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hi
700 MHZ ATHLON
512 SDRAM
PCI Voodoo5500
WIN 2K
After I installed these drivers Vice city seems faster but it's glitchy. The screen flashs with triangles, it might be related to T&L.
As u can see in the top right corner the sky is strange.
Hope this helps
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I presuem that you are running DX8 or later, and that the game is using DirectX.
SFFT
of course. Direct X 9.0b
When I installed the amigamerlin drivers again to compare I did not have this problem at all.
well, to be more accurate everything was flashing on the screen, when I took that screenshot u may notice the missing Radar and dark retangle shading behind mission statement about the pink blip.
DirectX Games:
Unreal II: The Awakening -- This game doesn't run... when I try to get this game to work the PC crash and reboot automatically... I used the modified ini that I found in the Italian Forum...
Max Payne 1 & 2 --- I get a System problem and the game doesn't run.. I only can see the Loading screen... and then the game crash and the desktop res is 640x480x4bits... [B)]
Something about this SFFT?...
My system:
Win XP SP1
AMD 2500+
512 DDR RAM
Voodoo 5 5500 PCI
DirectX 9.0b
Do any DirectX games run on your machine using this driver i.e. under XP, does Amigerlin produce problems with these games. Are you running 3Dalayze or any such thing when running with these games. Any more information that you can supply to clarify the position would be appreciated.
SFFT
I have tried Unreal II Awakening under Win98 with the last 3dfx beta's, and also under win2k, with the last 3dfx drivers, and it freezes when the game is finishing loading. I have tried it with my latest test drivers under w2k and it seems to work. Ar least it makes it to the point where I can move around and talk to characters. This may be fixed in the next version.
SFFT
I had tried AM 3.0 with this games...
MaxPaye 1 and 2 works perfectly... without problems... I don't use nothing... No 3d Analyse, No INI mods.....
Unreal II.... I can start the game.. but when I saw the first video after put New Game and blabla... and the camera go in the tower trought the window when the spacial ship arrives to the base the PC freeze... and I get the same error message that I get with ur drivers in Max Payne...
I try to translate the message to english the next time..... and I'll post..
SaLuDoS :D
Thats exactly were I had Unreal II hanging under Win9x and W2K aswell. I think that it is due to something that I had already removed from the driver code after the Alpha 2. As I said it works with my current code, which is post the Alpha 2. Thanks for the feedback anyway.
SFFT
Unreal 2 in Win9x w/o crashes...
http://www.elforo.de/raziel64/viewtopic.php?t=2
@Kyon: Try with 3D Analyze and the "Voodoo Flicker Fix" option. Just a suggestion.
Is this dirver working with voodoo3?
What are the new feauteres or/and fixes?
This version doesn't run on Voodoo3's the next version should.
SFFT
which feature of 3D analyze would u suggest?
QuoteOriginally posted by Kyon_CoraeL
which feature of 3D analyze would u suggest?
Can't remember exactly, but somewhere there should be a "Voodoo Flicker Fix" option, in amongst a few other video-card specific fixes.
Personally I can't get 3dAnalyse to work under W2k. It keeps coming up with a failed to inject Dll error. The next version of the driver should be available soon, subject to testing going ok.
SFFT
Hi guys,
here are two SFFT driver, just for public testing. I would ask you to report good or bad results, however.
- SFFT alpha3 Driver - Voodoo4/5 - Win2k/XP
(http://www.3dfxzone.it/files/download/video/3dfx/beta/enboard/SFFTAlpha3.zip)
- SFFT alpha3 Driver - Voodoo3 - Win2k/XP
(http://www.3dfxzone.it/files/download/video/3dfx/beta/enboard/SFFTV3Driver.zip)
Good luck.
Just as an update, I found a problem, with these Alpha3 drivers running on V3/V4 cards, i.e. Single GPU systems, basically the drivers don't work properly in 2 sample anti-alias mode, I know what the problem is but I would not bother testing in 2 sample AA mode on these cards. V5 systems are ok though. happy testing.
SFFT
Here is what occured using the SFFT driver. When I open the FS9 (Flight Sim 2004)game I got a message saying "Invalid Hardware detected check yes to search for new drivers or no to continue software mode". The game started to load then another message came up say something about "3d Software enabled your computor eect. ect ect". After the game loaded I when to the settings of the game to see what everything looked like and all I could see is that there where no adjustments available for the game they where all rendered inoperative.
System
MSI mobo 815EM Pro (815 intel chip)
766 mhz celeron
256 mg ram
Voodoo 5500 AGP
Muse XL sound card
Windows 2000 Pro
Is it just this one game that you are having a problem with. Are other games running with the SFFT driver. Does this game run under other drivers.
