not to derail this thread too much, but this is the thread where i benchmarked various drivers and dx versions: Voodoo Graphics driver comparison
obviously, the lower performance refers to using the same drivers under different dx versions - also, for the fallout issue i didn't touch anything other than updating to DX5 from the disc and refused all the driver updates at first.
also,
eddman wrote on 2025-01-20, 22:15:
In that thread they talk about the drivers getting messed up and a bit lower it's pointed out that when installing DX the driver updating option should be ignored. Basically it's not the DX files that are causing problems but the drivers, but it's understandable that less inclined users would've thought it's the whole thing causing it. Looking back, it was probably not a good idea from MS to even try to touch the drivers.
i understand the very first post in that thread as the existing drivers not supporting an updated DX version (i.e. the case with fallout i described), not installing drivers that come with DX, because that quoted readme suggests to request updated drivers from the vendor that work with DX3.0. or would microsoft ship drivers with DX3 that don't support DX3? in the same vein, later in that thread there is a post referencing homm2 and updating to dx3 from that disc, which resulted in no sound in the game with the then-newest creative drivers, requiring the install of sound drivers that DX3 came with.
but anyway, feel free to set up win95 and test early dx versions for yourself, the more data points the better.
edit:
eddman wrote on 2025-01-20, 22:15:I don't see why it would impact glide. AFAIK it doesn't use DX dlls.
a game can still use other DX APIs even when not using D3D for rendering and later glide games can require 6.1 for instance. i thought maybe post-5.0 they introduced something using P6 or MMX instructions that's running a slow code path on a vanilla P5, but that would need testing to see if the same performance difference is present on a pentium ii or not. or maybe some old DX SDK docs have a hint at what is going on here.