Recently, I picked up the GOG copies of the original Tomb Raider games in a fit of nostalgia. Unfortunately, since GOG are actually not that fantastic at making sure their games actually work properly on modern computers, I had to do a bunch of funky shit to get them to function as I wanted them to. This page collates all the stuff I did, in the hopes that it'll help other people get these games working on their machines with a minimum amount of swearing.
- Dgvoodoo Setup Program
- Dgvoodoo Setup.exe Download
- Dgvoodoo 2 Setup Guide
- Cached
- Dgvoodoo Setup
- See Full List On Pcgamingwiki.com
In mind that every instance of XI will use w/e vram you have set so if you dual box and have a 2gb card you will. Jan 04, 2018 DgVoodoo 2.53. DgVoodoo 2 is a wrapper for old graphics API's for Windows. By downloading this file, you agree that you understand and accept the section titled: Terms & Disclaimer shown at the bottom of this page. If you have not read, understand or agreed to that Disclaimer, close this dialog and do not download this file. In mind that every instance of XI will use w/e vram you have set so if you dual box and have a 2gb card you will.
See full list on pcgamingwiki.com. DgVoodoo settings for Resident Evil. Click on OK and dgVoodoo will create a configuration file inside your Biohazard PC folder. From the dgVoodoo folder, enter MS x86 and copy D3DImm.dll to your Biohazard PC folder. From the dgVoodoo folder, enter MS x86 again, take ddraw.dll, rename it to reddraw.dll, and copy if to your Biohazard PC folder.
For context, since I prefer old games to be windowed (since they're easier to stream etc.), my configurations aim to get the games working somewhat as intended in a 1024x768 window. You should only need minor adjustments to take this to fit whatever other perverse setting you desire.
Massive thanks to the GOG.com forums for figuring most of this out for themselves! I'm just putting it all in one place.
- The Tomb Raider Series on Vista and XP Multi-Patch, which should be self explanatory.
- dgVoodoo, a wrapper/general purpose toolkit for un-fucking a wide variety of problems with old video stuff via DX10. Your browser might complain that it's a virus (I assure you it ain't) so you might need to fart about to get it downloaded.
- If you're gonna use a gamepad, some kind of tool for binding gamepad buttons to keyboard inputs. I personally use DS4Windows, since I have a Dual Shock 4, but there are plenty of other options out there like XPadder and InputMapper.
- The patience of a saint. I think you can get this on Craigslist...?
A BRIEF NOTE BEFORE WE START: These guides target the GOG.com versions of the games. I believe that the Steam versions are basically the same, so these guides may well also work with them. I can't confirm this, however, because I don't have them. Sorry! |
Ahh, TR1. The game that gave a thousand teenage boys awkward erections over a poorly-modelled mannequin blowing away scores of wildlife. Whaddagame! The PC version differs slightly from later versions of the game in that it uses MS-DOS as an operating system and the long-extinct 3DFX Glide video system for rendering three-polygon cleavage. GOG have the game set-up in a semi-functional way, but there are still a few issues.
- If you have a gamepad plugged in, the game will constantly assume you're pressing slightly in one direction, making using the menus an exercise in futility.
- The game will fuck with your gamma, which will brighten up your screen (including the bits outside the game, like your desktop) and might potentially leave it like that until you reset your PC if the game doesn't close properly (ie. it crashes).
Thankfully, there's a better way: An obscure Windows-based patch to support a long-obsolete 3D acceleration standard, and a big ol' pile of hacks on top of that. Luckily, someone else has already put together a great guide to putting all that together. You can find that, along with all the necessary files, here. If you're using a digital release like Steam or GOG, you'll also want a CD emulator. I personally use WinCDEmu since it's free, open-source (for what that's worth) and lacks malware, unlike certain other solutions.
Because when you make a game and it becomes super popular and sells a squillion copies, the only logical thing to do is make a sequel and hopefully not spend the next ten years doing so. This edition added more human enemies to fight, vehicles to drive, and that damn butler in the training level.
Because GOG are committed to making sure that these games are preserved for a future generation, they did a great job on bringing the game to modern computers, if you ignore the following minor issues:
- It doesn't fucking work. Not on Windows 10, anyway.
There are other issues, too, but baby steps. Let's get this thing running first, then we can sweat the small stuff.
GETTING THE GAME RUNNING ON WINDOWS 10
Thankfully, this one is comparatively painless. Download the Multi-Patch linked above, extract the EXE, and run it. Click through the first screen, then expand the 'Utilities' tab and tick 'Extract Updates to Desktop', like so.
(Like so.) |
Click forward, and you'll get a bunch of annoying error messages about not having the original CDs. Click past 'em and wait for the installer to dump a folder full of stuff on your desktop. Move it somewhere where you know you can find it.
Open the 'TR2' subfolder, grab everything inside, and copy it over to your Tomb Raider 2 install folder. Overwrite everything when asked. Now the game should run as intended! Use the 'Setup' link in the Start Menu to define your video settings and generally make everything right.
