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Es una utilidad que permite usar tarjetas que soportaban el chip gráfico voodoo en su modo glide y el
soporte de los DX antiguos, lo cual es muy útil para juegos que funcionan en los windows actuales pero que usaban una tarjeta voodoo para mejorar los gráficos, además permite usar resoluciones mayores y aspecto de widescreen , entre otras mejoras.:
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Cambios de la versión:
– Bug when rendering with paletted textures, fixed (Final Fantasy 8 demo)
– DirectDraw palette alpha-channel incompatibility, fixed (FFXI PlayOnline Viewer)
– Texture upload crash, fixed (Redline demo)
– Texture upload bug, fixed (Universal Monsters: Monsterville demo)
– Clipping issues, fixed (Stratosphere)
– Bug of config item ‘EnumeratedResolutionBitdepths’ is fixed
Es una utilidad que permite usar tarjetas que soportaban el chip gráfico voodoo en su modo glide y el
soporte de los DX antiguos, lo cual es muy útil para juegos que funcionan en los windows actuales
pero que usaban una tarjeta voodoo para mejorar los gráficos, además permite usar resoluciones
mayores y aspecto de widescreen , entre otras mejoras.:
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Cambios de la versión:
– Forceable internal bit depth of D3D depth buffers
– Bugs in D3D light handling, fixed (Soldiers of Anarchy, Cold Zero demo)
– D3D alphablending fix (Mage Bros)
– Workaround for D3D8 vertex buffer overwrite (BattleField 1942)
– Some incomplete interface querying is fixed for aggregated D3D devices
– New options (enumerated resolution bit depths, limited default enumerated resolution) for DirectX
along with minor fixes in the config validator
– Corrected tmuRev and fbiRev version number for some 3Dfx card types
– Minor changes in the debug layer (corrected mistypings, some value types are replaced by strings,
etc.)
Es una utilidad que permite usar tarjetas que soportaban el chip gráfico voodoo en su modo glide y el
soporte de los DX antiguos, lo cual es muy útil para juegos que funcionan en los windows actuales pero que usaban una tarjeta voodoo para mejorar los gráficos, además permite usar resoluciones mayores y aspecto de 16/9 o stretch , entre otras mejoras.:
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Cambios de la versión:
- Special release of dgVoodoo with DebugLayer providing feedback information is now available
INFO, WARNING and ERROR type messages with severity levels, including breaking into debugger
- API call tracing with detailed information
- Migrating to INI format configuration files – also, adding rarely needed/used configuration options for advanced users and game hacking like
- Dithering for both Glide and DirectX
Deframer
- Pixel multiplied output with arbitrary or automatic scale factor
- Arbitrary extra DirectX resolutions
- New scaling mode for centered appearance, scaling is done by the wrapper
- New dynamic resolution modes (2x, 3x, …) are added
- Fixes for scaled output done by the wrapper (‘Stretched, * AR’ and ‘Centered, AR’ modes with larger than max of display-supported output images)
- Fix for ‘Best available one’ output type when only WARP is available
- Improved shader handling:
- Resource cache for reuse of D3D8 compiled shaders
- Dynamic shader compiling is moved to a background thread to avoid/minimize lags
- Glide: for all compiled shaders
- DirectX: for all compiled shaders that can be substituted by precompiled ones; also, unneeded shader variants could be unnecessary compiled, fixed
Control Panel App
- Folder/location list handling code is rewritten
- Appearance is now PerMonitorAwareV2 for DPI scaling
