VOGONS


First post, by cxm717

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Just like my driver performance threads for the Rage 128 and TNT2. The card I used is a Creative Geforce256 (SDR 120/166).

The test setups I used were: P3/800EB on an OR840 board with 512MB of 800MHz RDRAM and a K6-3 450 in an Asus P5A-B with 128MB of PC100@CL2. I used a sound blaster live in both, using the VXD drivers.

I'm going to update these threads with some 1999 game results later. I split up the tests like this because it takes a while to run these tests and didn't want to do it all at once (the heretic2 timedemo takes something like 15 minutes for just 1 run.. and that is 3 runs for each resolution and driver). I could also post some pics of these setups if anyone is interested.

P3 results:

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K6-3 results:

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Reply 1 of 16, by silikone

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The 1999 driver holds up surprisingly well.
What's causing Unreal to not function on anything else?

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Reply 2 of 16, by The Serpent Rider

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Probably it's DLL for original Unreal. Latest unofficial patch will fix that.

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Reply 3 of 16, by cxm717

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I think unreal was crashing because there are too many GL extensions. After a crash it would always show this in the log file:

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Reply 4 of 16, by silikone

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Ah yes, the good old extension string overflow.
NVIDIA appears to employ extension limits for certain old applications automatically in their modern drivers. Haven't been so lucky with Intel.

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Reply 5 of 16, by leileilol

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No big loss as Epic's own OpenGLDrv was a very feature incomplete and buggy mess anyway. No overbrights, no volumetric dog, no detail textures, etc. D3DDrv was preferred for nVidia then.

Nvidia's extension wanking in 2001 broke a lot of stuff including some professional applications.

apsosig.png

Reply 6 of 16, by appiah4

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I have nothing but respect for you, OP. First Rage128 now this. I can only hope you do this with a Matrox G400 as well.

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Reply 7 of 16, by cxm717

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appiah4 wrote:

I have nothing but respect for you, OP. First Rage128 now this. I can only hope you do this with a Matrox G400 as well.

Thanks, next one was going to be either Voodoo3 or G400.

Reply 8 of 16, by bofh.fromhell

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cxm717 wrote:
appiah4 wrote:

I have nothing but respect for you, OP. First Rage128 now this. I can only hope you do this with a Matrox G400 as well.

Thanks, next one was going to be either Voodoo3 or G400.

Just wanted to say thanks for the huge work =)
And yea, G400 would be nice.
I expect a fairly huge performance development through the driver revisions.

Reply 9 of 16, by swaaye

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With G400, I wonder about the visual differences between TurboGL and the full ICD. I'm curious if they obviously cut corners to run faster. Review sites didn't really look at image quality back then.

Reply 10 of 16, by appiah4

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swaaye wrote:

With G400, I wonder about the visual differences between TurboGL and the full ICD. I'm curious if they obviously cut corners to run faster. Review sites didn't really look at image quality back then.

Yeah, the move from TurboGL to ICD really hit Quake 3 performance for examble, by around 15-20%, so I am wondering what changed visually as well as framerate-wise etc.

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Reply 13 of 16, by silikone

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leileilol wrote:

No big loss as Epic's own OpenGLDrv was a very feature incomplete and buggy mess anyway. No overbrights, no volumetric dog, no detail textures, etc. D3DDrv was preferred for nVidia then.

Nvidia's extension wanking in 2001 broke a lot of stuff including some professional applications.

Did Unreal ever have overbrights? I noticed them upon disabling multitexturing in Deus Ex, but U/UT appear to have normalized lighting no matter the renderer I use.

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Reply 14 of 16, by leileilol

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Unreal did overbright until that big GlideDrv multitexture update around Sep 98 which pretty much made the game dark (but faster) for Voodoo2 owners since. SoftDrv also overbrighted. Don't think Epic's D3DDrv ever did (though it did do something similar to Quake2 with brightness processing textures instead, IIRC).

apsosig.png

Reply 15 of 16, by appiah4

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Thanks to this thread the process of downgrading my gf/gf2 pcs from 45.23 to 8.05 has started.

Retronautics: A digital gallery of my retro computers, hardware and projects.

Reply 16 of 16, by bofh.fromhell

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Memory fails me as to when nVidia's "Detonator" series of drivers started appearing.
But I remember that every revision of them made my Riva 128 PCI card (Diamond Viper V330) look better and better.
Eventually Quake2 was not only playable, and faster, but also looked better then on the VooDoo I also had.
It was a good day when the VooDoo could be removed and the blurry picture it caused went away.

Later I got the TNT and the card the Detonators were released with.
And the same thing repeated but with a VooDoo2 card.
The TNT image quality was just so much better, and when the performance got close enough to the V2, out it went.
Not to mention the ability, albeit not the performance, to chose higher resolutions and 32 bit colordepth!

I dont think we will ever see a driver evolution like the Detonators again.
If nVidia hadn't started that insane driver development I'm pretty sure they would not be where they are today.
It really put them on the map.
And if ATI had gotten the message and done the same ?
Well they always had really good hardware, but so many times they got let down by bad drivers.
The R200 was the first truly viable card from ATI, it could and really should have been king of the hill at that time.
But ATI took so long to get decent drivers released that the competition got their next generation of cards out !

A little thread ninja perhaps.
But nostalgia reared its head =)