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dborca
Average

Romania


425 Posts

Posted - 04/10/2004 :  08:31:01  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by Doom

hi
Why MesaFx for Doom3 not supported Voodoo 2 ?
when i try it D3 have error with choose pixel format
???


because doom3 was designed with stencil in mind.

Regards,
Daniel Borca
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dborca
Average

Romania


425 Posts

Posted - 04/10/2004 :  08:49:44  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
so far...
Voodoo2 Glide3x 3.03.00.0670
Voodoo1 Glide3x 3.04.00.0455
some links perhaps?

Regards,
Daniel Borca
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ps47
Skilled

Slovakia
1463 Posts

Posted - 04/10/2004 :  12:46:46  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
http://www.falconfly.de/voodoo1.htm

latest 3dfx,or any 3rdparty drivers contain the 0455 glide3x..

The 3Dfx Helppage and Game Guide / Voodoo3/4/5 enviromental variables

Edited by - ps47 on 04/10/2004 12:48:39
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ps47
Skilled

Slovakia
1463 Posts

Posted - 05/10/2004 :  14:00:58  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
quote:
Originally posted by Doom

hi
Why MesaFx for Doom3 not supported Voodoo 2 ?
when i try it D3 have error with choose pixel format
???



let me clear few things: Doom is trying to run doom3 beta on his voodoo2,using the regular mesafx,but he is getting the pixelformat error.doom3 beta runs on the voodoo2 using wickedgl,but it looks like chocolate doom most of the time (d3beta+wickedgl+voodoo5 looks very similar).mesafx could improve things a lot (sw rescaling etc.,all the voodoo you do soo good too)..note that this is just for fun/testing purposes,we all know doom3 full will never run on a voodoo2 (never..I hate that word)..

The 3Dfx Helppage and Game Guide / Voodoo3/4/5 enviromental variables
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Shogakusha
Novice



36 Posts

Posted - 05/10/2004 :  20:12:45  Show Profile  Visit Shogakusha's Homepage  Reply with Quote
I wouldnt' be sure about impossible, I found this http://blogs.lns.kicks-ass.net/moonjihad/archives/cat_programming.html while desperately searching for a way to make doom 3 run on my brothers computer, which has my old kyro 2 in it. This worked, but if you go the page, he made the little stub dll to make doom 3 load on his rage 128, and has screenshots of it doing so, at 1 fps. So getting retail to load on old hardware is possible, doing anything with it after that probably isn't.

Comp 1:
- Windows XP Pro
- Athlon 2500XP
- MSI K7N2 Delta motherboard
- 512 meg of 333mhz ram
- Radeon 9700 Pro
Comp 2:
- Windows 98 SE
- Pentium 2 - 333
- 64 meg of pc100 ram
- Cirrus Logic Laguna 5465 vid card
- Monster 3d card
Comp3:
- Windows 98SE
- Duron 800Mhz
- 192Meg of pc100
- Voodoo 3 2000

Edited by - Shogakusha on 05/10/2004 20:14:06
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perer
Average

Netherlands


243 Posts

Posted - 05/10/2004 :  20:14:45  Show Profile  Visit perer's Homepage  Reply with Quote
The voodoo2 has not enough texture memory.
Yet .
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Shogakusha
Novice



36 Posts

Posted - 05/10/2004 :  20:23:35  Show Profile  Visit Shogakusha's Homepage  Reply with Quote
Voodoo 2 is either an 8 meg or 12 meg card. In SLI that's either 16 or 24. A Rage 128 came in 8, 16, and 32. Don't know which one was used, but see the above link. Actually, the reason I don't believe it will work now that I think about it is that doom 3 is in 32 bit color. Not sure how to get around that.

Comp 1:
- Windows XP Pro
- Athlon 2500XP
- MSI K7N2 Delta motherboard
- 512 meg of 333mhz ram
- Radeon 9700 Pro
Comp 2:
- Windows 98 SE
- Pentium 2 - 333
- 64 meg of pc100 ram
- Cirrus Logic Laguna 5465 vid card
- Monster 3d card
Comp3:
- Windows 98SE
- Duron 800Mhz
- 192Meg of pc100
- Voodoo 3 2000
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FalconFly
Novice

Germany
28 Posts

Posted - 05/10/2004 :  20:53:26  Show Profile  Visit FalconFly's Homepage  Reply with Quote
The Voodoo2's Texture RAM unfortunately does not double in SLI, only the Framebuffer does.

So a Voodoo2 12MB SLI will still have only 8MB of total Texture RAM available, Voodoo2 8MB SLI only 4MB respectively.

Webmaster
http://www.falconfly.de
3dfx Archive
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Shogakusha
Novice



36 Posts

Posted - 06/10/2004 :  08:25:44  Show Profile  Visit Shogakusha's Homepage  Reply with Quote
I apologize for going off topic, I just erased a long post when I realize I was cluttering up the MesaFX thread. MesaFX, Woooot! It, like, makes games run, and stuff.