- Cosmetics: missing logo bitmap when monitor scale is >150%, fixed
DirectX
- DllMain detection along with warning messages through the debug layer
- Surface/texture lock incompatibilites fixed (Zombie Shooter, The Mystery of the Druids)
- DirectDraw surface-create, cooperative level, PageLock error and other incompatibility fix (Zero
Comico, RC de Go, A Bug’s Life, Wartorn, Message in a Haunted Mansion, Micro Machines v3)
- 24 bit surface creation issue in DirectDraw is fixed (Blade Of Darkness lava)
- Support for partial Z-buffer copy in DirectDraw (The Revenant)
- Option for disabling the default and classic resolutions
- Possibility of extra resolutions enumerable to applications is added
- Bugs causing crash and black screen are fixed (Empires Dawn of The Modern World, Honour & Freedom)
- Some effort for avoiding app deadlocks in DirectDraw and QuartzHookLayer
- D3D FVF and other parameter validation incompatibility, fixed (Praetorians, Earthworm Jim 3D)
- D3D state block incompatibility, fixed (Soldiers of Anarchy)
- D3D non-W-friendly matrix in ComputeSphereVisibility calcs, fixed (Pac-Man Adventures in Time)
- Old D3D-lighting incompatibility, fixed (when revising code and docs)
- D3D lighting issue is fixed (flashing lights in Tomb Raider 4 and hopefully King Of The Roads)
- Fixing range based fog hw calculations (The Chosen: Well of Souls)
- ATI and GeForce profiles are modified to force W-pixelfog (compatibility with old drivers)
- Minor D3D DDI bug fixed (Bear Hero)
- Minor internal D3D state/lighting bugs fixed (Tonko4)
- D3D device type ‘Software MMX’ is removed from Direct3D7 for better compatibility (3D Blitz)
- Disabling 32 bit z-buffers for Direct3D3/5 (e.g. Shadows of The Empire)
- D3D FPU state handling incompatibility fix (for general cases, and it fixed nVidia demos Creature, Toy Soldiers and Crystal Ball)
- D3D colorkey bug fixed (Sponge Bob – Employee of The Month)
- Minor D3D/D3D8 bugs, D3D11 leaks fixed (my own tests)
- D3D/D3D8 ProcessVertices and general software vertex processing incompatibility, fixed (RIM – Battle Planets, Mafia with multipass rendering, Micro Commandos)
- Issue of mixed type D3D8 stream sources is fixed (missing player characters in Final Fantasy XI)
- D3D8 shader validator bug resulted in uncreated shaders, fixed (Mace Griffin Bounty Hunter)
Iimplementing D3D8 ValidateVertexShader and ValidatePixelShader for Microsoft Shader Assembler (Shadow of Destiny)
- D3D8 cursor handling and viewport depth scaling bugs fixed (WildFire)
- D3D8 GetFrontBuffer bug, fixed (Rome Total War) (movies only, ingame still has the old issues)
- D3D8 device reset fix (S.W.I.N.E.)
- Some D3D8 thing is fixed (The Gladiators Demo)
- D3D8 some object handling incompatibility fix (TOCA Racing Drive)
- Improvements for rendering with incompatible rendertarget/depthstencil buffers (TOCA Racing Drive)
- Changed behavior of window activating and entering fullscreen mode to
- Avoid OS issue appearing with Windows 10 Fall Creators Update (e.g. Splinter Cell)
- Avoid unwanted situations/crashes and improve compatibility (e.g. Hitman 2/3, RavenShield)
Es una utilidad que permite usar tarjetas que soportaban el chip gráfico voodoo en su modo glide y el
soporte de los DX antiguos, lo cual es muy útil para juegos que funcionan en los windows actuales pero que usaban una tarjeta voodoo para mejorar los gráficos, además permite usar resoluciones mayores y aspecto de widescreen , entre otras mejoras:
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Cambios de la versión:
- Windows input issues caused by the wrapper are fixed (Outlaws, GTA1 DDraw mode, etc.)