GETTING THE CUTSCENES WINDOWED TOO
The one last obstacle in our path is the FMV sequences - when they run, the game will be dragged, kicking and screaming, into fullscreen mode, generally making a mess of things. dgVoodoo can provide a solution to this.
Open the dgVoodoo zip, and extract the exe file to your Tomb Raider 2 install folder. Next, open the 'MS' subdirectory and dump the contents of that into the install folder too. Now, run dgVoodooCpl.exe.
(Figure 4.2: 'Portrait of the dgVoodoo Interface as a Young Man') |
First thing's first, hit the '.' button to set the config location properly. This is important! Next up...
- In the 'General' tab, check the 'Windowed' radio button, and uncheck 'Capture Mouse'.
- Ignore the 'Glide' tab. It's not relevant to TR2.
- In the 'DirectX' tab, uncheck 'Application Controlled Fullscreen/Windowed State', set 'Resolution' to whatever you set in TR2's setup, and uncheck 'dgVoodoo Watermark' because why the hell would you want that?
Finally, hit Apply, and you're done!
AAAND DONEZO
Now you can play TR2 in a nice window on a modern PC without it occasionally demanding to take full control of your screen and kick your windows around, making a mess of your pots and pans and proving once and for all to your partner that they have terrible taste.
(Click for larger images as evidence that I actually did this and aren't just messing with you) |
Because what good's a trilogy without a three?
Thankfully, TR3 actually works out of the box, albeit without any support for Windowed mode full-stop. Thankfully, the solution is pretty much the same as listed above for TR2 - use the Multi-Patch to stamp out a few issues, then use dgVoodoo to force the game into accepting your vile windowed mode whims.
IN A BIND
However, this setup will generate one minor new problem - that pressing the jump button will pause the game until you press jump again. Because it's bound to Alt, y'see. Luckily, this isn't too hard to solve - Just open the 'User Keys' menu in-game, bind Jump to something memorable, and adjust your controller bindings to fit. There we go!
AND SORTED
Well, that was comparatively painless.
(Click for larger images... is it just me, or does she look kind of like an alien?) |
These games both use the same engine, so I'm lumping 'em together. By default, they run decently enough out of the box that the only thing you really need to care about is setting the Control Method in the options menu to 'Keyboard' and use your controller binding thing to do things manually. Ye Olde Joystick Handling doesn't seem to handle modern analog sticks all that well, sadly.
Good luck.
For completion's sake, here's a handy guide on what keyboard keys to bind your keyboard to in order to best replicate the original intended control scheme, as clunky as it was. Special thanks to Stella's Walkthroughs for collating this!
Worth noting: If you're gonna use the analog stick, make sure you have a deadzone defined in your tool of choice. Otherwise you'll get a bad case of the constantly-pressing-one-direction-when-you're-not-touching-the-controllers.
TOMB RAIDER 1 & 2
Action | XBox/Dual Shock Button | PC Key |
Movement | D-Pad and/or Left Stick | Arrow Keys |
Jump | X / Square | Alt |
Action | A / Cross | Control |
Draw Weapon | Y / Triangle | Spacebar |
Roll | B / Circle | End |
Look Around | Left Bumper / L1 | Numpad 0 |
Walk | Right Bumper / R1 | Shift |
Step Left | Left Trigger / L2 | Delete |
Step Right | Right Bumper / R2 | Page Down |
Flare (TR2) | Click Left Stick / L3 | / |
Inventory | Start, Select and/or Equivalents Thereof | Esc |
TOMB RAIDER 3 (DEFAULTS, SEE 'IN A BIND' ABOVE)
Action | XBox/Dual Shock Button | PC Key |
Movement | D-Pad and/or Left Stick | Arrow Keys |
Jump | X / Square | Alt |
Action | A / Cross | Control |
Draw Weapon | Y / Triangle | Spacebar |
Roll | B / Circle | End |
Look Around | Left Bumper / L1 | Numpad 0 |
Walk | Right Bumper / R1 | Shift |
Crouch | Left Trigger / L2 | . |
Dash | Right Bumper / R2 | / |
Flare | Click Left Stick / L3 | , |
Inventory | Start, Select and/or Equivalents Thereof | Esc |
- The folks at Tomb Raider Chronicles for preparing and compiling so many compatibility fixes
- 'supermeh', 'fk.', and other GOG.com forumites for doing the hard yards and figuring this out
- Stella for collating the game control schemes for ease of translation into these tables
- Shadow Hog for pointing me at a better solution for TR1
- If you're still reading this, you oughta check this oral history of the series out. It's pretty interesting.
Go Back, Foul Demon! | To the Top | Get in Touch |
Developers | |
---|---|
Release dates | |
Windows | 2013 |
Key points
- dgVoodoo 2 is a graphics wrapper that converts old graphics APIs to Direct3D 11 or Direct3D 12 (as of version 2.7) for use on Windows 7/8/10.
