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Glidos & 3DFX Cards

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First post, by vglover2005

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Hello, I am using Glidos for Carmageddon because I was having trouble running it in Hi-Res mode. Now I know My video card does fully support OpenGL which Glidos calls for and the drivers are updated. But when it said I needed to install the 3DFX Patch for Carmageddon, doesn't that require a 3D Graphics Accelerator that is supported by Carmageddon such as Voodoo?

When I run the patch, and have the Glidos Server running, it does start, but it says it's running in 640X480 mode, but I set it to 1024X788.

Does the Windows95 version support Hi-Res, and would the only way to get Hi-Res suppose would be to buy a Voodoo video card?

I have a Radeon 9800 PRO 128MB, and a 3.0Ghz computer.

Thank You.

Reply 1 of 13, by vglover2005

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I got it working, but the intro freezes untill you use your keyboard.

The framerate is around 19fps.. Shouldn't it be around 30? And what should I do to imrpove framerate.

This was using 1024X768 resolution.

If I have a Voodoo2 card, (none specific), using it's 3DFX Hardware accelerator, would I be able to use resolutions such as 1024X768 or the
-hires paramater for the 3DFX executable?

Reply 2 of 13, by batracio

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Hi,

I have played TR through glidos directly over a Voodoo2 card, without the glide2x.ovl wrapper, and it worked reasonably well but when the game tried to access the framebuffer for reading. Then I got an application crash because the game was looking for a Voodoo Rush framebuffer, which Glidos emulates, and without this emulation, it found a Voodoo2 framebuffer instead.

With a single Voodoo2 card you can only get up to 800x600 resolution. You need a couple of joined Voodoo2 cards (SLI setup) to get the maximum resolution of 1024x768 that these cards support.

About the Carmageddon-specific questions, I have no idea.

Reply 3 of 13, by vglover2005

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A Voodoo Rush FrameBuffer.... I never heard of that, but ofcourse, I never worked much with Voodoo cards.

So what im thinking here why Carmageddon is running slow is because my graphics card does not have fully support for openGL? It works wells with All DirectX Games, (Radeon 9800 PRO).

Now when Glidos emulates a Voodoo graphics card, does it use your graphics card 3D accelerator in anyway? Or is it all software?

For a game like Carmageddon, or Tomb Raider on a Voodoo graphics card, I suppose theres -hires paramater to get a maximum resolution of 800X600 or higher with an SLI setup like we see in some PCI-EXPRESS setups.
But 800X600 isn't much, so I presume alot of people had the SLI setup because true games even back then wanted high resolution graphics.

1 more issue, VDMSound doesn't work at all. At the beginning, I get a freeze on the intro, then I have to use my keyboard to get out of it. I'm not sure if theres a configuration for it, but it does load.
When I run the software version in MS DOS, the sound skips without VDMSOUND.
The only time I get good steady sound with no skipping, is when I use the Windows 95 version, but thats a no brainer there.

Any other suggestions? Thanks

Reply 4 of 13, by batracio

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Don't worry about the Voodoo framebuffer thing, it's technical stuff that Paul could explain much better than I did. You only need to know those details if you want to use a 3dfx card's native driver instead of the glide wrapper that comes with Glidos.

Your Radeon 9800 Pro is powerful enough to run smoothly all Glidos-supported games. I own a GF4 Ti4200, a less powerful card than yours, and it can emulate Glide @1024x768,4xAA,4xAF, always giving me the required 30 fps. And yes, Glidos uses your hardware OpenGL driver, no software implementation at all, so your framerate should be stable as a rock, 30 fps or more with any of the supported games.

Moreover, when you launch a glide game from Glidos, the game thinks it's running @640x480 fixed resolution, that's why you see "640x460 mode" on the server window. But Glidos captures the Glide output and actually renders the display at your selected resolution (1024x768, 1024x768 with filters, or whatever).

For the VDMSound problem, you'd better ask on the VDMSound forum on this board, I think.

Reply 5 of 13, by vglover2005

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Thank You for replying.
I must mention, possibley why it's slow is because I have the "DEMO" wit h the annoying "GLIDE LOGO". I would buy it if it worked stable in my situation.