- Rendering transition between Glide/DDraw is fixed (Outlaws)
- Concept of setup application is replaced with concept of Control Panel (CPL)
Control Panel App:
- Contrast as a new color adjustment option is added
- Preserving predefined monitor color profile(s) for fullscreen mode as an option is added
- A general option for centering the application/game window is added
- DirectX texture filtering options are changed, possibility of forcing anisotropic filtering is introduced
- New scaling mode with C64-like output (it’s not a feature but more like an experimenting code)
- Visual cosmetics
DirectX:
- Some of the DDraw code is guarded to avoid the unexpected worst-way DLL unloading
- Now LithTech engine games (Blood2, NOLF, Kiss Psycho Circus, …) should tolerate Alt-Tab on Win10
- Some other extra guarding to prevent crashes, Virtua Cop2 now works in D3D mode
- Blit bug and clipper incompatibility fixed in DDraw (D3DRM, Tokipazu, tech demo Final Reality)
- Minor issue in DDraw and bad L6V5U5 format descriptor is fixed (Kyro tech demos)
- Adding support for plain surface format A8L8 (DDraw) (Matrox G400 Tech Demo)
- D3D3 fog fixed (Shadows of The Empire patched to 1.1)
- Execute buffer bug fixed in D3D (D3DRM)
- Some D3D5 incompatibilities are fixed (crash and texture handling with Space Bunnies Must Die)
- Fixing D3D6 bugs and calculations of old software-only lighting and other incompatible things (DX6 SDK sample applications (Immediate/Retained) + Fog City/Tirtanium demos)
- Unexpected way of texture compression is implemented (D3D7, Soulbringer)
- Adding support for Q8W8V8U8 texture format (D3D8) (3DMark 2001 SE, Nature, Pixel shader and Advanced Pixel shader test)
- D3D8 device handling bug is fixed (multimonitor environment)
- D3D8 compatibility fixings, now handling managed textures is compatible with Phantasy Star Online Blue Burst (corrupt mipmapping)
- Issue with D3D8 device capabilities and SYSTEMMEM vertex buffers are fixed (LKCC demos)
- D3D8 DrawIndexedPrimitive bug fixed (Syberia 2)
- Adding support for depth buffer format D24X4S4 (D3D8) (Matrox Parhelia Reef Tech Demo)
- Adding support for volume textures (D3D8), though with limited number of formats (Matrox Parhelia Coral Reef Tech Demo + DX8 SDK VolumeTexture sample + general)
- Lower resource usage is partly included in this version. For the time being, only the usage of GPU accessible system memory.
- General bugfixing, like unexpected forced windowed mode (Soulbringer movies), vertex shader (missing fog in Colin McRae Rally), non-perspective polygon drawing bug, fixed (Zanzarah The Hidden Portal), and a lot other
- Handling depth buffers had some bugs at FL 10.0, fixed (D3D11)
- Potential bad driving of D3D11 at FL10.1 when no resolution and MSAA is forced (D3D11) (Gorky17)
- Some (regression and other) bugs in the D3D11 renderer are fixed
GeForce 4 profile is slightly modified to match a real GF4
- Now light beams in Splinter Cell 1 should be rendered correctly through the GF4 card type (unblurred lights with occlusion)
2 new videocard types are added:
- GeForce FX 5700 Ultra (keeps the soft shadows for Splinter Cell 1 (because I like it :D) and will hopefully be feasible to provide place for new features later)
- Matrox Parhelia-512 (for Matrox Coral Reef Demo 1.1 and other Matrox tech demos)
Glide:
- Glide fix (far background in front of the 3D world: Mig29, Uprising)
- Texture memory report is modified to match that of a real 3Dfx driver (Slave Zero)
- Tons of code changing for new features that are not ready yet and so not included in this version
Es una utilidad que permite usar tarjetas que soportaban el chip gráfico voodoo en su modo glide y el
soporte de los DX antiguos, lo cual es muy útil para juegos que funcionan en los windows actuales pero que usaban una tarjeta voodoo para mejorar los gráficos, además permite usar resoluciones mayores y aspecto de widescreen , entre otras mejoras.:
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Cambios de la versión:
- Support for ‘dynamic resolutions’ (see section ‘Resolution overriding’)
- Added support for ‘d3dcompiler_47.dll’, so Win10 users don’t have to download and mess with d3dcompiler dll, 47 is part of the Win10 OS.
