Reply 80 of 474, by Maarcis12
lowenz wrote on 2020-08-12, 13:13:PhysX drivers package?
well, i have PhysX ver. 9.19.0218, should i try uninstall it and see if that fixes it?
lowenz wrote on 2020-08-12, 13:13:PhysX drivers package?
well, i have PhysX ver. 9.19.0218, should i try uninstall it and see if that fixes it?
Oh, if ya meant if 2 GPU's had 2 different PhysX versions then yeah, cuz mine GTX 950 had a legacy version of 9.13.0604
I did a quick try with FIFA09 demo but everything worked as expected. Do I need the full version? Or some special in-game settings, or mod?
Dege wrote on 2020-08-12, 20:14:I did a quick try with FIFA09 demo but everything worked as expected. Do I need the full version? Or some special in-game settings, or mod?
That's weird, i tried the demo myself, but it has the same issue as with the full version. Here are my settings below and the bug itself (although the final version has more options to choose):
Silent "Social Distancing" patch? 😁
Question: why in Splinter Cell (1) Fast Memory Access can boost so much the performance with the D3D12 wrapper (GeForce 4800 Ti profile of course - 256 MB)?
QHD, AF 16x (thirteenAG patch)
no FMA -> 54 FPS
FMA -> topping the refresh rate, 75 in my case but can be higher
Of course in the same spot (second part of the training yard)
Maarcis12 wrote on 2020-08-12, 22:21:Dege wrote on 2020-08-12, 20:14:I did a quick try with FIFA09 demo but everything worked as expected. Do I need the full version? Or some special in-game settings, or mod?
That's weird, i tried the demo myself, but it has the same issue as with the full version. Here are my settings below and the bug itself (although the final version has more options to choose):
Could you attach your dgVoodoo config plz? It shouldn't matter but who knows...
lowenz wrote on 2020-08-13, 09:37:Question: why in Splinter Cell (1) Fast Memory Access can boost so much the performance with the D3D12 wrapper (GeForce 4800 Ti […]
Question: why in Splinter Cell (1) Fast Memory Access can boost so much the performance with the D3D12 wrapper (GeForce 4800 Ti profile of course - 256 MB)?
QHD, AF 16x (thirteenAG patch)
no FMA -> 54 FPS
FMA -> topping the refresh rate, 75 in my case but can be higherOf course in the same spot (second part of the training yard)
I don't know... but 75 fps is not so much... 😐 Shouldn't it cap to 200?
I have the V-Sync enabled, the question is why *without* FMA is 54 :p
UE 1 reacts very bad to FMA (Unreal 227i + original dx renderer goes from 550 to 100 FPS), UE1.5 (Splinter Cell 1/2, Thief DS, Deus Ex IW) on the contrary really well !
Dege wrote on 2020-08-13, 12:14:Maarcis12 wrote on 2020-08-12, 22:21:Dege wrote on 2020-08-12, 20:14:I did a quick try with FIFA09 demo but everything worked as expected. Do I need the full version? Or some special in-game settings, or mod?
That's weird, i tried the demo myself, but it has the same issue as with the full version. Here are my settings below and the bug itself (although the final version has more options to choose):
Could you attach your dgVoodoo config plz? It shouldn't matter but who knows...
Here you go.
If i can add to it, Lowenz is onto something with PhysX because my laptop has Intel HD Graphics 520 integrated GPU which doesn't support PhysX, i tried play the game through Win XP, Vista and 7 virtual machines (i have Win 7 myself, but i wanted to test if the VMWare driver could do it) and all 3 ran game fine, it's just natively with 1050Ti the game has some weird issues with it.
lowenz wrote on 2020-08-13, 12:15:I have the V-Sync enabled, the question is why *without* FMA is 54 :p
UE 1 reacts very bad to FMA (Unreal 227i + original dx renderer goes from 550 to 100 FPS), UE1.5 (Splinter Cell 1/2, Thief DS, Deus Ex IW) on the contrary really well !
Man, you're saying something! I profiled UT99 (DX7 renderer which constantly updates a lightmap texture in-frame) with FVMA and it turned out that it ran on a path always doing an unnecessary GPU-readback.
I optimized it out and now FMVA runs at the same (or little higher) speed as with no FVMA .
It even seems to fix the notoriously terrible frame rate in Grand Prix 3. 😁
No idea for SC1, maybe the renderer continuously (partially) updates a texture by the CPU at that scene and that's what FVMA is better at.
A new WIP:
=========================
WIP76:
=========================
- Fixing broken Direct3DShaderValidatorCreate9 (Bad Day LA)
- Improved fast video memory access (DX)
* DDraw surface GetDC/ReleaseDC is now on par with no fast video memory case in performance (Arx Fatalis, ...)
* Optimizing out unnecessary resource accesses (UT99 with DX7 renderer, Grand Prix 3, ...)
- Dithering conflicted with inner frame rendering, fixed (Batman Arkham Asylum, Dragon Age Origins + some other games/demos)
- D3D executebuffer bug is fixed (Polska Goola)
- New hook layer for DDraw to make game video players (like QuickTime) to work under forced scaling/resolution circumstances (like Septerra Core)
- D3D12 pixel center fix (Monkey Island 4, Tigger's Honey Hunt)
- Memory overwrite bug in D3D11/12 backend, fixed (Thief 2)
- More optimization in the D3D12 DXBC generator
- Fixing D3D9Ex ResetEx (Batman Arkham Origins Blackgate Deluxe Edition)
- Minor internal changes
http://dege.fw.hu/temp/dgVoodooWIP76.zip
http://dege.fw.hu/temp/dgVoodooWIP76_dbg.zip
I think this is the last one. I'm going to test it extensively and release a new version. It'd be cool to do further fixing on 2.7 basis than porting them back into 2.6.x.