Does this DEMO version have an effect on anything? So basicly if I buy it this is what Im getting?

I will be posting that stuff about the sound to the VDMSound forum. I completely passed it.

And one more thing, possibley my ATI drivers do not fully support OpenGL Hardware Acceleration but how would I know since i barely run any OpenGL aps at all these days.

Thank You again

Reply 6 of 13, by Kaminari

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vglover2005 wrote:

Does this DEMO version have an effect on anything?

No. Most probably you installed the Radeon driver provided by Microsoft, which has no support for OpenGL hardware acceleration.

And one more thing, possibley my ATI drivers do not fully support OpenGL Hardware Acceleration but how would I know since i barely run any OpenGL aps at all these days.

Your best bet is to install the latest Catalyst 5.7 drivers. You should be fixed, so to speak 😀

Reply 7 of 13, by vglover2005

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Yup, I already had Catalyst 5.7 Drivers.

8.152-050629m-024058C is the Display Driver version.

Kind of ironic, Tomb Raider 2 which has full Direct3D support works fine with me, expect the FMV files hang up quickly.

Other than that Tomb Raider 2 is a piece of cake.

Reply 8 of 13, by vglover2005

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Oh and this site says Voodoo2 (not sure which model) can support a maximum resolution of 1024X768.

http://www.3dfxzone.it/dir/3dfx/voodoo2/faq.htm#Q1

So Im guessing Tomb Raider can be played in that resolution?

batracio, you said I need a SLI setup, but what about this information I provided? Is it Tomb Raider 1 itself that doesn't support anything over 800X600 using GLIDE?

Reply 9 of 13, by batracio

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Any model of Voodoo2 supports 1024x768 resolution in theory, but they usually don't have enough memory to allocate a double buffer + Z-buffer for that resolution, because they only have 4 megabytes for screen buffers. Let's make some calculations: 1024x768 pixels x 3 buffers (front buffer + back buffer + Z-buffer) x 2 bytes (16 bits per pixel) = 4718592 bytes needed, and 4 megabytes mean only 4194304 bytes available. You can play with Voodoo2 @1024x768 only if you don't use a Z-buffer, but there are very few games that allow this setup (for example, Tomb Raider 2).

The trouble with Tomb Raider 1 and other old games is that they have Glide support for Voodoo 1 only, whose maximum supported resolution was 640x480. That's why you can't select higher resolutions on most of these games. Glidos uses a low-level programming trick to capture Glide output, transform the triangle coordinates to a higher resolution and render the rescaled image with your OpenGL compliant graphics card, so you can use some advantages of modern OpenGL implementations on those old games (antialiasing, anisotropic filtering and so on).

Last edited by batracio on 2005-07-29, 19:10. Edited 2 times in total.

Reply 11 of 13, by vglover2005

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I suppose batrico, the rest of the memory which would be 8MB, would be dedicated for texture memory.

4MB for the screen buffer + 8MB for the texture buffer = 12MB.

Reply 12 of 13, by batracio

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Yes, you'll have 4 mb for framebuffer and 8 mb for textures. Actually, there are two models of Voodoo2: one with 8 mb and another one with 12 mb. Both have two texture processsors with separated memory banks. The 8 mb model has 2 mb on each texture memory bank, and the 12 mb model has two banks of 4 mb each. These memory banks can't be used together to create an 8 mb texture buffer: they always work separately, for multitexturing operations as lightmapping. This means that you only have 4 mb available for textures when the game doesn't use multitexturing operations, because the second texturing unit is inactive; all the games made for the old Voodoo1 work this way, so in these games your Voodoo2 will operate just as a faster Voodoo1 (which also had a single texturing unit, but with a lower clock speed than Voodoo2).

Reply 13 of 13, by Glidos

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I've only skimmed through this thread, so I may be wrong, but it sounds like you aren't using the Glidos "Start game" button to start Carmageddon. If so, you may be getting the wrong Glidos settings for the game, which may slow things down.

If the "start game" button isn't working then you may need to edit the glidos.ini file and change the path for the carmageddon exe to correspond to where you have the 3dfx exe installed.