Intel Graphics card.
I also tried latest WIP build 64 but no luck.

It's weird because I didn't change parts related to detecting or enumerating adapters. At least, I can't remember.

RimidalTAKP wrote:

Do you know what might the issue be? I tried all versions of the dlls included in v2.6, but can't get Nvidia card to get recognized on laptop. Using Windows 10 build 1903

Could you plz identify which WIP version of dgVoodoo broke the thing? The first WIP after 2.55.4 was WIP51.
You can download them from here: http://dege.freeweb.hu/temp/
I myself has no such a laptop, so I can't test it. 😖

Reply 14 of 276, by lowenz

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EDIT: see below

Last edited by lowenz on 2019-08-26, 14:37. Edited 1 time in total.

Reply 15 of 276, by lowenz

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lowenz wrote:
Mouse input is completely f.u.b.a.r. :D in No One Lives Forever 1. Disabling dgVoodoo2 -> no problem […]
Show full quote
Dege wrote:
I release a new WIP. Nothing special, it's really just a WIP, intended for testing the regression rendering problems that are su […]
Show full quote

I release a new WIP.
Nothing special, it's really just a WIP, intended for testing the regression rendering problems that are supposed to be fixed:

=========================
WIP64:
=========================

Changes compared to v2.61:

- Fixing bugs in the DXBC generator (Halo CE, Splinter Cell 1, Sims2)
- Fixing a drawing bug causing polygon corruption (Sims2)

Some under-the-hood developments. Currently exposed feature is:

- True sw vertex processing in Draw* methods in DX modules for special cases, when needed (Nosferatu)
(but it was a general long outstanding compatibility problem)

http://dege.fw.hu/temp/dgVoodooWIP64.zip
http://dege.fw.hu/temp/dgVoodooWIP64_dbg.zip

Mouse input is completely f.u.b.a.r. 😁 in No One Lives Forever 1.
Disabling dgVoodoo2 -> no problem

Windows 10 64 1903 + lastest drivers.

Sort of "inertia/dragging" lag, looking around

Pardon, it's NOT a dgVoodoo2 fault.
The issue remains without any wrapper. Most evident disabling mouse smoothing in game.

Reply 16 of 276, by lowenz

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lowenz wrote:
lowenz wrote:
Mouse input is completely f.u.b.a.r. :D in No One Lives Forever 1. Disabling dgVoodoo2 -> no problem […]
Show full quote
Dege wrote:
I release a new WIP. Nothing special, it's really just a WIP, intended for testing the regression rendering problems that are su […]
Show full quote

I release a new WIP.
Nothing special, it's really just a WIP, intended for testing the regression rendering problems that are supposed to be fixed:

=========================
WIP64:
=========================

Changes compared to v2.61:

- Fixing bugs in the DXBC generator (Halo CE, Splinter Cell 1, Sims2)
- Fixing a drawing bug causing polygon corruption (Sims2)

Some under-the-hood developments. Currently exposed feature is:

- True sw vertex processing in Draw* methods in DX modules for special cases, when needed (Nosferatu)
(but it was a general long outstanding compatibility problem)

http://dege.fw.hu/temp/dgVoodooWIP64.zip
http://dege.fw.hu/temp/dgVoodooWIP64_dbg.zip

Mouse input is completely f.u.b.a.r. 😁 in No One Lives Forever 1.
Disabling dgVoodoo2 -> no problem

Windows 10 64 1903 + lastest drivers.

Sort of "inertia/dragging" lag, looking around

Pardon, it's NOT a dgVoodoo2 fault.
The issue remains without any wrapper. Most evident disabling mouse smoothing in game.

It seems a well known problem :p

Reply 18 of 276, by Dege

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I wasn't active recently but some implemented things got cumulated:

=========================
WIP65:
=========================

- Some DDraw blit refactor + adding a new option for batched update for primary surface changes
(DirectXExt\PrimarySurfaceBatchedUpdate) ('enabled' is now the default but I may change it back in a subsequent version)

- Size of the emulated hw cursor is now scaled according to the forced resolution and integer scale factors

- Fixing the behavior of the emulated cursor when no any draw-changes made on the app side

- Now all sections of the configuration are accessible through the CPL GUI (Ext sections are hidden by default though - unhide them thorugh the context menu)

- Adding a new option for, and implementing Display ROI (region of interest)
Now a subrectangle can be defined for scaling modes done by the wrapper. Useful for applications rendering into a widescreen subrectangle inside a 4:3 resolution - the widescreen subrectangle can be defined as display ROI, the input of the scaling process

- Dithering didn't work for render targets with format A2R10G10B10, fixed

http://dege.fw.hu/temp/dgVoodooWIP65.zip
http://dege.fw.hu/temp/dgVoodooWIP65_dbg.zip

Reply 19 of 276, by lowenz

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Dege wrote:
I wasn't active recently but some implemented things got cumulated: […]
Show full quote

I wasn't active recently but some implemented things got cumulated:

=========================
WIP65:
=========================

- Some DDraw blit refactor + adding a new option for batched update for primary surface changes
(DirectXExt\PrimarySurfaceBatchedUpdate) ('enabled' is now the default but I may change it back in a subsequent version)

- Size of the emulated hw cursor is now scaled according to the forced resolution and integer scale factors

- Fixing the behavior of the emulated cursor when no any draw-changes made on the app side

- Now all sections of the configuration are accessible through the CPL GUI (Ext sections are hidden by default though - unhide them thorugh the context menu)

- Adding a new option for, and implementing Display ROI (region of interest)
Now a subrectangle can be defined for scaling modes done by the wrapper. Useful for applications rendering into a widescreen subrectangle inside a 4:3 resolution - the widescreen subrectangle can be defined as display ROI, the input of the scaling process

- Dithering didn't work for render targets with format A2R10G10B10, fixed

http://dege.fw.hu/temp/dgVoodooWIP65.zip
http://dege.fw.hu/temp/dgVoodooWIP65_dbg.zip

Thanks man, always a pleasure to see you here!