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Run NFS:HP2 with dgVoodoo

 
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[RS]nJL



Joined: 22 Jan 2015
Posts: 92
Location: Italy

PostPosted: Fri Apr 14, 2017 1:40 pm    Post subject: Run NFS:HP2 with dgVoodoo Reply with quote

Some say they have problems running NFS:HP2 on Windows 8, 8.1 and 10: this could depend on DirectX issues or unsupported graphics card.
You can try solving those problems with dgVoodoo2, a Glide-/DirectX-to-DirectX wrapper.

Prerequisites:

Ok, now let's talk about dgVoodoo.

Step 1: download dgVoodoo from here: http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2.html
You shouldn't need D3DCompiler_XX assuming that you've installed the DirectX redistributables (and, in case you didn't, I'm not sure that simply putting these DLLs into the system folder would do the job); also, Windows 10 comes already equipped with D3DCompiler_47.dll.
You may want to download 3DfxSplashDlls.zip if you mean to use dgVoodoo also as a Glide wrapper for other applications, but for HP2 it's not needed since its's not a Glide application.
HP2 does not require D3DRM.zip.
So in conclusion, you only need dgVoodoo v2.53 or whatever the latest version is.

Step 2: install dgVoodoo.
dgVoodoo comes not bundled with an installer, so you've to do it manually.
Easy: just extract the contents of the archive into a folder of your choice.
Optionally, you could create Start menu links for the dgVoodooSetup utility and for its Readme files.

Step 3: configure HP2 so that it makes use of dgVoodoo.
The concept is fooling the games to think they're using the API they need, while instead their requests are intercepted by the dgVoodoo wrapping libraries and dispatched to the Direct3D 11 API.
In order to do this, you simply have to copy the dgVoodoo libraries into the games folders: this kind of installation also prevents any conflict with other wrappers you may have installed, so don't worry if you have, say, PU and/or HS using nGlide.
Regarding HP2, the only library needed is D3D8.dll so copy it from the MS folder of dgVoodoo to the path where you installed HP2.

Step 4: configure dgVoodoo for HP2.
Run the dgVoodooSetup utility.
Click Add, browse to the HP2 install dir and click Select folder: this will add HP2 to the list of the different configuration profiles.
Ensure that the just added HP2 folder is selected from the drop-down list, then set the following:

General tab
Output API: Direct3D 11 (feature level 10.1).
If it's not available, then select Direct3D 11 (feature level 10.0).
If even this is not available, then your video card is not supported by dgVoodoo and you've to fall back to software rendering, by selecting Direct3D 11 MS WARP (software).
Adapter(s) to use/enable: select the video card you want to use for HP2.
If you've set Output API to MS WARP, select Microsoft Basic Render Driver.
If you have more supported cards and want to leverage the multi-GPU rendering by DirectX, select All of them.
Full Screen Output: here you can force a particular monitor to use when running in fullscreen mode.
Default will let the system decide.
Scaling mode: I suggest you to leave Unspecified here; if you're interested about the reasons, see next post.
Leave other settings to their default values.

DirectX tab
Resolution: I suggest you to leave Unforced here; if you're interested about the reasons, see next post.
Leave other settings to their default values.

Press Ok to create the configuration file and close the utility.
Configuration will be saved into the file dgVoodoo.conf inside of the HP2 folder, since that was the one selected from the drop-down list.

Step 5: try running HP2.
Launch the game from its desktop shortcut and see what happens.
The best scenario is that the game runs and problems you were experiencing before are gone.
You should see the dgVoodoo logo on the right, bottom part of the screen: that means HP2 is being correctly rendered by dgVoodoo.
Go to game Options and set the resolution you want for the races.
If your resolution is not listed, then it's too high and before you can set it, you must disable the limiting:
close the game, go to <your Docs folder>\EA Games\Need For Speed Hot Pursuit 2, open rendercaps.ini and set LimitResolution to 0, then save and relaunch the game.
Now, your resolution should be listed.
Remember to save your profile at the end: navigate through the game options till you reach the Profile screen, and click Update profile.

If your video card is not fully supported, you may be unable to run HP2 which will give you errors such as "Unknown problem initializing graphics".
Or, the game could run but in windowed mode rather than in fullscreen.
Or, if you'd been forced to use the WARP renderer, quality wouldn't be that great.

Step 6 (optional): complete the setup.
Reopen the dgVoodooSetup utility, select the HP2 folder from the drop-down list and edit the configuration as per your needs.

General tab
You can set the desired Brightness and Color levels for the game.