SFFT
I tried the voodoo flicker fix it still did not fix it it made it worse. for GTA vice city I also tried your new drivers and I had the same problem. Other then that the drivers seem good
Here's something strange I left my computer on for 5 hours and after I got back there was a blue Screen of death stating it needed a Physical memory dump and the problem file is 3dfxvs.dll
Hope that helps.
Ok here is some more info for you. You had asked if I had tried other games and if the same problem occured as in the Flight sim game a couple of post ago. Well what I reloaded the SFFT drivers and started up my Ghost Recon, another game that I have, and no problems were found, other than the lines I get in the games "settings setup window". This problem must a sofware isseu because I get this with all drivers out there. Then I decided to try playing the flight sim game again with the SFFT drivers and no problems found as what was mentioned earlier. I don't know what happpened from the first time I loaded the drivers to the second. I can retrace my steps for you if you need. Now for the best part is that the drivers work well, they appear very stable I can play the game even as the frames dip low with out drastic jitters. Also a problem I had with other drivers is I could not run the AMI 3.0 drivers or any AMI driver for that matter. You see in the Sim game there is a browser called the kneeboard to store or get game info. When opening the window especially in full screen mode I would get really strange effects such as when changing vieus the sceen would display like a slide show real poor performance. All I could run was the 1.04 drivers whql certified. Though the With the 1.04 drivers and activating the same kneeboard, I would have to run my mouse curser over the kneeboard to dispaly the control buttons on it, as for the SFFT drivers everything shows up perfectly. I am pretty excited about your work, weel done! One remark is that I don't get the high end FPS anymore I dont have any benchmarking tools it is just an observation from the other drivers. It may be just tweaking the game settings I will be trying different things here in the near future and I will kepp you posted.
Well I am glad that something is running better for someone apart from 3Dmark 2001. I have confirmed the Max Payne(1) problem which runs ok on V3/4 but not on a V5. I have also found a strange problem, where DX9 can't find the adapter. Does anyone know if GTA3 runs on a voodoo3.
SFFT
QuoteDoes anyone know if GTA3 runs on a voodoo3.
GTA3 is supposed to run with V3 only with 1.03DX7 driver + PentiumIII prossecor[B)]
It froze when I tried it part way through the intro video, when I tried starting a game. It seems to work on V4 znd V5's though.
SFFT
SuperFurryFurryThing, is your driver based on the released 3dfx source and what changes do you made to it. Is it possilble to implement DXT1 for voodoo3, and Cubemaping (at least some apporximation, it isn't easy but is possible).
QuoteIt froze when I tried it part way through the intro video, when I tried starting a game. It seems to work on V4 and V5's though.
Yes, GTA3 runs on V4/V5 (Intel or AMD cpu's) and agrelaphon is right (the game doesn't run with a V3 and an AMD Cpu - It froze - like you wrote and as the beginning ; use the key escape in the intro and you can begin the game but always it will froze, sooner or later).
Yes the driver is based on the 3dfx source, I have made a lot of changes, I have fixed an number of bugs, improved the V4/5 hardware support, and implemented a DX8 driver. The main problem seems to be related to the memory architecture of the driver. I am still working on the driver in the light of feeddback. The main priority's seem to be increasing the compatibility with games out there. I am not looking at new features for the V3. It might be possible to get some of the games that expect 16 meg to be available to work but beyond that I wouldn't expect anything.
SFFT
There should be a new driver soon. What does everyone think of these drivers. Has anyone tested the V3 drivers.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
There should be a new driver soon. What does everyone think of these drivers. Has anyone tested the V3 drivers.
SFFT
Keep Up your good job !! ;)
These drivers are great. Do you plan on making tools for thes drivers?
Newer and download ready releases by SuperFurryFurryThing. These are:
- SFFT alpha4 Driver - Voodoo4/5 - Win2k/XP
(http://www.3dfxzone.it/files/download/video/3dfx/beta/enboard/SFFTAlpha4.zip)
"This driver fixes a Max Payne problem and a graphic corruption problem"
- SFFT alpha3 Driver - Voodoo3 - Win2k/XP
(http://www.3dfxzone.it/files/download/video/3dfx/beta/enboard/sfftV3Alpha4.zip)
"This driver fixes 2 sample AA problem"
Tnx to SFFT and good luck to all.
Can people please test the Alpha4 drivers, with the problems reported with Unreal 2, Max Payne and Vice City. I would like further information on the Vice City problem, is the V5 being run in Single chip mode or default.
SFFT
I tried the new drivers. there are still the same problems. I was using default. I hope this helps. I also found this new problem with a game called Liveforspeed, where my FPS spikes. www.liveforspeed.net you can download it there. When I use amigamerlin I don't have these problems.
