elianda wrote:Powerstrip says:
My Rage IIC AGP 62 MHz (no info if core or memory), does 147 3DMark99
Rage Pro Turbo PCI Core 75 MHz, Memory 100 MHz.
Putas mentioned the IIC was clocked up to 83 MHz, but it's certainly possible that some models were clocked lower too. (there was certainly a lot of underclocking with ViRGE based cards, if that's any indication)
Are both 8 MB cards? (and both SDRAM or SGRAM?)
The Rage Pro feels at least 10 times faster.
Interesting, and this is comparing both with full-quality features on?
From what I understand, the Rage Pro improved a lot of the more intensive features (especially filtered texture mapping), having single-cycle operation for most things the Rage/Rage II took many cycles for. (so the difference should be much less dramatic with detail levels turned down -especially texture filtering, much like the ViRGE's speed boost when rendering unfiltered textures) I think the texture cache may also have been improved.
Even with the per-clock advantage and 75 vs 62 MHz speeds, a 10x framerate improvement seems a bit excessive. (I'd have expected more like 5x max)
In any case, it's definitely a much larger improvement than the ViRGE 325 to ViRGE DX/GX (or even 325 to GX2).
As for the Virge and 32 bit mode. I tried with Unreal in 16 or 32 bit mode and 16 or 32 bit textures.
I still see the dithered transparent textures and squares, so basically no change at all.
That's weird . . . it sounds like 32-bit color may not be working at all. (maybe a driver issue with Unreal) From Putas's comments and screenshots, dithering isn't used at all in 32-bit mode and the mattes are also gone. (I haven't seen any video card that dithers in 32-bit color -for that to even make sense, you'd need a GPU that rendered internally at more than 24/32-bit precision and then interpolated to dithered 24-bit)
As for the light Unreal renders no lightmaps somehow.
Do other cards have problems with this in DirectX? (and there's no vertex lighting option either?)
If I switch on Detail Textures it gets a lot brighter (additive?) and I get dither hell for all closer textures everywhere, performance drops ofcourse.
Even if I turn Brightness down some areas are near white. The multiple textures on a surface flicker often when moving.
That definitely sounds like additive blending . . . not sure why that would happen though (unless its supposed to be subtractive blending).
The heavy dithering makes sense in that case, since very bright/washed-out colors will translate poorly from 24 to 16-bit color, resulting in very heavy dithering to approximate the subtle shades not possible in 16-bit color.
Putas, you've run Unreal with your ViRGE MX, right? How did that compare with elianda's video?