Nov 30, 2001 Parkan: Iron Strategy complete. Russian developer Nikita announces that its futuristic real-time strategy game is finished.
ZellSF wrote:That GPU is just way too old for dgVoodoo2. Black water sounds like a driver bug. Not sure if it's possible to fix in any way, If you're desperate you might try messing with WineD3D, DxWnd and 3D-Analyze. Too new to play an old game, too old to run the fix specifically designed to play old games? IIRC 965 only supports D3D9. See topic title. I'm wondering if Dege should make it blatantly obvious on the interface if the hardware isn't capable, since people aren't going to check themselves.
Options: Play the driver game. Win 8 doesn't support XP drivers so if you go through all the WDDM drivers and the game doesn't work then load up 7 and try XP drivers. Trying the game under WARP. It will likely be unplayably slow but might be playable at 640x. See if WineD3D works. Lowenz wrote:Yes Some performance tests done with Unreal (all D3D renderers!) Win10 64 + Unreal 227i / 1280x960 Windowed / Max Quality.Intel 530 (lastest drivers) D3D9: 378 D3D8: 342 D3D8-D3D11: 223 DDRAW: 356 DDRAW-D3D11: 125.NVidia 1050 Ti ( 382.83) D3D9: 567 D3D8: 395 D3D8-D3D11: 402 DDRAW: 410 DDRAW-D3D11: 273 Dege, as you can see the D3D8 wrapping process is really performance wise (NV GPU), but the ddraw one suffers some heavy performance hits!
Maybe the cost of locking ddraw surfaces for the software rendering.For rendering purely through GPU it's not needed. But, should be checked out.
![Parkan iron strategy patch 2 Parkan iron strategy patch 2](http://i.playground.ru/i/85/90/10/00/screenshot/parkan_2.1920xauto.jpg)
DosFreak wrote:I'm wondering if Dege should make it blatantly obvious on the interface if the hardware isn't capable, single people aren't going to check themselves. In the CPL, only those D3D11 feature levels should appear that are supported by the GPU. But yes, I think the default choice would be better to set to WARP instead of 'best available' if no real hardware support is present, to draw the user's attention to this fact. @rcreif: do you have any selectable option other than WARP or 'best available' in the 'Output API' combo list? Oldbie Posts: 1333 Joined: 2003-9-04 @ 11:06. KainXVIII wrote:Installed dgvoodoo for Outlaws (GoG version) by hint (allows for enabling translucency effects, but i don't know what effects they mean, nglide also have transparent water.), and tried historical missions - wharf town map and almost immediately game hangs with dgvoodoo, but it works fine with nglide.
I don't know what they mean by that, but I'm guessing they mean the Direct3D render has some effect the Glide Render doesn't, but the Direct3D render is. Are you trying to get the game's Direct3D or Glide render (set in olcfg.exe) to run? Have you copied dgVoodoo2's ddraw.dll and d3dimm.dll to the game's folder (even if you're using Glide)?
![Patch Patch](/uploads/1/2/5/3/125380727/783579655.jpg)
What do you mean with 'hangs' (crashes to desktop or just freezes?) and 'immediately' (right after loading or after a few seconds?). Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2. Oldbie Posts: 1272 Joined: 2006-1-01 @ 18:19. ZellSF wrote:Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2. DgVoodoo 2 allows for forcing antialiasing and anisotropic filtering. I can confirm that both work and are noticeable (even if you have to look closely).
If having those features is valuable to you, that's a distinct advantage, I'd say. Also, looking around (i.e. Mouselook) feels noticeably better to me while using the D3D renderer through dgVoodoo 2. The 3Dfx Glide renderer through nGlide feels slightly sluggish to me in comparison.
It's fine if you have nothing to compare it with, but the D3D renderer just feels more responsive and 'modern' to me (similar to how a D3D9 game feels better than a D3D7 game). It could be because Outlaws' D3D driver is 4 years newer than its Glide driver (according to olcfg.exe) or because it's a simpler, purer process to wrap D3D to D3D (with dgVoodoo 2) than it is to wrap Glide to D3D (with nGlide). Member Posts: 257 Joined: 2017-7-27 @ 21:32. ZellSF wrote:Personally I'd just use nGlide for this game if that works to you, there's really no distinct advantage to using dgVoodoo2. DgVoodoo 2 allows for forcing antialiasing and anisotropic filtering. I can confirm that both work and are noticeable (even if you have to look closely).
If having those features is valuable to you, that's a distinct advantage, I'd say. Those work with nGlide too, you just have to configure them in your graphic driver options. I noticed no difference in input latency between dgVoodoo2 and nGlide. Oldbie Posts: 1272 Joined: 2006-1-01 @ 18:19.