- Fixes many compatibility and rendering issues when running old games on modern systems as well as enabling the usage of various overrides and enhancements.
- Enables the use of third-party tools, such as ReShade, to enhance or improve the gaming experience.
General information
- Official website
- Official download repository
- Development and support forum
- 1General information
- 2Installation
- 3Common Glide & DirectX graphics settings
- 4Configuring Glide
- 5Configuring DirectX
- 5.2Videocard
- 6Hidden options and settings
General information[edit]
API support[edit]
- The following graphics API libraries are implemented[1]
- Glide 2.11
- Glide 2.54
- Glide 3.10
- Glide 3.10 Napalm
- DirectX 2-7
- DirectX 8-8.1
- DirectX 9 (as of version 2.6)
Configuration file(s) location[edit]
System | Location |
---|---|
Windows | %APPDATA%dgVoodoo[Note 1] dgVoodoo.conf |
Game specific configuration files[edit]
- If there is no dgVoodoo configuration file in the same folder as the game executable, dgVoodoo will use global settings.
Instructions[2] |
---|
Notes
|
Installation[edit]
DirectX 2-8[edit]
Installation instructions[2] |
---|
|
DirectX 9[edit]
- DirectX 9 support has been added in version 2.6 and is still very early in development compared to DirectX 2-8.
Installation instructions[2] |
---|
|
Glide[edit]
Installation instructions[2] |
---|
|
Glide 3.10 Napalm[edit]
- Napalm should only be used for Glide 3 games where the regular Glide 3 library is too slow.
Installation instructions[2] |
---|
|
Glide QEmu (x64)[edit]
- The QEmu versions of the Glide libraries are intended for usage only with the 64-bit QEmu multiplatform virtualization tool.
Installation instructions[2] |
---|
|
Common Glide & DirectX graphics settings[edit]
- The resolution and anti-aliasing options are relevant to both Glide and DirectX.
Display Resolution[edit]
- See Widescreen resolution for relevant information.
- See Scaling for information on scaling resolutions.
- Forcing a specific resolution can break UI menus, graphical effects and much more.
Resolution | Description |
---|---|
Unforced | The application will control the resolution. This is the safest and the default option. |
2x, 3x, 4x | Dynamically scales the current resolution set in-game, which is calculated by the wrapper. |
Max | The maximum available resolution will be used. |
Max ISF | The maximum available integer multiple of the apps resolution will be used. |
Max FHD | Full HD (1920x1080); 1080p will be the maximum available resolution to the application. |
Max FHD ISF | The max available integer multiple of the apps resolution will be used; FHD (1920x1080); 1080p. |
Max QHD | QHD (2560x1440); 1440p will be the maximum available resolution to the application. |
Max QHD ISF | The max available integer multiple of the apps resolution will be used; QHD (2560x1440); 1440p. |
Resolution | Resolutions from 640x480 up to the current display's native resolution can be forced. |
Anti-aliasing (MSAA)[edit]
- See Anti-aliasing (AA) for relevant information.
- Forcing anti-aliasing can cause graphical artifacts.
MSAA Level | Description |
---|---|
Off | Forces anti-aliasing off. For DirectX applications, this only affects DirectX 8 and above. |
App driven | The application controls the anti-aliasing. Safest option. |
2x, 4x, 8x | Anti-aliasing (MSAA) will be forced to the selected amount. |
Configuring Glide[edit]
3Dfx card[edit]
This option allows for the selection of 3D accelerated cards that use the Glide rendering API.
Some applications and games may need an older card model or older Glide versions, due to the advancements of Voodoo 3Dfx technology made over time.
The different video cards also presents bias to games which may lock particular rendering capabilities and properties to certain 3Dfx cards and versions of Glide.
Parameter | Description | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VRAM (Video Random Access Memory) | The amount of emulated video memory of the selected video card can be changed with this option. No texture memory is stored on the onboard RAM, but instead it is processed and managed by the Texture Management Unit(s) (TMU). | ||||||||||||||||||||||||||||||
Texture Management | Texture Management Units (TMU) allow for multi-texturing management. The amount of TMU texture memory is adjustable.
