VOGONS


Reply 200 of 215, by Gona

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furan wrote on 2021-04-30, 16:13:

LGR's 3D Blaster VLB video is up: https://www.youtube.com/watch?v=18W_LBNg2_8

Great video! And I like too that he mentions Vetz and the 3D Accelerated Games List topic.

Video card compatibility matrix for DOS games | ATI3DCIF compatibility matrix | CGL API compatibility matrix

Reply 201 of 215, by RaVeN-05

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wooow thas great

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 202 of 215, by vetz

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Awesome video 😀

I didn't expect to be mentioned three times in that video. After furan and stiletto gave me a heads up I got in contact with Clint and I helped him out with some info and the bundle.

I just cross my fingers this video brings out someone with that memory board, would really like to see it in action.

Interesting with Starfighter 3000. I'll see if I can setup my Socket 5 VLB system (where I intend to really see were that bottleneck is) and give SF3000 a go. Would be great to add it to the list of supported games!

3D Accelerated Games List (Proprietary APIs - No 3DFX/Direct3D)
3D Acceleration Comparison Episodes

Reply 203 of 215, by Gona

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furan wrote on 2021-04-30, 16:41:
Gona wrote on 2021-04-30, 16:31:

Which menu has you started? How get you exactly textures? (I press space three times and the game starts.)

Glad you got it running - I looked around the menu without running it using /3dblaster, and tried some of those things while I was running it with /3dblaster. Everything was so blocky, that I'm honestly not sure if I ever got textures.

I have tried to switch to the low resolution by F9 in the demo version without /3dblaster. It has done, than I have exited and start with /3dblaster but starts with high resolution too. And everything (which works) looks full the same as the normal 2D in high res (but with bugs):

SF3000_PD_3.png
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SF3000_PD_3.png
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492.02 KiB
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487 views
File license
Fair use/fair dealing exception

I have tested VLB again and the same:

SF3000_VLB_3.png
Filename
SF3000_VLB_3.png
File size
645.48 KiB
Views
487 views
File license
Fair use/fair dealing exception

Note that the sky is full missing, the starry sky remained from the launch mission background.

Than I have tested the not-demo version the same way: 2D set low res, exit, but with /3dblaster starts in high res. I have tried switch to low res in game by pressing F9 but I got full black screen... It is interesting, because uses the driver but really undeveloped the 3D Blaster part. In the meantime, I ordered an original CD for cheap, but I think it will be the same. As it arrives, I'll test.

Last edited by Gona on 2021-05-27, 16:14. Edited 2 times in total.

Video card compatibility matrix for DOS games | ATI3DCIF compatibility matrix | CGL API compatibility matrix

Reply 204 of 215, by furan

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Gona wrote on 2021-04-30, 19:19:

I have tried to switch to the low resolution by F9 in the demo version without /3dblaster. It has done, than I have exited and start with /3dblaster. I planned to set to low res here too, but now starts in low res by default. And at last I see something, but everything looks which works looks full the same as the normal 2D in low res (but with bugs):

I thought I was clear about the bugs - no text rendering, and no fog rendering (instead the framebuffer goes stale). Was hoping that they fixed it in the final shipping game. 🙁

Reply 205 of 215, by Gona

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furan wrote on 2021-05-01, 01:32:
Gona wrote on 2021-04-30, 19:19:

I have tried to switch to the low resolution by F9 in the demo version without /3dblaster. It has done, than I have exited and start with /3dblaster. I planned to set to low res here too, but now starts in low res by default. And at last I see something, but everything looks which works looks full the same as the normal 2D in low res (but with bugs):

I thought I was clear about the bugs - no text rendering, and no fog rendering (instead the framebuffer goes stale). Was hoping that they fixed it in the final shipping game. 🙁

Today the original retail CD has arrived.
EDIT: First when I have tested and with /3dblaster and I got blank screen before intro movie, I have believed that it freezes, but I forget that this not handle that 3D Blaster PCI is a 2D/3D card, so it is needed to install a primary VGA too. Now I see is works similar as the demo: no sky and what is visiable looks the same as in the normal high resolution version:

retail_SF3000.png
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retail_SF3000.png
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481.62 KiB
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350 views
File license
Fair use/fair dealing exception

Now it seems to me by switching to low resolution, the signal go back to the normal VGA (but needs to go back to the main menu blindly because there is no signal on either cards).
Anyway this was a good finding that the demo has some CGL code. Unfortunately they not continued the CGL work.

