Posted March 08, 2013
I'm making a new thread for this because, other than it's author, dgVoodoo 2 has essentially nothing in common with dgVoodoo 1.
Like nGlide it's targeting DirectX rather than OpenGL. It requires DirectX11 and therefore Windows Vista or later (which also means I can't test it myself, but I'm certainly interested to know whether and how well it runs I-War).
You can get it from Dege's site as usual. Here are the relevant details from the readme file for the current version:
======================================================
dgVoodoo 2.13: Glide to Direct3D11 Wrapper
Released: March 7, 2013
Author: Dege
======================================================
1. Intro
--------
I wanted to get experience in Direct3D11 and its Shader Model 4/5. I was thinking about what to code and felt that small primitive example applications would not be enough. I wanted some other bigger project because there is no other way to truly learn something. Since I like reverse engineering, emulation and cool API implementations I began to ponder on whether Glide and its pipeline could be implemented perfectly and easily using the new shader model(s) and apparate. I got to the answer "yes" so decided to quickly rewrite dgVoodoo from the ground. It is a good project to start with.
(*So, it is not an update, it does not have anything to do with the old 1.x versions. Completely brand new code architecture, new approach of implementation, etc. The setup looks like its predecessor but that's all. I was even thinking on not to name it dgVoodoo.)
(No, I do not want to get back into the Glide-businness. It is just a learning project and I share the result to the public like other things currently.)
2. Features
-----------
ShaderModel 4.1 with its structured buffers, integer types and operations makes it possible to emulate Glide perfectly. Ok, it needs a thousand of horsepowers so a strong hardware is required to use it with good framerates. In fact, this version runs the complete (chip) emulation on the GPU with minimal CPU interaction.
There are no "supported" and "unsupported" applications. If something shows graphical glitches or defects then that must be because of a programming bug and not a limitation of the underlying implementation. But of course, there are tested and untested applications, hehe. :)
3. Requirements
---------------
- Operating system: Windows Vista/7/8 with DirectX11 installed.
- Hardware: GPU supporting DirectX feature level 10.1.
4. Tested on
------------
Operating system
- Windows 7
Graphic cards:
- Intel HD 2000: Seemed to work OK but with low framerates, not recommended.
- GeForce 8600 GT: I used a special build for this one since it does not support feature level 10.1. It worked OK as well (apart from lack of mipmapping) but with low framerates too.
- ATI Radeon HD 6450: Works OK and usable with low resolutions.
- GeForce GTS 450: Works OK and usable. Larger resolutions like 1280x1024 or larger can cause performance drop in specific applications. (I'm hearing the howl: is 1280x1024 large resolution?? Haha.. But do not forget, it uses a lot power for exact emulation.)
- GeForce GTX Ti560: Works like a charm.
(...plus much more info about configuration and usage)
Like nGlide it's targeting DirectX rather than OpenGL. It requires DirectX11 and therefore Windows Vista or later (which also means I can't test it myself, but I'm certainly interested to know whether and how well it runs I-War).
You can get it from Dege's site as usual. Here are the relevant details from the readme file for the current version:
======================================================
dgVoodoo 2.13: Glide to Direct3D11 Wrapper
Released: March 7, 2013
Author: Dege
======================================================
1. Intro
--------
I wanted to get experience in Direct3D11 and its Shader Model 4/5. I was thinking about what to code and felt that small primitive example applications would not be enough. I wanted some other bigger project because there is no other way to truly learn something. Since I like reverse engineering, emulation and cool API implementations I began to ponder on whether Glide and its pipeline could be implemented perfectly and easily using the new shader model(s) and apparate. I got to the answer "yes" so decided to quickly rewrite dgVoodoo from the ground. It is a good project to start with.
(*So, it is not an update, it does not have anything to do with the old 1.x versions. Completely brand new code architecture, new approach of implementation, etc. The setup looks like its predecessor but that's all. I was even thinking on not to name it dgVoodoo.)
(No, I do not want to get back into the Glide-businness. It is just a learning project and I share the result to the public like other things currently.)
2. Features
-----------
ShaderModel 4.1 with its structured buffers, integer types and operations makes it possible to emulate Glide perfectly. Ok, it needs a thousand of horsepowers so a strong hardware is required to use it with good framerates. In fact, this version runs the complete (chip) emulation on the GPU with minimal CPU interaction.
There are no "supported" and "unsupported" applications. If something shows graphical glitches or defects then that must be because of a programming bug and not a limitation of the underlying implementation. But of course, there are tested and untested applications, hehe. :)
3. Requirements
---------------
- Operating system: Windows Vista/7/8 with DirectX11 installed.
- Hardware: GPU supporting DirectX feature level 10.1.
4. Tested on
------------
Operating system
- Windows 7
Graphic cards:
- Intel HD 2000: Seemed to work OK but with low framerates, not recommended.
- GeForce 8600 GT: I used a special build for this one since it does not support feature level 10.1. It worked OK as well (apart from lack of mipmapping) but with low framerates too.
- ATI Radeon HD 6450: Works OK and usable with low resolutions.
- GeForce GTS 450: Works OK and usable. Larger resolutions like 1280x1024 or larger can cause performance drop in specific applications. (I'm hearing the howl: is 1280x1024 large resolution?? Haha.. But do not forget, it uses a lot power for exact emulation.)
- GeForce GTX Ti560: Works like a charm.
Post edited March 08, 2013 by Shadowcat