| ||||||||||||||||||||||||||||||
Force bi-linear filter | Forcing bi-linear texture filtering can cause artifacts. | ||||||||||||||||||||||||||||||
Disable mipmapping | Disables mipmapping. Self-explanatory. |
Miscellaneous[edit]
Parameter | Description |
---|---|
Enable Glide Gamma Ramp | A gamma correction curve can be set through the Glide interface when enabled. Since Glide uses a linear curve by default, the gamma level might not match the default or one's taste and can look visually detracting. |
Force emulating true PCI access | When enabled, the virtual 3Dfx card will have PCI bus speeds emulated as closely as possible. Emulation of true PCI access should theoretically never be disabled but there can be possible degradation of performance when left enabled. |
3Dfx Watermark | Shows the 3Dfx watermark in-game when enabled. |
Pointcast Palette driver build | This option only affects Voodoo 2 cards, this should always be left disabled. |
Force V-Sync | If V-Sync is enabled, games that run too fast stabilize at the maximum frame-rate of the monitor used, however some games may need certain synchronizations of frame-rates to work properly. |
16 bit depth buffer | Use only when Z-fighting occurs. Z-fighting can be better avoided with a 16-bit depth buffer, however artifacting can occur. |
3Dfx Splash screen | The 3Dfx splash screen is seen when an application starts, disabling this option prevents this animation from playing. |
Enable inactive app state | When an application loses focus, it may be desired to make the application go into an inactive state. |
Configuring DirectX[edit]
Disable and passthru to real DirectX[edit]
If dgVoodoo is not needed anymore or just temporarily, without removing dgVoodoo's DLLs this option will disable dgVoodoo's DirectX wrapper.
Videocard[edit]
This option allows for the selection of internal virtual 2D (SVGA) and 3D accelerated cards.
The other four non-dgVoodoo card types give specific emulated ATI/nVidia/Matrox driver versions and capabilities.
The different video cards also presents bias to games which lock particular rendering capabilities and properties to owners of a real ATI, nVidia or Matrox card.
The virtual SVGA card exposes only software capable rendering (2D rendering) to the application. All other virtual video cards have full hardware acceleration and capabilities, including 'Transform & Light'.
However, the only full D3D9 compatible card is the Internal 3D Accelerated card.
VRAM (Video Random Access Memory)[edit]
The amount of emulated video memory of the selected video card can be changed with this option.
Be careful though, DirectX 7 and older applications can fail to launch if the emulated VRAM is set higher than 256 MB.
Some games may require more VRAM to render textures at higher resolutions. There are also other advantages to increasing the VRAM.
Video card | VRAM Min | VRAM Limit |
---|---|---|
dgVoodoo Virtual SVGA Card | 16 MB | 128 MB |
dgVoodoo Virtual 3D Accelerated Card | 16 MB | 2048 MB |
GeForce 4 Ti 4800 | 64 MB | 256 MB |
ATI Radeon 8500 | 64 MB | 256 MB |
Matrox Parhelia-512 | 128 MB | 256 MB |
GeForce FX 5700 Ultra | 64 MB | 256 MB |
Dgvoodoo Setup Program
Texture Filtering[edit]
- See Anisotropic filtering (AF) for relevant information.
- Forcing texture filtering on an application can create glitches or break rendering effects.
- GPU driver-forced global or per-app anisotropic filtering will override the dgVoodoo2
Anisotropic
setting.
Dgvoodoo Setup.exe Download
Filtering | Description |
---|---|
App driven | The application will control the texture filtering quality. This is safest and the default option. |
Point sampled | Point sampled texture filtering will be forced. |
Bilinear | Bilinear filtering will be forced. The four nearest texels to the pixel center are sampled. |
Linear mipmap | Nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps. |
Trilinear | Trilinear filtering will be forced. Bilinear filtering on the two closest mipmap levels are applied and are interpolated. |
Anisotropic | Ansiotropic filtering of up to 16x can be forced. |
- Mipmapping can be disabled with the 'No mipmapping' option below the filtering settings.
Window Behaviour[edit]
Parameter | Description |
---|---|
Application controller fullscreen/windowed state | Unticking this option will force the specified screen mode in the General tab. |
Disable Alt-Enter to toggle screen state | Disabling this option is recommended if the application already handles its window state via Alt+Enter If this is not disabled and Alt+Enter is used for an application that utilizies it, then dgVoodoo will conflict with the application. |
Miscellaneous[edit]
Dgvoodoo 2 Setup Guide
Parameter | Description |
---|---|
Bi-linear blit stretch | When enabled, linear filtering is applied for stretched copying between 2D surfaces (DirectDraw only). Linear filtering is much nicer generally but can cause artifacts, especially with color-keyed blitting. Early hardware did not support or apply point sampled blitting, which can end up with very pixelated results. |
Force V-Sync | Vertical syncing is forced in all cases whenever the application window draws. However there is a performance penality when enabling V-Sync. |
Fast video memory access | Fast video memory access is applied for locked surfaces. Only recommended to use if an application is performing slowly, despite system specifications. |
Apply Phong shading when possible | Phong shading is applied in place of Gouraud when it is possible. This option only has effect when the application uses the fixed function vertex/pixel pipeline and pushes all the work of the vertex transform & lighting (T & L) to Direct3D when rendering primitives.Do note though, using Phong shading requires much more GPU power than default shading. |
dgVoodoo Watermark | Shows the dgVoodoo watermark in-game when enabled. |
Hidden options and settings[edit]
- GeneralExt, GlideExt, DirectXExt and Debug are all hidden. Right-click on the dgVoodoo banner and tick 'Show all sections of the configuration'.
