Polishing up some rough edges of v1.0, v1.1 also adds a new experimental front-end to D7VK. There's a spoiler about it below, since I heard you folks like dragons. More details on the topic can be found in the project's readme file (see the FAQ section).
Fixes/additions:
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Added a workaround for Sacrifice which enables the game to properly use 32-bit color / z-buffer depth. This is a known problem/limitation of the game, which tries to use D32 for depth and falls back to 16-bit if it is unavailable (D32 has always been generally unsupported, and is unsupported universally on modern drivers). The workaround vastly improves distant geometry rendering as can be seen in this comparison:
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Added support for strided primitive rendering, thanks to @CkNoSFeRaTU, which means Sacred is now playable.
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Worked around missing/swapped mip maps in Star Trek: DS9: The Fallen (#58), thanks to @esdrastarsis.
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Added a workaround for Conquest: Frontier Wars, which enables the use of D7VK for in-game rendering, assuming 3D acceleration and the desired resolution are set up beforehand. The game relies on highly cursed DDraw interoperability to work, so getting anything out of it is nothing short of a miracle.
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Fixed swapped mip maps in Gothic/Gothic 2 (#56).
The next few releases will most likely focus on bringing the new front-end up to snuff and out of its experimental phase. Support for some games, such as Drakan: Order of the Flame, Earth 2150 (and expansions), Expendable, Tachyon: The Fringe, Tomb Raider Chronicles and Arabian Nights is already provided with this release, so feel free to give it a go.


