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List of Windows games which look best when using 3DFX Glide

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Reply 160 of 167, by Joseph_Joestar

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Bruno128 wrote on 2024-07-07, 08:17:

Deus Ex 1.112fm. Glide vs Direct3D, both 1024x768x16 high detail. Some extra data to back this entry.

Good stuff, always nice to have more examples. Added this as well.

And it's interesting that the crane control panel glitch occurs even with 45.23 drivers.

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 970 / X-Fi

Reply 161 of 167, by leileilol

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I just see differing lod bias on the first, and a moire effect from D3DDrv's additional detail passes on the second (with smaller scale detail textures - GlideDrv does not implement this. Because the scanlines on that panel are a detail texture, it's a pattern that lines up and makes a denser pattern leading to the moire. Not Nvidia specific either - try D3DDrv on a Voodoo3+ and you will see the same results.)

EDIT: A little picture to demonstrate, because this is very much not a hardware difference and more of a deliberate technical decision by someone at Epic.

apsosig.png
long live PCem

Reply 162 of 167, by Bruno128

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Hitman: Codename 47, ver. b192. Glide vs Direct3D, both 1024x768x16, "full" texture quality.

"Jungle God", I can't pick a better one but draw distance is smaller with Glide if you look at the bush in the background. Floating debris and water level can be ignored because it's random.

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"Rotterdam havens", the track wheel (left front) texture is sometimes flickering/disappearing in Glide but not in D3D.

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Slightly different view angle can be ignored because of random camera bob and catching the exact same scene is nearly impossible.
I'd say this round goes for D3D. But hey at least you get the old-style splashscreen 3DFx animation on startup.

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Reply 163 of 167, by Joseph_Joestar

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Bruno128 wrote on 2024-07-22, 11:25:

Hitman: Codename 47, ver. b192. Glide vs Direct3D, both 1024x768x16, "full" texture quality.

"Jungle God", I can't pick a better one but draw distance is smaller with Glide if you look at the bush in the background. Floating debris and water level can be ignored because it's random.

Nice work on the tests.

Not sure if the draw distance differences are caused by this, but I think any game which supports Anisotropic Filtering natively (without forcing it in the driver) will look better when not using Glide due to sharper distant textures. IIRC, even the Voodoo 4 and 5 don't support AF. But I don't own either of those cards, so someone feel free to correct me if I'm wrong.

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 970 / X-Fi

Reply 165 of 167, by Joseph_Joestar

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Bruno128 wrote on 2024-07-22, 13:36:

This is the settings screen on both systems, excuse for the quality.

So the draw distance was not AF specific, but Glide specific then. Good to know.

As for Anisotropic Filtering and its impact in older games, I like pointing to these screenshots from Half-Life taken by @UCyborg. Once you spot the difference, it's hard to unsee it. 😀

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 970 / X-Fi

Reply 166 of 167, by TheMLGladiator

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I've done some more testing of the redeemer rendering bug in Unreal Tournament (v436) on several different cards with the vanilla Direct3D renderer. All cards were tested with these settings. By default, VolumetricLighting, DetailTextures and VertexFog were all False under Direct3D.

UnrealTournament.ini D3D config
[D3DDrv.D3DRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UsePalettes=True
UseFullscreen=True
UseGammaCorrection=True
DetailTextures=True
Use3dfx=False
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=False
DescFlags=1
Use32BitZBuffer=False
UseVertexFog=True
UseAGPTextures=False
UseVideoMemoryVB=False
UseVSync=False

Win9x
Geforce2 MX (Detonator 6.31) -- Same as TNT2 in 32 bit color, has a shimmery multitexture issue on some floors in this mode. Renders redeemer and UI correctly in 16 bit color.
Geforce4 Ti (Detonator 28.32 and Detonator 45.23) -- Same as TNT2 in 32 bit color. Renders redeemer and UI correctly in 16 bit color.
Radeon 9550 XL (Catalyst 6.2) -- No rendering issues with the redeemer in 32 bit color

WinXP
Geforce 7600 GT, Geforce 7900 GS -- Driver dependent, oldest drivers rendered like TNT2 in 32 bit color, later 19x.xx drivers had other rendering issues in 16 bit color iirc

Reply 167 of 167, by Joseph_Joestar

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TheMLGladiator wrote on 2024-12-31, 22:09:

I've done some more testing of the redeemer rendering bug in Unreal Tournament (v436) on several different cards with the vanilla Direct3D renderer.

Interesting findings!

I wonder why switching to 16-bit colors makes a difference for the Redeemer. Also, it's weird that neither Nvidia nor Epic ever fixed that, given how popular UT was back in the day.

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 970 / X-Fi