- Linear filtering was applied for upscaling the output-image even if the scale ratio was 1.0, fixed
- Some modifications on the CRT-like shader were done for correct CRT-like appearance on high-res
displays like a 4K monitor
- Glide mode ‘Compare to bias’ is fixed (Esoteria demo)
- Some other Glide rendering issues are fixed (Hype – The Time Quest)
- DDraw system memory surface pitch is fixed to match that of DIBs (Snow Wave Avalanche)
- A DX8 bug is fixed, so Mafia now works, altough I experience z-buffer glitches here and there (to be fixed)
- Lot of general D3D/D3D8 bugs are fixed, too
- GeForce4-style shadow buffering is reverse engineered and implemented in the ‘Geforce Ti4800’ preset
- Floating point arithmetic differences (incompatibilities) between vs1.x and vs4.x are resolved,
Splinter Cell 1 now works in shadow buffer mode
- New dynamic vertex buffering algorhythm for removing rendering performance bottleneck, better usage of GPU
- The config application is now per-monitor DPI-aware, to have sharp appearance
- MSAA option name ‘Auto’ is changed to ‘App driven’
- New option for DirectX emulation is added (No texture filtering)
- Changes in the default config:
- Capture mouse is on
- MSAA is app driven
- Doc format is changed from txt to html and content is revised
Es una utilidad que permite usar tarjetas que soportaban el chip gráfico vodoo en su modo glide y el
soporte de los DX antiguos, lo cual es muy útil para juegos que funcionan en los windows actuales pero que usaban una tarjeta voodoo para mejorar los gráficos, además permite usar resoluciones mayores y aspecto de wudescreen , entre otras mejoras.:
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Desde la versión 2.5 se puede usar el dynamic shader compiling para usarlo ver el readme y necesita
D3DCompiler_43.dll
Se puede descargar desde aqui: http://dege.fw.hu/D3DCompiler_43.zip
Cambios de la versión:
– Support for new output APIs are added
* Direct3D11 at feature level 10.0 (there are some restrictions)
* Direct3D11 Microsoft WARP renderer
– Support for rendering DirectShow movie playback
– Resolution overriding for DirectX emulation is now available
– New scaling mode (forced 4:3 aspect ratio) with/without CRT-like appearance is added
– MSAA support for DX8
– Lot of DX8 bugfixings
– A few DDraw/D3D bugfixings
– Making ‘VertexLayout’ functionality be compatible with a real 3Dfx driver (Glide3)
Es una utilidad alternatuca a Dgvodoo que permite usar tarjetas que soportaban el chip gráfico vodoo en su modo Glide2 v2.1, v2.4 y v3.0 y napalm, es compatible con Windows Visra,7.8,XP y 10 y necesita una tarjeta grádica que soporte al menos Directo X 9
Uso::
Ejecutar eñ setup.exe y puefes configurar la resolución y ptrps parametros o jugar al juego
Cambios:
Glide2:
-added support for F-16: Fighting Falcon
-added support for Space Haste
-fixed Actua Golf 2 ui issues with older Radeons
-fixed Actua Soccer 2 seams glitch
-fixed Driver missing lens flare effect and wrong drawing distance
-fixed Killer Loop buggy time indicator background
-fixed Powerslide blinking car shadows
-fixed Time Warriors glitches with 320x200/640x400 viewports
-fixed Total Soccer 2k disappearing goal nets
-fixed Ultimate Race Pro incorrect fog and low texture detail with v1.50
-fixed Warzone 2100 invisible map after building command center
-fixed lack of gamma correction control with games utilizing SST_GAMMA
Glide3:
-added support for Les Visiteurs: La Relique De Sainte Rolande
-fixed NFL Blitz 2000 missing ui text with 3x renderer
-fixed Tiger Woods PGA TOUR 2000 long loading time
-fixed Tiger Woods PGA TOUR 2001 wrong target arrow distance and long loading time
-fixed Xtreme Air Racing resolution issue
Miscellaneous:
-added support for windowed mode (press Alt+Enter while in game to switch)
-added support for extended resolutions
-added support for edge anti-aliasing
-"4:3" aspect ratio option in nGlide configurator renamed to "Preserve original"
-framerate is now capped at 1000fps with VSync=off or windowed mode to reduce power consumption / coil whine
-fixed Alt+Tab switching in multithreaded games
-fixed regressions
Es una utilidad que permite usar tarjetas que soportaban el chip gráfico vodoo en su modo glide y el soporte de los DX antiguos
Soporta usando Direct3D 11:
- Glide 2.11, Glide 2.45, Glide 3.1 y Glide 3.1 Napalm
- DirectX 1-7 (todas las versiones de DirectDraw y Direct3D que sea superior a la version 7)
- Direct3D 8.1
Cambios de la versión:
- Añadidad primera versión implementada de D3D8
– Montones de fallos arreglados en el DirectX code refactoring
– Dynamic shader compiling para todos los componentes de las API para un mejor rendimiento (Ver en Uso y DirectX readme para los detalles de uso , necesitarás el D3DCompiler_43.dll para esta mejora)