- Not recommended for usage by inexperienced users. A lot of the options are experimental or unstable for normal usage.
General Extended[edit]
Desktop properties
Parameter | Description |
---|---|
Desktop resolution | The native resolution can be forced for dgVoodoo's internal calculations. This is useful for rare cases where applications may pre-set the desktop to something other than the native resolution before dgVoodoo initializes fully. Applies to all display outputs. |
Desktop bit depth | The screen bit-depth that should be reported through dgVoodoo can be defined to a 8, 16, or 32 bit-depth level. |
Image output
Parameter | Description |
---|---|
Integer scale factor | The integer factor for scaling the out image coming from a wrapped API can be dictated from 1-5, or the maximum available. Integer scaling is always done with nearest point filtering, independent of the scale. Custom integer scaling factors can be defined manually for horizontal and vertical scaling. |
Deframer size | When the resolution is forced to something other than the application default, then a black frame will be drawn around the output image coming from the wrapped API. This is to remove scaling artifacts (maximum 16 pixels). |
Display ROI | Display Region Of Interest - If the scaling is handled by dgVoodoo, then a sub-rectangle of the output image to be displayed can be defined, which is coming from a wrapped API. The defined sub-rectangle is mapped to the display output according to the current scaling mode. It can be useful for applications rendering a widescreen sub-image into a 4:3 resolution; in this case you can scale up that sub-image to (nearly) fill the whole screen on a widescreen monitor. |
Force nearest point filter | If the scaling is handled by dgVoodoo, then a resampling method can be selected. The more complex the filter is, the more computationally expensive it becomes. Resampling methods listed in order of complexity:
|
Windowed mode attributes
Parameter | Description |
---|---|
Borderless | Forces the application window to be borderless. |
Always on top | Forces the application window to remain always visible, despite other windows being in focus. |
Fullscreen size | Any content in the application window will be the same in fullscreen mode, preserving potential black bars. This is useful for achieving fake fullscreen mode (in conjunction with other relevant settings). |
Action | XBox/Dual Shock Button | PC Key |
Movement | D-Pad and/or Left Stick | Arrow Keys |
Jump | X / Square | Alt |
Action | A / Cross | Control |
Draw Weapon | Y / Triangle | Spacebar |
Roll | B / Circle | End |
Look Around | Left Bumper / L1 | Numpad 0 |
Walk | Right Bumper / R1 | Shift |
Crouch | Left Trigger / L2 | . |
Dash | Right Bumper / R2 | / |
Flare | Click Left Stick / L3 | , |
Inventory | Start, Select and/or Equivalents Thereof | Esc |
- The folks at Tomb Raider Chronicles for preparing and compiling so many compatibility fixes
- 'supermeh', 'fk.', and other GOG.com forumites for doing the hard yards and figuring this out
- Stella for collating the game control schemes for ease of translation into these tables
- Shadow Hog for pointing me at a better solution for TR1
- If you're still reading this, you oughta check this oral history of the series out. It's pretty interesting.
Go Back, Foul Demon! | To the Top | Get in Touch |
Developers | |
---|---|
Release dates | |
Windows | 2013 |
Key points
- dgVoodoo 2 is a graphics wrapper that converts old graphics APIs to Direct3D 11 or Direct3D 12 (as of version 2.7) for use on Windows 7/8/10.
- Fixes many compatibility and rendering issues when running old games on modern systems as well as enabling the usage of various overrides and enhancements.
- Enables the use of third-party tools, such as ReShade, to enhance or improve the gaming experience.
General information
- Official website
- Official download repository
- Development and support forum
- 1General information
- 2Installation
- 3Common Glide & DirectX graphics settings
- 4Configuring Glide
- 5Configuring DirectX
- 5.2Videocard
- 6Hidden options and settings
General information[edit]
API support[edit]
- The following graphics API libraries are implemented[1]
- Glide 2.11
- Glide 2.54
- Glide 3.10
- Glide 3.10 Napalm
- DirectX 2-7
- DirectX 8-8.1
- DirectX 9 (as of version 2.6)
Configuration file(s) location[edit]
System | Location |
---|---|
Windows | %APPDATA%dgVoodoo[Note 1] dgVoodoo.conf |
Game specific configuration files[edit]
- If there is no dgVoodoo configuration file in the same folder as the game executable, dgVoodoo will use global settings.
Instructions[2] |
---|
Notes
|
Installation[edit]
DirectX 2-8[edit]
Installation instructions[2] |
---|
|
DirectX 9[edit]
- DirectX 9 support has been added in version 2.6 and is still very early in development compared to DirectX 2-8.
Installation instructions[2] |
---|
|
Glide[edit]
Installation instructions[2] |
---|
|
Glide 3.10 Napalm[edit]
- Napalm should only be used for Glide 3 games where the regular Glide 3 library is too slow.
