GL1zdA wrote:The problem with the early workstation class 3D cards is that they're good at accelerating geometry but have low fillrate or won […]
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The problem with the early workstation class 3D cards is that they're good at accelerating geometry but have low fillrate or won't do hardware texturing. Carmack summed it up nicely here.
The Voodoo was perfect for games - geometry on a Pentium + texture mapping on a Voodoo and Quake looked great and ran fast.
I have a very old Dynamic Pictures Oxygen V192 but it's not worth testing it with games. If I ever boot my old AXPpci 33 motherboard it will be used with this card - it's one of the few boards with Alpha NT drivers.
I also have one of these 3DPro boards with the Mitsubishi chipset, but it came without texture memory - apparently most recyclers take it out, because they think it's a common DIMM.
The early Intergraph cards were used almost exclusively for Intergraph workstations that's why they are so rare. And the later ones (Wildcat) were not fast enough for games (even Carmack recommended at some point a TNT over workstation class hardware). The SGI Visual Workstation 320/540 were probably the last wintel (although their chipset resembles the SGI O2, they're not just PCs) workstations which were faster then the contemporary consumer hardware (and didn't use derivatives of consumer chips like Quadro or ATI FireGL).
I have an Indigo 2 and Octane with Impact boards, but they don't have texture memory. At least I can run Quake 3: Arena on my SGI Fuel with a V10 card.
Yeah especially early workstation cards had no hardware texture mapping capabilities whatsoever - therefore running anything textured would seriously slow down the system. Even earlier SGI systems (pre-IMPACT) lacked hardware texture mapping (with the exception of extremely expensive systems that used RealityEngine such as the IRIS Crimson), but then again, these were designed mainly for CAD/solid modeling so it makes sense. Also yeah you must have gotten the Solid/Killer Impact card. I've been looking around for a High or Max. Impact but these are incredibly rare and my guess is that they would fetch quite a huge premium (especially the texture RAM modules). Even then, a High Impact with only 1 MB texture RAM will still suffer in the Quake games unless you run at low res.
swaaye wrote:I would love to see somebody here get some of those workstation 3D cards and play games on them. I am really getting bored of the usual gaming card hardware. 😉
I can't really get any playable frame rates out of Quake 2 and Q3A on my SGI O2 workstation (unless I run Q2 at 640x480 or something like that), but then again, these are native x86 games ported over to the MIPS architecture, so performance isn't really optimized. By my estimate the graphics capabilities of this thing are on par with that of a TNT2 (it has hardware texture mapping but no hardware geometry/lighting acceleration), thus using a faster CPU may give better frame rates. In any case, in terms of graphics quality, it looks just as nice as running on any modern graphics card, sans AA, AF, all that fancy junk. Q3A though, seems like it can only get acceptable performance with a higher-end workstation (e.g. an Indigo2 equipped with Max. Impact or an Octane with a Max. Impact or VPro graphics card). But as mentioned, performance would be a lot better if these are native MIPS games.
Still want to see how those Intergraph cards fare in such games though, since most of those workstations are x86-based. Anyone with an SGI Visual Workstation 320 or 540 wanna give Q3A a shot? 🤣
swaaye wrote:
I wonder what a game designed for a geometry-heavy but texture-incapable board would look like. Maybe similar to early Gouraud shaded DOS games but with gobs of geometric complexity? Lots of wild color lighting too, to fit in with the 90s? 😉
One example was a fighting game (actually it might have been more of a tech demo) that came with the Matrox MGA Impression cards. Of course, this probably isn't the best example but was probably one of the few games that worked with that Matrox card. The name escapes my head at the moment; I remember it began with "S" though.
Also SGI at one point did port a 3D graphics card over to the x86 PC in the early 1990s - it was called IrisVision, and was very similar to the higher-end graphics options used in their Personal IRIS line of workstations. There are AutoCAD and Win 3.1 drivers floating around for it, but since it lacks hardware texture mapping, it's unsuitable for gaming. Its geometry capabilities were pretty much unmatched for its time though (at least on the x86 PC).
http://en.wikipedia.org/wiki/IrisVision
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