Comp 1:
- Windows XP Pro
- Athlon 2500XP
- MSI K7N2 Delta motherboard
- 512 meg of 333mhz ram
- Radeon 9700 Pro
Comp 2:
- Windows 98 SE
- Pentium 2 - 333
- 64 meg of pc100 ram
- Cirrus Logic Laguna 5465 vid card
- Monster 3d card
Comp3:
- Windows 98SE
- Duron 800Mhz
- 192Meg of pc100
- Voodoo 3 2000
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dborca
Average

Romania


425 Posts

Posted - 06/10/2004 :  09:31:38  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
@Shogakusha


@ps47
doom3 beta?
<_<
>_>
what doom3 beta?

ps: FalconFly is right. V2 SLI doesn't double texture RAM. same thing applies to Napalm SLI... unfortunately, may I add...

Regards,
Daniel Borca
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Shogakusha
Novice



36 Posts

Posted - 06/10/2004 :  09:50:41  Show Profile  Visit Shogakusha's Homepage  Reply with Quote
Is it a hardware issue, or a software issue? Just curious, could a properly written driver get them to share texture memory? Anyway, I don't think texture memory would stop you from running doom 3, since you can set it to resize the textures, it defaults to 512x512, or 256x256, but if you dropped it down to 64x64, or 32x32 it shouldn't be a problem, and that's before you look to mesafx to resize textures. In the end, it comes down to why RtCW: ET won't run on my voodoo 1, and day of defeat won't run on a voodoo 3, no 32 bit color support. MesaFX can only do so much. Unless their's some way to force downsampling, and I have no idea if that's possible, then we're stuck.

Comp 1:
- Windows XP Pro
- Athlon 2500XP
- MSI K7N2 Delta motherboard
- 512 meg of 333mhz ram
- Radeon 9700 Pro
Comp 2:
- Windows 98 SE
- Pentium 2 - 333
- 64 meg of pc100 ram
- Cirrus Logic Laguna 5465 vid card
- Monster 3d card
Comp3:
- Windows 98SE
- Duron 800Mhz
- 192Meg of pc100
- Voodoo 3 2000
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dborca
Average

Romania


425 Posts

Posted - 06/10/2004 :  14:09:38  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
it's hardware. you can't make them to share memory. since one scanline is rendered by one chip and the other scanline is rendered by the other chip, then both chips must have the same data loaded (yes the textures are replicated for each chip). you'd have to tweak the HW to make the texture memory a "common pool".

about software rescaling... it doesn't work that way. you tell mesafx to rescale ONLY if the application starts throwing too large textures to the OpenGL driver. some games are well-behaved, and query the OpenGL for max texture size. some are not well-behaved and throw the texture without looking back. BUT, cheating max texture size for well-behaved applications yield unnecessary pain... OTOH, mesa currently doesn't go below 256. sure, it COULD go below, but what for? if the driver runs out of texture memory, it starts swapping textures. indeed, it's slow, but that won't stop an application from running...

about the 32bit issue. that can be resolved. OpenGL works that way. contrary to some opinions, Voodoo3 cannot handle 32bit textures; but if you look at the OpenGL spec, it says that texture format required by the user should be retained as a hint, and the driver decides which internal format the texture will be transformed in. of course, the ideal case is when the OpenGL meets the user requirements, but that's not compulsory. having that said, MesaFX always transforms any 32bit texture into 16bit texture for non-Napalm cards...

Regards,
Daniel Borca

Edited by - dborca on 06/10/2004 14:14:52
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ps47
Skilled

Slovakia
1463 Posts

Posted - 06/10/2004 :  17:43:01  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
quote:
Originally posted by dborca

@Shogakusha


@ps47
doom3 beta?
<_<
>_>
what doom3 beta?

the doom3 official beta-test version was released and used for testing/benchmarking purposes,it can be downloaded from the net (mostly p2p,official links are down now).the beta is (obviously) not as unforgiving as the full thing,when running on older cards..ask me,its not actually worth the trouble (I dont want to speak for Doom though)..

anyway,I have one question (please dont kill me):
would it be possible to port the mesafx sw rescaling hack to D3D?in some form of mini 3danalyze perhaps (app that creates modified dll's in game folder blahblah)..
I mean,I have no idea how such apps/hacks work,but if sw rescaling works so well under opengl,than it could work under d3d as well..could it?
large texture support for voodoo3/d3d is the last feature that is still missing..if you ran the thing or igi2 on a v3,you'll know what am I talking about..
thumbs up

The 3Dfx Helppage and Game Guide / Voodoo3/4/5 enviromental variables

Edited by - ps47 on 06/10/2004 17:44:10
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Nightbird
Moderator



1939 Posts

Posted - 06/10/2004 :  20:37:58  Show Profile  Visit Nightbird's Homepage  Send Nightbird a Yahoo! Message  Reply with Quote
quote:
anyway,I have one question (please dont kill me):

Sounds that tb didn't answer to your question elsewhere

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ps47
Skilled

Slovakia
1463 Posts

Posted - 06/10/2004 :  22:08:49  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
..did I say never to d3 full/voodoo2?check the last screenshot here..
in$ane

NEVER say never,Diamonds Are Forever

The 3Dfx Helppage and Game Guide / Voodoo3/4/5 enviromental variables

Edited by - ps47 on 06/10/2004 22:43:24
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