VOGONS


First post, by hifidelitygaming

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Although I toyed briefly with GLIDE wrappers awhile back and found them eye-openingly impressive, I haven't touched them in years being too busy to game. Near as I could tell they did EVERYTHING that the real Voodoo cards did, just potentially much better - forcing higher resolutions, 32bit color, possibly other things.

Or did they? Could someone with better familiarity than me comment on that? I remember hearing of the "22bit color" of the 3dfx cards which offered smoother graphics, at the expense of sharpness. I wonder whether this feature (or bug depending who you talked to) has ever been emulated for instance. Or whether there are any other special abilities which would give a person a want to have a real 3dfx card for anything except nostalgia.

I ask because my 5500 seems to have had the RAM die at some point, discovered when I pulled it out of storage. 🙁

Can one build an ultimate GLIDE gaming rig, playing everything that ever was playable in GLIDE without compromise, or even better than it originally could play (on even a voodoo 5 6000) using the wrappers? Including the DOS only games? The only games I ever tried with a wrapper were Need for Speed 2se and 3 but seeing them in 1600x1200 with the fading raindrops on the windshield as far as I could tell looked perfect at the time.

Reply 1 of 5, by Great Hierophant

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Just about any Windows game that truly supported Glide will run well with nGlide. Only a handful of games and demos will not. Lots of games support 3dfx cards in the sense that they use Direct3D or OpenGL and work with a 3dfx card.

The "22-bit" color rendering was an aproximation of how the Voodoo 3 cards handled 32-bit color. Any Voodoo could handle 16-bit color, but the Voodoo 3 did not quite have true 32-bit functionality. Voodoo 4 and 5 cards could hanle 32-bit color without compromises. Since this was a distinctive feature of the Voodoo 3's output, I doubt anyone has ever sought to emulate it. True 32-bit support will always look better.

Some people can put together systems that contain a Voodoo 1 and Voodoo 5 card so they can run DOS games that refuse to run on a Voodoo 2 and have the Voodoo 5 for 32-bit color, 4xFSAA and fast Glide support.

http://nerdlypleasures.blogspot.com/ - Nerdly Pleasures - My Retro Gaming, Computing & Tech Blog

Reply 2 of 5, by Alexandra

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I've been very impressed with nGlide. It doesn't have many configuration options but it does have exactly the most important ones, high resolution and vsync among them.

Regarding 3dfx's "22-bit" color (a term which I believe was used with the V2 as well) for me the classic example is the rocket trails in Quake III. Fire off a rocket while standing still and look through the layers of smoke it leaves. On real hardware you'll see a fair bit of dithering thanks to the non-32-bit color depth.

Reply 3 of 5, by leileilol

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The Voodoo dither stuff could be done in a shader. Whether anyone wants to sacrifice some sanity to write a double lookup post-process shader is another question 😁

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long live PCem

Reply 4 of 5, by d1stortion

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Alexandra wrote:

Regarding 3dfx's "22-bit" color (a term which I believe was used with the V2 as well) for me the classic example is the rocket trails in Quake III. Fire off a rocket while standing still and look through the layers of smoke it leaves. On real hardware you'll see a fair bit of dithering thanks to the non-32-bit color depth.

What's that got to do with this term? 22-bit simply means that the RAMDAC filtered the 16-bit image to smooth it out. The reason those trails look horrible on 16-bit color hardware is that id was obviously not giving a damn about how the game looked on then-"outdated" cards. If you play Unreal Engine 1 games the effect is far less pronounced.