leileilol wrote on 2024-11-30, 02:44:
auron wrote on 2024-11-29, 21:39:
i don't know of any other game before Q3 that used OGL but had no miniGL support
Return Fire II, Starsiege Tribes, WWII Fighters, Descent 3
In addition to those above, B.I.O Freaks, Bugs Bunny: Lost in Time, Global Defender, Homeworld and Spec Ops: Rangers Lead the Way are all examples of games that either predate or were close enough to Q3 release. I'm about 90% certain that B.I.O Freaks' OpenGL renderer is completely broken. There's a pre-GPL build of BZFlag from 1998 that I've confirmed the existence of:
http://discmaster.textfiles.com/browse/19242/ … bzflag_demo.zip
There's the possibility that GLTron may be another example, but the earliest Windows build I've found is 0.53 from January 2000 while an earlier BeOS version exists from mid-1999.
auron wrote on 2024-11-29, 21:39:
the miniGL reduced overhead so that's what you wanted anyway for games, which is easy to forget now when everyone uses these cards with 1ghz+ setups.
finally, the FOSS games you refer to are probably from the mid-2000s.
leileilol wrote on 2024-11-30, 02:44:
(though not the issues of the lack of optimization and tech art mistakes in contributor free-for-all matters of videogame
These two specific comments made me go back to revisit my notes that I last worked on back in June - I did all of my testing with a 1.4Ghz Tualatin more because I was interested in compatibility issues rather than performance. The whole reason why I went down this rabbit hole in the first place was because of a comment that leilei posted elsewhere about how Quake 3 forced vendors into OpenGL 1.1-compliance, and that got my noggin firing because I figured that FOSS games would be a great example of really testing OpenGL 1.1 drivers as almost all of them have the ability to disable GL extensions.
Only TA: Spring 0.75 specifically enforces gl_ext_texture_env_combine support, and curiously the only pre-OpenGL 1.3 ICD that supports it is the Kyro II. Trigger Rally 0.6.1 implicitly requires OpenGL 1.2 support, Nexuiz 2.5.1 needs a Radeon 8500/Geforce FX or better to view models (2.4 is fairly wonky, but 2.3.2 seems better overall - haven't tested earlier versions), and certain other games (UFO: Alien Invasion 2.2.1, TeeWorlds/TeeWars 0.2.3, Vega Strike 0.5) only work properly on one or two OpenGL 1.1 cards. There's a few games that require a Core 2 Duo/Athlon 64 and a R300/FX card to get decent performance, Xonotic 0.1.0 (!!!) is the most demanding while amusingly being able to run on most OpenGL 1.1 cards with various compatibility caveats, performance being ignored. To give credit, there's some good ways of being able to actually stress the performance of rocket Win98 builds.
There's only one known actively-developed FOSS game that still supports Win98, Armagetron Advanced.
Going back to the optimisation comments in general - there's several OpenGL games that work perfectly fine on 500Mhz K6-2 or 533Mhz Coppermine CPUs, even going down as far as PMMX233s and even P133s! Rather than write some more, I'll just throw a few raw videos here captured via OSSC, with timestamps in the Youtube descriptions:
533Mhz Coppermine (133FSB * 4.0) + AGP 128-bit Geforce 2 MX
https://www.youtube.com/watch?v=6NAMUDeFF0Y
same as above, but with a PCI Matrox G450
https://www.youtube.com/watch?v=DwE8OM3L22Y
233Mhz Pentium MMX + PCI Geforce FX 5200
https://www.youtube.com/watch?v=pSRMR39vDkY
133Mhz Pentium + PCI Geforce FX 5200 - a few games need music/sound disabled to get good performance as they use OGGs
https://www.youtube.com/watch?v=DO13O7fg1dM
I wanted to do a Super Socket 7 video, but man... I've heard about ALi Aladdin V AGP issues which I could never reproduce with Direct3D games, but OpenGL games are a complete can of worms. I wish my MVP3 mobo wasn't in a vegetative state of a POST code loop.
auron wrote on 2024-11-29, 21:39:
according to brian hook, the situation with V1/V2 is because these are add-on boards and shipping with an ICD would "hose the system's primary display device's ICD", as he put it. when your main card might also come with its own ICD, copying over the file to use the voodoo seems like a sane solution. and Q3 lets you switch in the settings menu anyway.
