github WinterSnowfall/d7vk v0.6
Version 0.6

4 hours ago

Probably the final v0.x release before the long awaited v1.0, it adds support for a few noteworthy D3D7 capabilities.

Fixes/additions:

  • Fully operational D3D7 anti-aliasing, controlled through D3DRENDERSTATE_ANTIALIAS (this has been made possible through upstream work by @doitsujin). As a consequence, the swapchain MSAA forcing option has been altered to become an AA force toggle, which enables AA regardless of application preference.
  • Support for cube map textures and uploads, providing proper environment cube mapping in Giants: Citizen of Kabuto and Colin McRae Rally 2.0 (though there are still some pending issues with the latter).
  • Fixed VSync handling, aligning D7VK to native D3D7 behavior of having it on, unless applications are really adamant about turning it off. Application level VSync control now works properly in games like Unreal Tournament (with the OldUnreal patch).
  • Proper handling of DDSCL_MULTITHREADED. Yes, DDraw had a multithreaded safe mode, in the age of single core CPUs... and yes, it very much caused issues when we weren't taking it into account.
  • Fixed a sleuth of shadow projection, dynamic lighting and texture cropping issues in games, due to improper handling of D3DTSS_ADDRESS (which sets the wrap mode for both U and V coordinates in one shot)
  • Properly support multiple back buffers (double, triple, quadruple buffering... some applications insist on the latter). Not without some exceptions though, because of how certain games blit content directly onto the front/back buffers.
  • Report available video/texture memory based on the maxAvailableMemory d3d9 config option, and default to 1024 MB for D3D7. This fixes overflow crashes in Hard Truck 2 and startup errors in 3DMark 2000.

Now go ask Santa Claus for a D7VK v1.0 present this year, but only if you've been nice.

Don't miss a new d7vk release

NewReleases is sending notifications on new releases.