Installation instructions[2] |
---|
|
Glide QEmu (x64)[edit]
- The QEmu versions of the Glide libraries are intended for usage only with the 64-bit QEmu multiplatform virtualization tool.
Installation instructions[2] |
---|
|
Common Glide & DirectX graphics settings[edit]
- The resolution and anti-aliasing options are relevant to both Glide and DirectX.
Display Resolution[edit]
- See Widescreen resolution for relevant information.
- See Scaling for information on scaling resolutions.
- Forcing a specific resolution can break UI menus, graphical effects and much more.
Resolution | Description |
---|---|
Unforced | The application will control the resolution. This is the safest and the default option. |
2x, 3x, 4x | Dynamically scales the current resolution set in-game, which is calculated by the wrapper. |
Max | The maximum available resolution will be used. |
Max ISF | The maximum available integer multiple of the apps resolution will be used. |
Max FHD | Full HD (1920x1080); 1080p will be the maximum available resolution to the application. |
Max FHD ISF | The max available integer multiple of the apps resolution will be used; FHD (1920x1080); 1080p. |
Max QHD | QHD (2560x1440); 1440p will be the maximum available resolution to the application. |
Max QHD ISF | The max available integer multiple of the apps resolution will be used; QHD (2560x1440); 1440p. |
Resolution | Resolutions from 640x480 up to the current display's native resolution can be forced. |
Anti-aliasing (MSAA)[edit]
- See Anti-aliasing (AA) for relevant information.
- Forcing anti-aliasing can cause graphical artifacts.
MSAA Level | Description |
---|---|
Off | Forces anti-aliasing off. For DirectX applications, this only affects DirectX 8 and above. |
App driven | The application controls the anti-aliasing. Safest option. |
2x, 4x, 8x | Anti-aliasing (MSAA) will be forced to the selected amount. |
Configuring Glide[edit]
3Dfx card[edit]
This option allows for the selection of 3D accelerated cards that use the Glide rendering API.
Some applications and games may need an older card model or older Glide versions, due to the advancements of Voodoo 3Dfx technology made over time.
The different video cards also presents bias to games which may lock particular rendering capabilities and properties to certain 3Dfx cards and versions of Glide.
Parameter | Description | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VRAM (Video Random Access Memory) | The amount of emulated video memory of the selected video card can be changed with this option. No texture memory is stored on the onboard RAM, but instead it is processed and managed by the Texture Management Unit(s) (TMU). | ||||||||||||||||||||||||||||||
Texture Management | Texture Management Units (TMU) allow for multi-texturing management. The amount of TMU texture memory is adjustable.
| ||||||||||||||||||||||||||||||
Force bi-linear filter | Forcing bi-linear texture filtering can cause artifacts. | ||||||||||||||||||||||||||||||
Disable mipmapping | Disables mipmapping. Self-explanatory. |
Miscellaneous[edit]
Parameter | Description |
---|---|
Enable Glide Gamma Ramp | A gamma correction curve can be set through the Glide interface when enabled. Since Glide uses a linear curve by default, the gamma level might not match the default or one's taste and can look visually detracting. |
Force emulating true PCI access | When enabled, the virtual 3Dfx card will have PCI bus speeds emulated as closely as possible. Emulation of true PCI access should theoretically never be disabled but there can be possible degradation of performance when left enabled. |
3Dfx Watermark | Shows the 3Dfx watermark in-game when enabled. |
Pointcast Palette driver build | This option only affects Voodoo 2 cards, this should always be left disabled. |
Force V-Sync | If V-Sync is enabled, games that run too fast stabilize at the maximum frame-rate of the monitor used, however some games may need certain synchronizations of frame-rates to work properly. |
16 bit depth buffer | Use only when Z-fighting occurs. Z-fighting can be better avoided with a 16-bit depth buffer, however artifacting can occur. |
3Dfx Splash screen | The 3Dfx splash screen is seen when an application starts, disabling this option prevents this animation from playing. |
Enable inactive app state | When an application loses focus, it may be desired to make the application go into an inactive state. |
Configuring DirectX[edit]
Disable and passthru to real DirectX[edit]
If dgVoodoo is not needed anymore or just temporarily, without removing dgVoodoo's DLLs this option will disable dgVoodoo's DirectX wrapper.
Videocard[edit]
This option allows for the selection of internal virtual 2D (SVGA) and 3D accelerated cards.
The other four non-dgVoodoo card types give specific emulated ATI/nVidia/Matrox driver versions and capabilities.
The different video cards also presents bias to games which lock particular rendering capabilities and properties to owners of a real ATI, nVidia or Matrox card.
The virtual SVGA card exposes only software capable rendering (2D rendering) to the application. All other virtual video cards have full hardware acceleration and capabilities, including 'Transform & Light'.
However, the only full D3D9 compatible card is the Internal 3D Accelerated card.
