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Re: Surprisingly demanding old 3D games

swaaye wrote: Sure. But NV also used to say GF2GTS was meant for your 1600x1200 enjoyment. For running the most rudimentary 3D applications, sure. It becomes evident that such high pixel counts are very limiting on that thing just by looking at its specs alone.

Re: Voodoo 3 IQ question (Quake 3)

The overbrights in Quake3 requires the whole scene to be generally made darker (128 or 0.5 at best for many textures) for a higher lighting volume, pretty much halving color precision (on any hardware) with the brightness automatically cranked up. This will also make the dithering (as well as the …

Re: Fog Table & 8-bit Paletted Textures

They were 3dfx hardware enabled features. Even the contemporary NVIDIA gear predating the GeForce 256 lacked paletted textures and only supported table fog through emulation. Table fog makes a visual difference in stuff as late as Thief II (2000). Final Fantasy VII (1998) refused to enable D3D …

Re: Are Voodoo graphics card THAT good ?

leileilol wrote: Remember that Q3's appearance is intended to have feature parity on a GL 1.1 base level without any extensions Doesn't the brightness control essentially count as an extension, though? I don't think it was supported on Windows NT at the time.

Re: Are Voodoo graphics card THAT good ?

The fact that even the Voodoo 3 doesn't support the OpenGL combiner extension has led me to believe that this is Id Software's rationale for using the ubiquitously-supported feature of manipulating video brightness for the purpose of widening the dynamic range in Quake 3, at the cost of colour …

Games using NVIDIA register combiners

After recently becoming fascinated by the power of the DX7 generation of NVIDIA chips, I wanted to see how games have been exploiting it in various ways. I am just not aware of many games that make use of it one way or another, at least not with OpenGL. The only title that pops into my mind is Doom …

Re: Half-Life overbright compatibility

in Milliways
Using a tool to enable OpenGL extension limiting on the NVIDIA drivers results in a functional gl_overbright in Half-Life Steam on a modern PC. Unfortunately, without multitexture support, detail textures are also disabled. Wouldn't it be insanely easy to have both by using GL_RGB_SCALE? As a bonus, …

Re: TMU & Pipeline Clarification

This should enable eight full texture blends at 60 FPS. Is this reasoning valid? Well, not entirely. The GeForce256 can still perform two textures in a single pass, if I'm not mistaken. It just has less TMUs. So the second texture read can still be done in just 4 extra bytes. But you will get …

Re: TMU & Pipeline Clarification

That does clear some things up. I thought the pipelines with their single TMUs would work together by each processing their own texture, combining the results together just as they are about to be sent to the framebuffer. So I suppose that the second texture stage is initialized right away, avoiding …

Re: TMU & Pipeline Clarification

Of course, if you only used one texture, the other TMU sat there idling. I was under the impression that the Geforce's Quadpipe allowed it to work with multiple adjacent pixels in parallel, rendering a single texture with full speed, while a single pipeline setup with multitexturing (Voodoo 2) …

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