This makes sense - it does feel like to me that the V1/Rush/V2 ICDs are little more than renamed miniGL drivers.
with something ~5 years later like that you might have better luck with using the mesafx ICD. with games of its time, i've never noticed any issues with the V3-V5 ICD, besides obviously higher CPU overhead.
The biggest issue I've seen with the Banshee (my V3 is broken atm, and I last did my tests about six months ago where it was already suffering from heat issues but my understanding is that the two are effectively the same architecture-wise) is that several games require the desktop resolution to match the in-game resolution, otherwise everything will either render from the bottom-left and either not fill the screen or overdraw, or will render from the top-left with a vertical off-set that also cuts off the bottom third of a screen. 256x256 texture size limitation particularly hurts 2D games (though StepMania is aware of this and compensates), plus there's other oddball issues. Here's another video:
https://www.youtube.com/watch?v=0zIiXlIOsvw
and this one I recorded separately of xmoto 0.2.7, because I didn't realise that the data had somehow corrupted while recording the first video and I did a reinstall:
https://www.youtube.com/watch?v=1ZDiNQfn7ig
I haven't tried the mesafx ICD yet, so I'll have to look into that further.
auron wrote on 2024-11-29, 21:39:IMO, what's much more worthy of calling out are the completely broken 9x drivers that nvidia put out across their product range - for instance, i once went through every major gf2 gts driver and none of them is able to render ut2004 to reference, despite that being essentially a d3d7-class game.
DX8-class NVidia drivers have completely useless ICDs except for 30.42. The only real difference I've seen between 7.76 and 30.42 for the GF2mx is that UFO: Alien Invasion displays textures properly in 30.42.
leileilol wrote on 2024-11-30, 02:44:
the ABA games are probably the safest bets to try as far as the hardware this thread is concerned.)
For the most part, that's true - the i740 immediately crashes with every single one except for Titanion while windowed, the G400 (but not the G200!) is weirdly unique in that most of them will immediately crash on non-SSE CPUs. As for specific games:
- A7Xpg - Permedia 2, Riva 128 and V2100 have overall poor rendering quality
- Gunroar - Riva 128 has overall poor render quality while the SiS Xabre has poor text rendering, glitchy logo rendering and the gamma is too dark at the start
- Mu-cade - Permedia 2 renders the logo incorrectly, V2100 renders the world with incorrect colours, Savage IX renders visual effects with more intensity than usual
- Noiz2sa - Gamma is too low on Rage Pro/XL, Savage IX and Voodoo Rush - this is one of the few games in my entire list of games that actually works on the Rush
- PARSEC47 - V2100 renders objects with incorrect colours - Voodoo Rush can run the attract mode, but crashes when trying to get in-game
- rRootage - Permedia 2 and Riva 128 have transparency issues - Voodoo Rush can run the attract mode, but crashes when trying to get in-game
- Titanion - i740 and Rage 128 crashes with fullscreen, but is fine windowed
- Torus Trooper - V2100 renders the world with incorrect colours (slightly? need to double check this one specifically)
- Tumiki Fighters - SiS 315 and Xabre both render the front-facing side of objects as solid black - Voodoo Rush can run the attract mode, but crashes when trying to get in-game
With all that said, the ABA Games are the only thing that I'm certain that the SiS 6326 is actually providing a performance benefit compared to the MS software ICD, even if the lack of bilinear filtering is obvious on Torus Trooper.
Speaking of, the SiS 6326 is definitely the worst in compatibility and performance now that I've revisited it. The Permedia 2 is the slowest overall out of all usable ICDs, while the Rage Pro, Trident Blade and SiS 305 are fairly sluggish in general and the Rage Pro/Trident Blade both have extremely poor performance with StepMania and SuperTux. I couldn't be bothered checking the i740 again for comparative performance. As far as one pixel pipeline/one TMU cards are concerned, the Banshee and G200 are the best in overall performance though the G200 has far less compatibility issues - it does get hurt pretty badly with World of Padman's heavy texture requirements, though.
noshutdown wrote on 2024-12-05, 10:51:
does "S3 Virge 325/Alliance AT3D/Trident 3dImage975/Cirrus GD5464 are not even in the same league" mean that they are better or even worse?
I figured the "missing critical functionalities" part should have made my post regarding Direct3D pretty obvious when it comes to "worst primitive 3d card for d3d", but it looks like I was wrong.
The ATI 3D Rage is particularly unfortunate in that with the press release announcement they had explicitly mentioned Direct3D support, but Microsoft shafted them hard there.