VRAM (Video Random Access Memory)[edit]
The amount of emulated video memory of the selected video card can be changed with this option.
Be careful though, DirectX 7 and older applications can fail to launch if the emulated VRAM is set higher than 256 MB.
Some games may require more VRAM to render textures at higher resolutions. There are also other advantages to increasing the VRAM.
Video card | VRAM Min | VRAM Limit |
---|---|---|
dgVoodoo Virtual SVGA Card | 16 MB | 128 MB |
dgVoodoo Virtual 3D Accelerated Card | 16 MB | 2048 MB |
GeForce 4 Ti 4800 | 64 MB | 256 MB |
ATI Radeon 8500 | 64 MB | 256 MB |
Matrox Parhelia-512 | 128 MB | 256 MB |
GeForce FX 5700 Ultra | 64 MB | 256 MB |
Dgvoodoo Setup Program
Texture Filtering[edit]
- See Anisotropic filtering (AF) for relevant information.
- Forcing texture filtering on an application can create glitches or break rendering effects.
- GPU driver-forced global or per-app anisotropic filtering will override the dgVoodoo2
Anisotropic
setting.
Dgvoodoo Setup.exe Download
Filtering | Description |
---|---|
App driven | The application will control the texture filtering quality. This is safest and the default option. |
Point sampled | Point sampled texture filtering will be forced. |
Bilinear | Bilinear filtering will be forced. The four nearest texels to the pixel center are sampled. |
Linear mipmap | Nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps. |
Trilinear | Trilinear filtering will be forced. Bilinear filtering on the two closest mipmap levels are applied and are interpolated. |
Anisotropic | Ansiotropic filtering of up to 16x can be forced. |
- Mipmapping can be disabled with the 'No mipmapping' option below the filtering settings.
Window Behaviour[edit]
Parameter | Description |
---|---|
Application controller fullscreen/windowed state | Unticking this option will force the specified screen mode in the General tab. |
Disable Alt-Enter to toggle screen state | Disabling this option is recommended if the application already handles its window state via Alt+Enter If this is not disabled and Alt+Enter is used for an application that utilizies it, then dgVoodoo will conflict with the application. |
Miscellaneous[edit]
Dgvoodoo 2 Setup Guide
Parameter | Description |
---|---|
Bi-linear blit stretch | When enabled, linear filtering is applied for stretched copying between 2D surfaces (DirectDraw only). Linear filtering is much nicer generally but can cause artifacts, especially with color-keyed blitting. Early hardware did not support or apply point sampled blitting, which can end up with very pixelated results. |
Force V-Sync | Vertical syncing is forced in all cases whenever the application window draws. However there is a performance penality when enabling V-Sync. |
Fast video memory access | Fast video memory access is applied for locked surfaces. Only recommended to use if an application is performing slowly, despite system specifications. |
Apply Phong shading when possible | Phong shading is applied in place of Gouraud when it is possible. This option only has effect when the application uses the fixed function vertex/pixel pipeline and pushes all the work of the vertex transform & lighting (T & L) to Direct3D when rendering primitives.Do note though, using Phong shading requires much more GPU power than default shading. |
dgVoodoo Watermark | Shows the dgVoodoo watermark in-game when enabled. |
Hidden options and settings[edit]
- GeneralExt, GlideExt, DirectXExt and Debug are all hidden. Right-click on the dgVoodoo banner and tick 'Show all sections of the configuration'.
- Not recommended for usage by inexperienced users. A lot of the options are experimental or unstable for normal usage.