DirectX tab
You can try increasing the amount of VRAM of the virtual 3D card dgVoodoo exposes to HP2.
Also, if this doesn't affect your GPU performance too much, try enabling both Force bilinear filtering and Force linear mip filtering (I seem to notice better car reflections when these are checked).
Uncheck both Application controlled fullscreen/windowed state and Disable Alt-Enter to toggle screen state if you want to easily switch between full screen and windowed mode by pressing Alt-Enter.
Set the Antialias level you prefer.
You can also check Fast video memory access to slightly improve performance (at least, on my system this doesn't cause game crashes).
Finally, uncheck dgVoodoo Watermark to get rid of the dgVoodoo logo while the game is running.

Confirm with Ok.

Last but not least, open the Control Panel, reach your video card setup panel and set the desiderd scaling method when playing in fullscreen (usually between "center", "stretch", and "keep aspect ratio").

Hope this helps, bye.
Angel.
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[RS]nJL



Joined: 22 Jan 2015
Posts: 92
Location: Italy

PostPosted: Fri Apr 14, 2017 1:48 pm    Post subject: Reply with quote

You are not required to read this, although no harm can come from this Smile

I suggested setting:
Resolution = Unforced
Scaling mode = Unspecified
from the dgVoodooSetup utility for the following reasons.

The rendering resolution is the resolution dgVoodoo will request DX11 to render the images at.
The higher it is, the more details you'll get.
dgVoodoo allows you to enter a "static" resolution (in the form <width>x<height>) or a "dynamic" resolution: in the latter case, the final rendering resolution will be calculated as per the following.

  • Max = the greatest multiple of the resolution requested by the game, that's less or equal to the desktop resolution.
    Note that it will preserve the original aspect ratio of the resolution requested by the game.
  • Max FHD/QHD = the same as Max, but the final resolution will be restricted to respectively Full HD (1920x1080) or Quad HD (2560x1440).
    It comes handy if your video card suffers performance drops at higher resolutions.
  • Dynamic resolutions marked with ISF (Integer Scale Factor) are the same, except that they force the final resolution be an integer multiple of the app resolution, instead of a real multiple.


The problem with either static and dynamic resolutions is that when the rendering resolution differs from the one requested by the app, dgVoodoo must adapt the pointer coordinates from one resolution to the other and this almost surely will cause artifacts.

For example, I had to cope with two pointers, the one with original coordinates that dgVoodoo tried to hide, and the one with scaled coordinates that dgVoodoo had to draw.
It's a pain to have both of them displayed (it happens at every mouse movement), because it creates confusion at the game menu.

Setting Resolution to Unforced will make dgVoodoo choose, as the rendering resolution, the one you set from the game options preventing the problem from happening (because no scaling is needed anymore).

Rendered images are then drawn to the screen and, when the game runs in fullscreen mode, the Scaling mode parameter is analyzed to estabilish what kind of scaling to apply.

  • Unspecified = let the video driver decide.
  • Centered = no scaling applied, images will be drawn at the rendering resolution with black bars around them to fill the whole screen.
  • Stretched = images will be resized (with loss of quality) to spread over the entire screen, with no preservation of their original aspect ratio.
  • Stretched, keep Aspect Ratio = same as Stretched, but the aspect ratio of the rendered images will be kept.


Now there's an important difference between Stretched, keep Aspect Ratio and the others: in the former, scaling is handled by dgVoodoo itself and not by the video driver.

When it's dgVoodoo to perform the scaling, again there appear the above discussed problem with the doubled mouse pointer because the wrapper has to adapt its coordinates from the app resolution, to the final image size.
So to avoid this, Stretched, keep Aspect Ratio is not the good choice.

Stretched and Centered would be ok to select, but on my system they are subjected to a sort of bug where, if the final rendering resolution matches the desktop resolution, the rendering resolution gets automatically reduced.

So the best choice for the Scaling mode parameter seems to be Unspecified (which is also suggested by the author of dgVoodoo), where the desired scaling mode should be selected from the video driver properties located in the Control Panel.

That's all, good luck.
Bye, Angel.
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Robbie



Joined: 13 May 2014
Posts: 13
Location: Colorado Mountains

PostPosted: Fri Apr 14, 2017 3:16 pm    Post subject: Reply with quote

Thank you very much for all your hard work in creating the two posts above (and others). I'm sure it is appreciated by many. Very Happy
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[RS]nJL



Joined: 22 Jan 2015
Posts: 92
Location: Italy

PostPosted: Fri Apr 14, 2017 4:46 pm    Post subject: Reply with quote

Glad to hear Smile
Cya
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