But on the positive side you've improved OpenGL Quality and Performance. on Return to castle wolfenstein: Enemy terroritory with the newest MESAFX I get 75 FPS when I get 60 with amigamerlin. enemy terroritory is also a free game
QuoteOriginally posted by Kyon_CoraeL
But on the positive side you've improved OpenGL Quality and Performance. on Return to castle wolfenstein: Enemy terroritory with the newest MESAFX I get 75 FPS when I get 60 with amigamerlin. enemy terroritory is also a free game
Sorry but the improvment are due because of Mesa; SuperFurryFurryThing are doing a great job but on D3D side!;)
O... well he's doing a great job none the less. too bad I don't have other direct X games installed at the moment.
for instance, The Vice city splash screen start isn't screwed up anymore... just while I am playing
As I understand your post, you are running Vice City in default fastest performance mode on a V5. One thing that I noticed in GTA3, is that it goes an awfull lot faster in single chip mode. Could you try setting single chip mode using some 3dfx tools Amigerlins would be ok. and try it again, and confirm that the problem is still there and see whether the performance is better.
SFFT
Great news!!! with these new Alpha4 driver, my Voodoo3 is running FreeLancer at WinXP!!! before that these game can only be played in Win9x.
QuoteHas anyone tested the V3 drivers.
D3D part is the fastest I have seen so far[|)] (how did you do that? is it a NEW core?), it plays new UT, but I don't have so many games to test[8].
What do you mean by "This driver fixes 2 sample AA problem" ??
Freelancer started fine. But now, after some minutes playing the computer simple freezes.
Agrelaphon which game so you refer to as UT.
SFFT
I am having a problem getting the SFFT drivers to work again with Flight Sim software. I recently had to format and reinstall everything on my PC. I wont go in to that (lets just I did something stupid)[xx(]
As I had the problem before the SFFT drivers are causing the flight sim game not to be 3D compatible and shutting down the way the Fight sime works with this. I have tried uninstalling and reinstalling the drivers ( this is what worked before ) but still the game will not function. My Ghost recon is working fine. AAlso on thing to not is that the DXDIAG test tell me that "Direct 3D 9 Test Result: Display Driver does not support API (DDI version too low)" I dont know if this has to do with it. I really would like the SFFT driver to work again, it was doing a real nice job before. Tonight I will try to delete the 3DFX reg entry then try to reinstall. Any thoughts on this?
QuoteAgrelaphon which game so you refer to as UT.
SFFT
UT2003 and UT2004. They play fine
I have noticed a problem with another game running under DX9, which failed to find a display adapter. I have fixed the problem in the Alpha 5 driver. As the driver supports the DX7 and DX8 API's only, I am not surprised that it refuses to try the DX9 API. I get the same result using DxDiag. I am aware that Amigerlin 3 and the 3dfx drivers, seem to support the DX9 API under DxDiag, but I think that they are actually running the DX7 API anyway. I would try the Apha5 drivers when Glide posts them. There is a minor problem with them when you try to inspect the driver properties from the desktop, but it is not fatal. I am continuing to work the reported problems.
SFFT
Of course, my Voodoo 5 (and others) succeeds without problem DxDiag under DirX9 and simply because DirX9 is (still) backwards compatible.
But my Card is even not a DirX8 card.
But if a game needs absolutely some features of DirX9, you have "some chances" that the game will not start without forgotting that "some" games like ATI and NVidia cards and only them.
Why do you say that your driver refuses to try the DX9 Api ?
Graphic cards do not support specific versions of DirectX. The software drivers report to directX what facilities the card can support, and map requests from DirectX down to the card hardware. The Amigerlin and 3dfx drivers, only support commands in the format supplied by DirectX 7. When DX8 and DX9 run on a card that has a driver designed for DX7, they have to present the data in the old DX7 format. DX8 supports presenting commands in a more efficient manner, and drivers that understand these new formats are Directx 8 drivers. This support is supplied by extensions to the commands supported. The DX8 driver has to tell the DX runtime, that it can understand these extra commands. I presume that DX9 has added yet more extra commands. My driver supports the DX7 commands and the DX8 extra commands but not any DX9 ones. Hence its behaviour. If you support the extra DX8 commands you can getter higher performance from an existing card.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
As I understand your post, you are running Vice City in default fastest performance mode on a V5. One thing that I noticed in GTA3, is that it goes an awfull lot faster in single chip mode. Could you try setting single chip mode using some 3dfx tools Amigerlins would be ok. and try it again, and confirm that the problem is still there and see whether the performance is better.
SFFT
The performance is realatively the same but there still is the same problem. when I used amigamerlin I had no problems, but after a few minutes it crashed. Hope that helps
I believe that I have fixed the main problem with Vice City, in the Alpha6. One of the DX8 primitives wasn't handling a parameter correctly. I would try the Alpha6 when it is made available. Thanks for the feedback.
