VOGONS

Common searches


Search results

Display options

Re: Slow 3D video card on super socket 7 shootout (sis 305, savage4, trident blade3d, riva tnt, etc)

I'd sooner think it's about texture memory. Note the T&L-less Savage4 also beats the V2 at both by a good margin. The margin would be even larger on some thrashy maps (like q3dm11 the best map to make a v2 sli elitist cry on). Q3 benchmarking usually takes place on Q3DM6 which is the fastest running …

Re: Texture filtering - yay or nay?

I don't think FF7 would work on a graphics card that didn't have texture filtering (except maybe the Matrox G100 but I'm not sure). G100A had filtering (matrox's first filtering) but there's no blending functions for FF7 to render effects with. Maybe Unreal engine or other engines started the trend …

Re: Texture filtering - yay or nay?

Depends on the context - if it's an emulator, no filtering is forced and no non-filtering is forced. canon filtering only. - if it's a enhanced port of a game that defaults it on i'll roll with it. older ports usually can't do anything about odd texture sizes so there's texture quality loss to begin …

Re: Worst fastest early 3D cards questions

Always could be one silly big fragment shader wrappery project (targeting modern hardware / not merely postprocessing) for the purpose of recreating rendering quirks and imprecisions. Many of them are mentioned, some documented, but never fully realized and replicated in software. There could be …

Re: Worst fastest early 3D cards questions

My monitor throughout the 90s was a trinitron-like so I didn't have any of this "blurry dot pitch is the only retro way" crap. I saw all the dithering and jaggies and the scanlines on 70hz+ stuff etc. If there's obviously bad image quality, i'd know. I only knew about what it could look like …

Re: Worst fastest early 3D cards questions

With everything else being even more terrible or too obscure to even consider. powervr pcx2 erasure. smh + 24-bit always, dithers in post (NO FUNNY OVERDRAWS) + image quality as high as your host because it's through the bus + Fast enough for Unreal (and supported by Unreal at launch. is SGLDrv a …

Re: Unreal 1 questions

1. The game is dark as hell. I've read that this is an issue because the game does not recognize Gamma settings in Glide. Well, that sucks. I don't remember this being an issue on my old Voodoo Banshee back in the day, but perhaps it was. Is there ANY solution to this aside from cranking the …

Re: S3 virge dx vs software rendering

I can only imagine Virge beating V1/V2 by virtue of running some certain naive Direct3D games that don't bother with secondary devices (to the point of not initializing any device at all if the primary/host card is 2D only). It def doesn't have any of the blending functions Voodoo has or even the …

Re: Table Fog & 8-bit Paletted Textures

All the fog in Quake3 - in case anyone attempts it, is an alpha blended texture projection that only looks like fog. It's kind of a vertex fog. I don't think any table setting will mean anything to it as it's intentionally intended to look consistent down to GL1.1 compliance. If its rendering messes …

Page 1 of 578