VOGONS


First post, by subhuman@xgtx

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Do you know any D3D-opengl-glide accelerated games from the 90s up to 2001 that has software support for Edge AA? I want to test Riva128's/Voodoo2's capability of it with something else that isn't 3dfx Tomb Raider 1, and the game has to have built-in software support.

Once again, thanks 😁

Reply 1 of 13, by duralisis

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I vaguely remember G-Police (oem version) and Shadows of the Empire having D3D6 edge AA. I think the Riva TNT also did some sort of driver based edge AA at least way back in Detonator 2.04 or so. I don't think it was ever used by more than a handful of games, and the implementation sucked.

Now true supersampling on a GF2U, that's a beauty!

Reply 2 of 13, by filipetolhuizen

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Nascar Racing 2 for 3dfx had it's own AA support.

Reply 3 of 13, by subhuman@xgtx

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duralisis wrote:

I vaguely remember G-Police (oem version) and Shadows of the Empire having D3D6 edge AA. I think the Riva TNT also did some sort of driver based edge AA at least way back in Detonator 2.04 or so. I don't think it was ever used by more than a handful of games, and the implementation sucked.

Now true supersampling on a GF2U, that's a beauty!

Thanks, will give a try to those. I don't know how bad TNT's & Riva 128's algorithm is, but tomb raider 3Dfx on a Voodoo graphics- voodoo2 looks quite great with it 😜

Reply 4 of 13, by swaaye

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SotE is D3D5. I don't recall AA. I have used Geforce FX and Voodoo5 SSAA with it though.

Edge AA has the problem of not working with polygon intersection among other quirks. N64 is probably the most comprehensive user of it.

Reply 5 of 13, by subhuman@xgtx

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swaaye wrote:

SotE is D3D5. I don't recall AA. I have used Geforce FX and Voodoo5 SSAA with it though.

Edge AA has the problem of not working with polygon intersection among other quirks. N64 is probably the most comprehensive user of it.

Sadly that is the bad part of it. Although I'm trying Nascar Racing 2 as suggested by sprcorreia(thanks 😜 ) and that can be seen on the game, but is pretty much unnoticeable in this case, and everything that gets filtered looks like 4x fsaa. 😁

I think it's useful for DOS glide games, since you can't use FSAA. BTW, swaaye, is there any way you can take screenshots on these?

Reply 6 of 13, by swaaye

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Some games have screenshot functions built-in. Look in the readme. Otherwise the only way to get screenshots from proprietary APIs is a VGA capture card.

Reply 7 of 13, by d1stortion

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How come Rendition wasn't mentioned yet?

Reply 8 of 13, by subhuman@xgtx

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d1stortion wrote:

How come Rendition wasn't mentioned yet?

I asked for D3D-OpenGL-Glide games only, since I don't own a Rendition card ATM, and supposedly they're not very fast, with the exception of the V2200, which seems to beat the Voodoo Graphics 😀

Reply 9 of 13, by swaaye

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V1000 is pretty nice in games that use Speedy3D or RRedline. I have some videos of it running games with edge anti-aliasing. Here are some screenshots of V1000 doing edge AA. You can see how edge AA misses some edges.
vquake02jm2.jpg v1000s3dicr16.png v1000rrhexen25.png v1000rrgplss12.png
vQuake / Indycar Racing 2 / vHexen 2 / Grand Prix Legends (most impressive IMO)

V1000 doesn't miss any effects compared to V2200 (AFAIK) but yup V2200 is much faster. Especially with D3D and even more so OpenGL.

Reply 10 of 13, by subhuman@xgtx

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swaaye wrote:
V1000 is pretty nice in games that use Speedy3D or RRedline. I have some videos of it running games with edge anti-aliasing. H […]
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V1000 is pretty nice in games that use Speedy3D or RRedline. I have some videos of it running games with edge anti-aliasing. Here are some screenshots of V1000 doing edge AA. You can see how edge AA misses some edges.
vquake02jm2.jpg v1000s3dicr16.png v1000rrhexen25.png v1000rrgplss12.png
vQuake / Indycar Racing 2 / vHexen 2 / Grand Prix Legends (most impressive IMO)

V1000 doesn't miss any effects compared to V2200 (AFAIK) but yup V2200 is much faster. Especially with D3D and even more so OpenGL.

Indeed, these look quite great 😀, and Verité cards are the only way to get edge AA support on Quake1 engine games. Give Nascar racing 2 3Dfx a try, it's support for this solution is awesome because it filters almost all the world.

I don't know what key is used to take TGA screenshots on it. The beta patch says something about having to add -3DFX to the bat when launching the game, but nothing else besides that.

Reply 11 of 13, by d1stortion

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Is the AA on Rendition something you can turn on or off with games that support it? If so how is the performance difference?

Reply 12 of 13, by swaaye

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The AA is only used by Speedy3D and RRedline games and yes it can be toggled on/off (usually it's off by default).

Regarding performance I found an ancient Usenet post about vQuake and it has numbers. The impact is not a significant issue.
http://groups.google.com/group/comp.sys.ibm.p … 02?dmode=source

 
The machine I tested it on: A homebuilt P166, w/32 MB of 60 ns EDO RAM.
Creative Labs 3D Blaster vid card [V1000], and 256k of pipeline burst cache.

r_antialias 0 -- No antialiasing
r_antialias 1 -- Only the level is antialiased (walls, floor, etc.)
r_antialias 2 -- Weapons antialiased
r_antialias 3 -- Level, weapons, and monsters antialiased
r_antialias 4 -- Particles antialiased
r_antialias 5 -- Particles and level antialiased
r_antialias 6 -- Monsters, weapons, and particles antialiased
r_antialias 7 -- Monsters, level, weapons, particles antialiased (The Works!)

And my scores are:

Note: The percentage of the maximum framerate (at r_antialias 0) is given
in parentheses after each score

[640x480]
r_antialias timerefresh (at start position) timedemo demo2
=======================================================================
0 21.8 (100%) 21.8 (100%)
1 19.8 (90.8%) 20.3 (93.1%)
2 20.3 (93.1%) 21.3 (97.7%)
3 18.5 (84.9%) 20.0 (91.7%)
4 21.2 (97.2%) 21.7 (99.5%)
5 19.8 (90.8%) 20.3 (93.1%)
6 20.4 (93.6%) 21.3 (97.7%)
7 18.4 (84.4%) 19.9 (91.3%)
========================================================================

A P166 is enough to max out a V1000 at 640x480 in vquake.

Reply 13 of 13, by leileilol

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I remember Powerstrip exposing an edge AA function on Trident Cyberblade hardware too.

who's daring to try that?

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long live PCem