WinterSnowfall
WinterSnowfall
> Pardon my ignorance, but is this the same methodology as dgVoodoo2? What's the layman's difference between that and DXVK? I have no idea what dgVoodoo2 does, nor is it...
That's not really a problem. I don't think anyone will mind (I certainly don't). And for the record probably 98%+ of the code is Alpyne's work (and dedication) anyway.
> Question, once merged will any upstream D3D8 workarounds in proton have to be removed? I'm not sure how Proton handles dll overrides, but the situation will be a bit...
> just wanted to check in in the progress here. While all the above actions are indeed checked, there will still be some refactoring and upcoming reviews that have to...
> These fixes will enhance this d3d8 functionality as well? The fixed function code is shared between d3d8/d3d9, so yes, those fixes will reflect when using d3d8 as well.
P.S.: The game in question reverts to using D3DFMT_D24X8 if the initial call to CheckDepthStencilMatch() with D3DFMT_D32 fails. This is apparent in the trace captured with WineD3D.
There's a call to `CheckDepthStencilMatch()`, using D32 as the depth stencil format, that works with dxvk but returns D3DERR_NOTAVAILABLE with WineD3D, the latter of which should be the correct behavior....
Most likely related: https://github.com/AlpyneDreams/d8vk/issues/165 It's also using UE2, and arguably the stuttering is nowhere near as bad as it is in UT2004, but it's there. It's probably more evident in...
Does setting `d3d9.cachedDynamicBuffers = True` help?
I hope it's clear that dxvk can't crash your computer - what it can do is use your hardware resources more efficiently and that could in turn expose problems that...