I checked this new version and although the character models are corrected and some subtitles are displayed correctly, there are still subtitles that are not displayed correctly
https://drive.google.com/file/d/1Q1IZ8SenLWii … iew?usp=sharing
https://drive.google.com/file/d/1HDEP089SfZax … iew?usp=sharing
https://drive.google.com/file/d/1YJbnmLUAxuQR … iew?usp=sharing
https://drive.google.com/file/d/1Y_dWcsCfBPCV … iew?usp=sharing
WIP76
Vigilance [Glide]
11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111
WIP 76 + D3D12 -> Fast Memory Access working in Unreal 227i (D3D and D3D9, same performance in D3D9, 500 with vs 560 without in D3D)
Dege wrote on 2020-08-14, 15:10:A new WIP: […]
A new WIP:
=========================
WIP76:
=========================
- Fixing broken Direct3DShaderValidatorCreate9 (Bad Day LA)
- Improved fast video memory access (DX)
* DDraw surface GetDC/ReleaseDC is now on par with no fast video memory case in performance (Arx Fatalis, ...)
* Optimizing out unnecessary resource accesses (UT99 with DX7 renderer, Grand Prix 3, ...)
- Dithering conflicted with inner frame rendering, fixed (Batman Arkham Asylum, Dragon Age Origins + some other games/demos)
- D3D executebuffer bug is fixed (Polska Goola)
- New hook layer for DDraw to make game video players (like QuickTime) to work under forced scaling/resolution circumstances (like Septerra Core)
- D3D12 pixel center fix (Monkey Island 4, Tigger's Honey Hunt)
- Memory overwrite bug in D3D11/12 backend, fixed (Thief 2)
- More optimization in the D3D12 DXBC generator
- Fixing D3D9Ex ResetEx (Batman Arkham Origins Blackgate Deluxe Edition)
- Minor internal changeshttp://dege.fw.hu/temp/dgVoodooWIP76.zip
http://dege.fw.hu/temp/dgVoodooWIP76_dbg.zipI think this is the last one. I'm going to test it extensively and release a new version. It'd be cool to do further fixing on 2.7 basis than porting them back into 2.6.x.
Thief 2 now looks great without issues but nfs4 with my modded cars and tracks still has the glitch. Glide though looks fine though so I will just gonna use it.
MrPepka wrote on 2020-08-14, 16:14:I checked this new version and although the character models are corrected and some subtitles are displayed correctly, there are […]
I checked this new version and although the character models are corrected and some subtitles are displayed correctly, there are still subtitles that are not displayed correctly
https://drive.google.com/file/d/1Q1IZ8SenLWii … iew?usp=sharing
https://drive.google.com/file/d/1HDEP089SfZax … iew?usp=sharing
https://drive.google.com/file/d/1YJbnmLUAxuQR … iew?usp=sharing
https://drive.google.com/file/d/1Y_dWcsCfBPCV … iew?usp=sharing
Indeed... I overlooked it badly. Anyway, I've just fixed it. Btw, this game is a good test case for D3D3. 😀
therealdadbeard wrote on 2020-08-15, 00:45:Thief 2 now looks great without issues but nfs4 with my modded cars and tracks still has the glitch. Glide though looks fine though so I will just gonna use it.
Is there a tutorial how to install these custom levels and cars? I overwrote the Aquatica level with the improved one, but I'm not sure if that had effect.
Also, for the car you linked, there is a readme containing 'copy this file somewhere under the NFS4 folder' (or sg like that). How to make a custom car? I tried to create a new folder and copy car.vid into that but didn't see the car in the game menu.
(I've just noticed that I tried to repro the issue with forced z-buffer bit depth to 24bit as minimum, I don't know if that matters.)
Maarcis12 wrote on 2020-08-12, 22:21:Dege wrote on 2020-08-12, 20:14:I did a quick try with FIFA09 demo but everything worked as expected. Do I need the full version? Or some special in-game settings, or mod?
That's weird, i tried the demo myself, but it has the same issue as with the full version. Here are my settings below and the bug itself (although the final version has more options to choose):
I'm on another machine now and I can repro the issue. No difference between dgVoodoo and native d3d9. For the time being, I have no a clue why it is.
lowenz wrote on 2020-08-15, 10:19:
Hmm... looks cool! 😀
Maarcis12 wrote on 2020-08-12, 22:21:Dege wrote on 2020-08-12, 20:14:I did a quick try with FIFA09 demo but everything worked as expected. Do I need the full version? Or some special in-game settings, or mod?
That's weird, i tried the demo myself, but it has the same issue as with the full version. Here are my settings below and the bug itself (although the final version has more options to choose):
I'm on another machine now and I can repro the issue. No difference between dgVoodoo and native d3d9. For the time being, I have no a clue why it is.
Ok, thanks for the answer. But will it be tackled in future?
Dege, please add Direct3D 9 support to Output API.