Reply 180 of 237, by BF3000
Is it possible to set simple fullscreen upscale?
I'm trying to tune dgVoodoo to play games based on Alien Shooter 2 engine, and I can clearly see dgVoodoo process lot of pieces separately no matter what I try.
Is it possible to set simple fullscreen upscale?
I'm trying to tune dgVoodoo to play games based on Alien Shooter 2 engine, and I can clearly see dgVoodoo process lot of pieces separately no matter what I try.
Yes, leave DirectXExt\Resolution to 'unforced' and set the scaling mode to one of 'Stretched, * aspect ratio'. You can also choose a resampling filter by option GeneralExt\Resampling (default is bilinear).
Dege wrote on 2022-07-12, 12:49:Yes, leave DirectXExt\Resolution to 'unforced' and set the scaling mode to one of 'Stretched, * aspect ratio'. You can also choose a resampling filter by option GeneralExt\Resampling (default is bilinear).
It's DirectX\Resolution but it worked, thanks.
Here is a WIP for the sake of some recent minor fixes:
=========================
WIP87:
=========================
Changes compared to v2.79
- Broken clipping, refactored and fixed (BloodRayne 2 HUD)
- Minor D3D5/6 fix
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generators changes:
* implementing missing mono rendering
* fixing a bug (Star Wars Republic Commando)
http://dege.fw.hu/temp/dgVoodooWIP87.zip
http://dege.fw.hu/temp/dgVoodooWIP87_dbg.zip
Dege wrote on 2022-07-13, 11:56:Here is a WIP for the sake of some recent minor fixes: […]
Here is a WIP for the sake of some recent minor fixes:
=========================
WIP87:
=========================
Changes compared to v2.79
- Broken clipping, refactored and fixed (BloodRayne 2 HUD)
- Minor D3D5/6 fix
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generators changes:
* implementing missing mono rendering
* fixing a bug (Star Wars Republic Commando)http://dege.fw.hu/temp/dgVoodooWIP87.zip
http://dege.fw.hu/temp/dgVoodooWIP87_dbg.zip
Ok, I can confirm that the Thief 2 star issue was a regression (8-bit palettized textures?) and has been fixed here.
previously known as Discrete_BOB_058
lowenz wrote on 2022-02-03, 07:02:
Found out why the GM10x ended up being locked to FL11
wrote:IIRC tiled resources tier 2 ran into hangups when trying to share tiles between RTV/DSV, buffer, and normal textures. They were able to work around / emulate it in D3D11's tier 2 tiled resources, but not in D3D12's
Dege wrote on 2022-02-22, 18:22:Btw, 750ti is indeed FL11.1, somebody (I can't remember who) reported that his 750ti doesn't work with dgV D3D12 and that's why I added D3D12 FL11.0 output.
FL11.1 was supposed to be the minimum necessary for achieving 12_0, but in GM10x's case, it wasn't ok, maybe driver issues or hardware issues.
Microsoft mitigated it, GM10x got restricted to FL11
Oh, I forgot to announce here that 2.79.1 was released. It's really just a bugfix version to publish recent minor fixes.
==========================
v2.79.1
==========================
- Broken D3D8/9 clipping, refactored and fixed (BloodRayne 2 HUD)
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Minor other internal D3D5/6/7/8/9 fixes (like fr-063)
- Minor D3D performance optimization
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generator changes:
* fixing a bug (Star Wars Republic Commando)
* implementing missing mono rendering
- A new Debug Layer message
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_1.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_1_dbg.zip
Could you give me a savegame for that location plz?
Just out of Ardea, the first town 😁
No problem here... and never was AFAIR (nvidia). Does it comes with a new driver?
A new WIP for the recent fixes:
=========================
WIP88:
=========================
Changes compared to v2.79.1
- Fixing a DDraw surface GetDC/ReleaseDC bug (Recoil, missing text)
- Fixing D3D clipping again (Grand Prix 3)
- Fixing a DDraw blitting colorkeying bug (Wizards and Warriors)
- Changing scaling of cpu-written surface data from bilinear to point sampled
- Fixing a D3D6 incompatibility with MS D3D (Lego Rock Raiders)
- Fixing a bug in D3DImm (could crash at exit) (Crimson Skies)
- Fixing a regression bug of swapchains (MS Flight Simulator 2002)
- Fixing a bug of D3D8/9 fog state (MS Flight Simulator 2004)
- Fixing a bug in sw vertexprocessing (wrong speculars in 3D Scooter Racing)
http://dege.fw.hu/temp/dgVoodooWIP88.zip
http://dege.fw.hu/temp/dgVoodooWIP88_dbg.zip
Dege wrote on 2022-08-12, 14:43:No problem here... and never was AFAIR (nvidia). Does it comes with a new driver?
Never tested G3 with the old one 😒
i am dropping this here, it may be useful for the glide dosbox compatibility if there are unknown issues
https://gona.mactar.hu/DOS_TESTS/
With 2.79.1 anno 1602 have issues playing Videos when i just strech window and keep aspect ratio. Even without any settings changed it has massivstutterings in videos.
The rest of the games works flawless 😀
So when the video play is fixed it would be perfect.
I don't have this game now, but I'll look into it. For now, I release the recent fixes:
==========================
v2.79.2
==========================
It's the same as WIP88 with an additional minor fix (Blood 2).
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_2.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_2_dbg.zip
i have question, did Direct3D has something like OpenGL GL_EXTENSIONS?
how you can spot a discontinued Direct3D functionality like "ATI TruForm" in OpenGL its easier because i can see GL_ATI_pn_triangles extension is missing, how that can be detected in Direct3D? Is there any other Direct3D discontinued functionality or extensions?
No, there are no extensions in DX (ok, there are some AMD/NV in DX9).
You can use DXCapsViewer and see if HAL\Caps\DevCaps has D3DDEVCAPS_NPATCHES. Also, HAL\Caps\MaxNPatchTesselationLevel tells the max tesselation level.
Beside of NPatches there is other discontinued functionality?
I release the cumulated fixes:
==========================
v2.79.3
==========================
- Fixing D3D8/9 problems
* Vertex fog incompatibility (Ephinea PSOBB)
* Device reset bug (Harry Potter and the Order of the Phoenix)
* Fixing the return values of Check* methods (3DMark 05)
- Changes in the D3D8/9 Debug Layer, some more detailed messages and cosmetics
- Minor changes in the D3D12 D3D backend
- Fixing a DDraw blitter bug (I hope at least) (driver crash with Lego Rock Raiders)
- Fixing a bug in system (GDI) hooking (DX modules cooperating)
- Fixing a certain D3D bug (Midtown Madness 1)
- Fixing a DD/D3D colorkeying bug (Xarlor)
- Other minor internal fixes and changes
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_3.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_3_dbg.zip
Also, I'm going to be completely inactive for a while, I need a little dgVoodoo-free period. It means that I won't fix any reported problem. 😐