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Doubts about ATI rage, SiS and others with 8MB

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Reply 20 of 31, by Joseph_Joestar

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Rage XL is probably the fastest card that can still use ATi's proprietary CIF renderer, though it may need special drivers from Gona's website for some games.

I briefly tried the CIF version of Tomb Raider on my Rage XL, and it ran fairly well at 800x600 with 24-bit color depth.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 21 of 31, by 386SX

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Was the Rage XL able to overclock a bit given the new process? Anyway not a bad solution while very late to be considered a real consumer choice.

Reply 22 of 31, by DrAnthony

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386SX wrote on 2024-01-19, 19:55:

Was the Rage XL able to overclock a bit given the new process? Anyway not a bad solution while very late to be considered a real consumer choice.

There was post about this back a little ways, you might find it a good read. Chinese Rage XL PCI mods, improved compatibility and looking for a good overclock.

Reply 23 of 31, by Hornet13

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leileilol wrote on 2024-01-17, 09:01:
The Serpent Rider wrote on 2024-01-17, 06:30:

3Dfx and PoweVR had texture compression before S3TC.

S3TC was 1998. Then, 3dfx had a very unused YUV422 format (SGI legacy baggage), and PowerVR had a broken implementation of RGB332 and I don't think they compare to what S3TC had brought. They also both had hard 256x256 texture limits so they can't do the big 512/1024 textures that S3TC normalized either.

Are you absolutely sure about this?

I’m not sure how other PowerVR products do things, but AFAIK the Dreamcast is perfectly capable of compressing 512 / 1024 texture sizes.

DC’s VQTC can even compress palette textures, which I don’t think it’s possible with S3TC?

Reply 24 of 31, by leileilol

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November 1998 (DC JPN)/September 1999 (DC US/Neon 250)'s well after June 1998. PowerVR1 had no implied texture compression.

Hornet13 wrote on 2024-04-27, 16:09:

DC’s VQTC can even compress palette textures, which I don’t think it’s possible with S3TC?

how are rgb565/ argb1555 / argb4444 paletted formats? Furthermore the official PVR PS plugin doesn't support indexed colors. Even if there were actual lossy VQ compression applied to indexed color, it'd look very ugly with blocky miscolored ringing, and stripey.

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Reply 25 of 31, by Hornet13

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Ah OK, yes, PVR1 was 1996 tech. I thought you were talking about PVR2.

I can only assume that Neon 250 inherited VQTC from Dreamcast, with the possible exception of palette texture compression (which wouldn’t really be needed much on PC anyway).

leileilol wrote on 2024-04-27, 18:04:

how are rgb565/ argb1555 / argb4444 paletted formats? Furthermore the official PVR PS plugin doesn't support indexed colors. Even if there were actual lossy VQ compression applied to indexed color, it'd look very ugly with blocky miscolored ringing, and stripey.

Based on what I’ve seen from homebrew devs, my understanding is that DC’s VQTC can compress both RGB (16-bit) and paletted formats (8-bit as well as 4-bit). 512 x 512 / 1024x1024 textures can be compressed, rectangular textures can also be compressed. The size of a VQ compressed texture on DC is always 1/8 the size of an uncompressed one of the same format + the codebook overhead (which is typically 2kB but can be lowered, if needed, at the cost of texture quality).

This seems very useful given that RAM is always a precious resource on home consoles. Even more so on a TBDR machine where you also need room for a "scene buffer".

Reply 26 of 31, by leileilol

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Hornet13 wrote on 2024-04-28, 06:28:

, rectangular textures can also be compressed.

I have never seen a rectangle VQ either - only squares ever. When the PVR plugin saves a non-square texture, VQ compression isn't available. ( When Quake3 was ported, all the tall textures got chopped up into square 256's, for example.)

Maybe you're confusing about non-VQ texture formats that can be used *in tandem* with VQ.

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Reply 27 of 31, by Hornet13

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Dreamcast homebrew devs were surprised by this too. But yes, apparently, even non-square textures can be compressed.

However, this seems to come with a caveat (i.e. incompatibility with mip-mapping). Essentially, a rectangular texture with mip-maps can not be compressed. On the other hand, a rectangular texture without mip-maps can be compressed. The Neon 250 might behave in a similar manner.

leileilol wrote on 2024-04-29, 00:55:

Maybe you're confusing about non-VQ texture formats that can be used *in tandem* with VQ.

Here’s a post from TapamN (the go-to homebrew dev for DC-related info) describing things in more detail. There’s also a performance metric where he experiments with different rendering configurations (including using compressed palette textures).
https://forum.beyond3d.com/threads/yes-but-ho … 13#post-2307979

Reply 28 of 31, by DrAnthony

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Neat! I think it's also really important to keep in mind just how different Neon 250 was from the hardware in the Dreamcast (CLX2? I'm awful with codenames that far back).

Reply 30 of 31, by marxveix

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I have tested ATi Rage Pro (Rage XL 8MB AGP) with GTA3 and GTAVC and Windows 98, they both work if VGA mem requirement is removed.
ATi Rage 128/Rage128 PRO or Mobility M3/M4 has DTX compression support, but how i can test that DTX compression works with the card?

30+ MiniGL/OpenGL Win9x files for all Rage3 cards: Re: ATi RagePro OpenGL files

Reply 31 of 31, by Postman5

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Rikintosh wrote on 2024-01-17, 00:42:

For anyone interested, I created a mod with performance improvements for GTA3.

I downloaded GTA3LowEnd-main.zip.
I have a question - in the models folder I have the file gta3.img 170891504 and its description gta3.dir 123392.
And you have a folder GTA3.img containing 723 files.
Where should I copy these files? Or should I pack them? With what program?

I figured it out, replaced the packed gta3.img file with the gta3.img folder, everything seems to work fine on Pentium-III 500MHz and Voodoo3 2000.