Video card compatibility matrix for DOS games | ATI3DCIF compatibility matrix | CGL API compatibility matrix

Reply 208 of 215, by RaVeN-05

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sorry for offtopic, try Starfighter on 3DO using Phoenix Emulation Project where you can force any resolution, anisotropic filtering and bilinear filtering with antialias and etc + additional effect = mind blowing

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 209 of 215, by furan

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One thing I want to put to rest about the 3D Blaster VLB - there are 6 memory ICs so I wondered, why do people say it has 2MB. The answer is... because it has 2MB. Four of the chips (the lower ones) are 8 bit fast page EDO ram.

Siemens HYB514171BJ-60; 256k × 16-Bit Dynamic RAM x 2 = 1024k
SEC KM428C257J; 256k x 8 FAST PAGE WITH EDO x 4 = 1024k

Kxg48dQ.png

I am guessing I am the only one who had this question, but just in case, there you go. One is the "localbuffer" and one the "framebuffer" (to borrow 3Dlabs 500tx terminology) - it does not have unified memory for textures and framebuffer (also something probably known). It appears that the upgrade module expands both separately.

Reply 210 of 215, by Gona

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furan wrote on 2021-06-07, 05:51:
One thing I want to put to rest about the 3D Blaster VLB - there are 6 memory ICs so I wondered, why do people say it has 2MB. T […]
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One thing I want to put to rest about the 3D Blaster VLB - there are 6 memory ICs so I wondered, why do people say it has 2MB. The answer is... because it has 2MB. Four of the chips (the lower ones) are 8 bit fast page EDO ram.

Siemens HYB514171BJ-60; 256k × 16-Bit Dynamic RAM x 2 = 1024k
SEC KM428C257J; 256k x 8 FAST PAGE WITH EDO x 4 = 1024k

Kxg48dQ.png

I am guessing I am the only one who had this question, but just in case, there you go. One is the "localbuffer" and one the "framebuffer" (to borrow 3Dlabs 500tx terminology) - it does not have unified memory for textures and framebuffer (also something probably known). It appears that the upgrade module expands both separately.

There are some drivers for some Windows versions (Win 3.1x; NT3.5x; Win9x/ME) and with these drivers 3D Blaster VLB can works as a 2D videocard. I think 1 MB for this 2D and the another 1 MB for the 3D.

Video card compatibility matrix for DOS games | ATI3DCIF compatibility matrix | CGL API compatibility matrix

Reply 212 of 215, by Gona

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Putas wrote on 2021-06-09, 17:37:

Of course, the dual-ported KM428C257J is used for the frame buffer.
800x600x16 then have to run single-buffered? Was it tried with CRT display?

You mean we should compare 800x600 with 640x480? Actua Soccer and Euro 96 can run in CGL in 800x600 too but I think they are not 16-bit but 256 colors. Why important test this on CRT?

Video card compatibility matrix for DOS games | ATI3DCIF compatibility matrix | CGL API compatibility matrix

Reply 214 of 215, by Gona

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Putas wrote on 2021-06-11, 06:21:

CRT screen should flash wildly. Probably 8 bit then.

I have compared Actua Soccer low resolution = 720x400 with the high resolution 800x600 on CRT monitor. I cannot see difference in flashing or any unusual with the 800x600 resolution.

Video card compatibility matrix for DOS games | ATI3DCIF compatibility matrix | CGL API compatibility matrix

Reply 215 of 215, by furan

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Single ported memory is mostly fine for dual use with CRT controller/graphics rendering in the chip. It is the responsibility of the memory controller in the graphics chip to arbitrate access to the memory and not "starve" the CRT controller.