VOGONS


First post, by leileilol

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I sure wish it existed, down to emulating the awful specs (i.e. no integrated 32-bit texture alpha blending, no additive blend, limited vram causing white texture trashing slowdown if too many large textures is on screen) it'd be a nice nostalgia ride. The primary test subject would be Unreal v200

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Reply 1 of 8, by dh4rm4

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Tried contacting the devs of Chankast? Maybe some of the Katana emulating code will be appropriate.

Reply 2 of 8, by leileilol

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no, because Chankast is dead

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Reply 4 of 8, by Davros

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hang on unreal ran in software, glide, opengl + d3d
i dont remember it using PowerVR SGL
am I wrong ?

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Reply 5 of 8, by leileilol

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Davros wrote:

hang on unreal ran in software, glide, opengl + d3d
i dont remember it using PowerVR SGL
am I wrong ?

yes
When Unreal first shipped, it only had a Software driver, a Glide driver and an SGL driver (for PowerVR cards)
Later patches and UE1 engine revisions nerf the SGL support because they believe it is obsolete, though the games still ship with a working SGL driver that the engine ignores anyway (Deus Ex, Rune and Undying even have the SGL driver, though their .int lines have been commented out to avoid being selected but they wont' work with an actual PowerVR PCX2 anyway)

deusexpvr.jpg

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Reply 6 of 8, by dh4rm4

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While we're on the subject how about an S3 MeTaL renderer/wrapper too? Then you'd have access to the high res textures disc/feature of UT.

Reply 7 of 8, by leileilol

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dh4rm4 wrote:

While we're on the subject how about an S3 MeTaL renderer/wrapper too? Then you'd have access to the high res textures disc/feature of UT.

There's already a DX9 and OGL renderer out there that can use those.

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Reply 8 of 8, by Davros

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is there a reason to use sgl ?

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