VOGONS


First post, by DosFreak

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http://forum.beyond3d.com/showthread.php?t=47543

How much work would it take for PSVoodoo/OpenGlide to use software instead of hardware?

I've tried out Swiftshader in Vmware 6 using Windows 2000 as a guest and DX8 games perform very well on a Core 2 Duo and these were games running at 1024x768.

The reason Swiftshader was created is mainly for allowing people with fast processors but crappy GPU's to play games. considering that Glide games are so old there shouldn't be any performance reason not to use software and it may even actually increase the userbase for Glide games since people no longer have to worry about losing compatibility due to crappy drivers messing with D3D/OGL.

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Reply 1 of 5, by gulikoza

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PsVoodoo (& dgvooodoo) are D3D based so they could work with Swiftshader? Or take a look at mame 3dfx emulation...that one might have software rendering.

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Reply 2 of 5, by leileilol

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i'll only be interested if the trademark 'line matrix' dithering and blurry mipmapping is emulated

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Reply 3 of 5, by Jorpho

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DX8 and DX9-accelerated games in VMWare is something to get vaguely excited about. Pity they're only offering a demo.

Reply 4 of 5, by Freddo

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Doesn't DirectX6 included a software version of Direct3D6 or something like that?

I played with some DirectX6 enhanced software graphic mode with Half-Life on a Pentium 133 MHz cause I didn't have a 3D card at the time and didn't use the default software mode the game offers.

It was slower than the normal software mode, but it worked nicely enough, and was prettier.

I would like DOSBox to have a software glide mode, but at the same time it might be a bad idea cause those games are also relatively CPU demanding and want lots of cycles. Althought I guess it could work nicely on a dual-core CPU.

Reply 5 of 5, by leileilol

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Freddo wrote:

Doesn't DirectX6 included a software version of Direct3D6 or something like that?

The reference rasterizer in DX6 is not a fun playable source of video.

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