General Extended[edit]
Desktop properties
Parameter | Description |
---|---|
Desktop resolution | The native resolution can be forced for dgVoodoo's internal calculations. This is useful for rare cases where applications may pre-set the desktop to something other than the native resolution before dgVoodoo initializes fully. Applies to all display outputs. |
Desktop bit depth | The screen bit-depth that should be reported through dgVoodoo can be defined to a 8, 16, or 32 bit-depth level. |
Image output
Parameter | Description |
---|---|
Integer scale factor | The integer factor for scaling the out image coming from a wrapped API can be dictated from 1-5, or the maximum available. Integer scaling is always done with nearest point filtering, independent of the scale. Custom integer scaling factors can be defined manually for horizontal and vertical scaling. |
Deframer size | When the resolution is forced to something other than the application default, then a black frame will be drawn around the output image coming from the wrapped API. This is to remove scaling artifacts (maximum 16 pixels). |
Display ROI | Display Region Of Interest - If the scaling is handled by dgVoodoo, then a sub-rectangle of the output image to be displayed can be defined, which is coming from a wrapped API. The defined sub-rectangle is mapped to the display output according to the current scaling mode. It can be useful for applications rendering a widescreen sub-image into a 4:3 resolution; in this case you can scale up that sub-image to (nearly) fill the whole screen on a widescreen monitor. |
Force nearest point filter | If the scaling is handled by dgVoodoo, then a resampling method can be selected. The more complex the filter is, the more computationally expensive it becomes. Resampling methods listed in order of complexity:
|
Windowed mode attributes
Parameter | Description |
---|---|
Borderless | Forces the application window to be borderless. |
Always on top | Forces the application window to remain always visible, despite other windows being in focus. |
Fullscreen size | Any content in the application window will be the same in fullscreen mode, preserving potential black bars. This is useful for achieving fake fullscreen mode (in conjunction with other relevant settings). |
Miscellaneous
Parameter | Description |
---|---|
Environment | The software environment that dgVoodoo runs in can be changed from unspecified, DosBox and QEmu. |
Free mouse | When enabled, the physical mouse is free to move around inside the game's window when using emulated scaling and/or application and forced resolutions differs. Can be useful for when a game relies on the physical window size. |
Enable GDI hooking | If enabled, dgVoodoo hooks GDI to be able to render graphical contents (like movie playback through the ancient Windows Multimedia AVI player library) rendered through GDI. Experimental feature, for the time being it's implemented only for DirectX emulation. |
Glide Extended[edit]
Dithering
Parameter | Description |
---|---|
Dithering | Defines when Glide dithering should take place. If dithering is app driven, then the dithering effect is also controlled by the application. |
Effect | The type of dithering effect that should be used when dithering is forced. Pure 32-bit is a fake effect that provides the best quality. |
Ordered matrix size scale | The integer scale value for the dither matrix size: 1 = normal size, 2 = double size, etc. 0 = automatic (the aim is to have some retro feel and look). |
DirectX Extended[edit]
Adapter properties
Parameter | Description |
---|---|
ID Type | The driver version and Vendor ID type that the wrapper should report to the application can be changed. Some games rely on this information. Can be defined only for SVGA and Internal 3D card types, the others have their own predefined vendor information. You can refine various ID's (vendor device, subsys, revision) in the appropriate fields. Note that defining unmatching vendor ID's makes no sense. |
Vendor ID | The Vendor ID can be defined only for SVGA and Internal 3D card types. You can overwrite these properties even if a non-default adapter ID type is defined: say, you defined an NVIDIA ID type but would like to refine the device ID. |
Subsystem ID | |
Device ID | |
Revision ID |
Enumerated resolutions
Parameter | Description |
---|---|
Defaults | Resolutions that should be reported to the application by default can be defined.
|
Extras | Custom resolutions are defined in this field. |
Enumerated bit depths | The 8, 16, and 32-bit bit-depths options define what resolutions should be enumerated (allowed) with. |
Dithering
Cached
Parameter | Description |
---|---|
Dithering | When the dithering effect should be applied:
|
Effect | Select the dithering effect
|
Dither matrix scale | Integer scale value for dither matrix size:
|
Miscellaneous
Parameter | Description |
---|---|
Depth buffers | Internal bit depth of depth/stencil buffers for 3D rendering. Forcing 32-bit is not recommended.
|
Max VS const registers | Maximum number of vertex shader constant registers (DirectX 8/9 only). The higher this value is, the lower the performance will be. Can only be defined for dgVoodoo SVGA and Internal 3D card types.
|
MS D3D device names | When enabled, the original Microsoft D3D device names are exposed for the GPU. Some applications check for original device names, which can fail when dgVoodoo device names are exposed. |
Smoothed depth sampling | Extra smoothing is added to depth textures when they are sampled. |
Batched update for primary surface | If enabled, direct changes of the primary surface are batched together for presenting the surfaces. If disabled, then each change is instantly presented (debug-like mode). |
Force scale & MSSA on RT textures | Forced resolution scaling and MSAA are also applied to render target textures. Disable this option if a game requires pixel-precise rendering. |
Deferred screen mode switch | Fullscreen switching is deferred after the application initialized the DirectX device. This can be useful for games that don't expect rendering window changes during initialization, causing the game to crash. |
Debug[edit]
Debugging
- These options only affect debug and spec-release builds of dgVoodoo
- There exists a
Log to file
option, but it is currently unimplemented.
Parameter | Description |
---|---|
Message Severity | The severity of INFO, WARNING, and ERROR type messages can be:
|
Maximum trace level | Maximum trace level can be:
|
HUD and interface scaling on high resolutions[edit]
Dgvoodoo Setup
- Many games don't scale their interface and HUD which end up being very small or even unusable on high resolutions. By instead forcing high resolution using dgVoodoo, this problem can be fixed in many games.
- Some games will have mouse and/or rendering issues when resolution is being forced.
Instructions[2] |
---|
Notes
|
Notes
- ↑When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%VirtualStore
on Windows Vista and later (more details).
See Full List On Pcgamingwiki.com
References
- ↑http://dege.freeweb.hu/
- ↑ 2.02.12.22.32.42.52.6Verified by User:Antrad on July 9, 2019