SFFT
Thank you for your effort.
thank you SFFT - i'll test your drivers and try to report results (I have VooDoo3 3000 and VooDoo4 4500, so I can test both versions of drivers.)
Why doesn't the driver development go opensource or smth like that? Ok, i know, source belongs to nvidia, but anyways, it would be much better to share tha ideas and fixes with everyone.
Well, it is certainly great to hear that someone is taking matters into their own hands and working on DX8 support. But....
WARNING: POSSIBLE STUPID QUESTION(s) ALERT! ;)
Can these drivers in their current state function properly on Win9x? Now, by "function properly", I mean "install without windows screaming bloody murder because the driver was written with Win2k/XP in mind".
If not, then is Win9x support planned?
They cannot run on Win9x. Different kernel here.
but maybe it's possible to apply all the fixes which were made to w2k/xp core to w9x core. I guess it wouldn't take much work.
SFFT alpha6 Driver
Just driverman SFFT send me his latest packages :).
Win2k/XP release has a fix for GTA 3 Vice City [:p]
These are:
- SFFT alpha6 Driver - Voodoo4/5 - Win2k/XP
(https://www.3dfxzone.it/public/files/SFFTAlpha6.zip)
- SFFT alpha6 Driver - Voodoo3 - Win2k/XP
(https://www.3dfxzone.it/public/files/SFFTV3Alpha6.zip)
Good download.
There are a couple of general fixes in the Alpha6 which can occur on all of the cards. One of the problems certainly occurs on some platforms with Vice City, and another one is shown by Pacman World 2. Both of these problems could have occured with other games though.
SFFT
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The new drivers give me this result with th Alpha6. Another thing to note is that when I try to make adjustments to the diplay settings within the game and revert them back again my PC crashes and reboots.
The Flight Sim game is presumably now loading reliably. I am still seeing graphic corruption problems in other games, so there is obviously still work to be done.
SFFT
QuoteOriginally posted by r21vo
but maybe it's possible to apply all the fixes which were made to w2k/xp core to w9x core. I guess it wouldn't take much work.
This is probably easier to start and run a game under Win9x than under Win2k and under XP.
But indeed, if a game has problems under Win9x and Win2k/XP and if the problem can be fixed under Win2k/XP, so would be interesting to try to fix it under Win9x, using the same way but without forgotting that the kernel, the driver, the gfx card are or can be different.
QuoteOriginally posted by patience
This is probably easier to start and run a game under Win9x than under Win2k and under XP.
But indeed, if a game has problems under Win9x and Win2k/XP and if the problem can be fixed under Win2k/XP, so would be interesting to try to fix it under Win9x, using the same way but without forgotting that the kernel, the driver, the gfx card are or can be different.
True....and it bugs me that everything nowadays is for XP, XP, XP.
While I am glad that SFFT and Amigamerlin have been able to kick-start the WinXP driver development to get to the state it is at now, we should still not totally forget that they could still raise compatibility up even further on the Win9x side -- largely because you don't need to use 3DAnalyze to emulate TnL. I figure that if someone like SFFT would take a crack at updating the Geometry Assist code for the Win9x core so that it would be stable under DX8 games, we'd probably get a boatload of games from 2002-2003 to run/run better.
playing in opengl (mesafx) the 1964 emu hangs and then i press the reset buttom, when winXP restarts display:
(http://img32.imageshack.us/img32/1760/alfa6.jpg)
another, i tried with 1964 emu & jabo 1.51 d3d plugin and i get the blue screen with this info:
3dfxvs.dll - Address bf9e900e base at bf9b7000, Datestamp 40cf6ab5
from last post, i have a voodoo3 and with alpha6 version.
do u think, that the video overlay issue with v3 can be implemented in your alpha's drivers some day?
the AM3.0xp team, were succesfull with the v4/5 (now has video gamma overlay in 3dfx tools).
maybe the team can tell you how to fix it... or just some tips of driver's source changes.
a topic about this issue, check Topic:
I can't select "video overlay" in AmigaSport 3.0XP
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=510
Yes! the flight simdoes load now with the Alphe sim. There is some definate coruption with the graphics. Also I want to let you know that when the sim graphic hardware settings are adjusted to bilinear the sim crashes and the whole PC reboots.
Good job, it's fixed
New driver set, Alpha7, is online !!
Good testing.
yes, time to test :D
download from:
https://www.3dfxzone.it/news/reader.php?objid=326
C&C Generals stopped working with these drivers
Excellent work! Your efforts are well appreciated. I tried the drivers and so far I like them very much. At first, I installed the SFFT7 drivers by first deleting the 3dfx registry and then using the install exe. At first I had some instability with the flight simulator software. The program froze when changing display settings from within the simulator. Then after switching from full screen and back to window mode I lost the mouse curser.
After having these problems I decided to reinstall the drivers using the (add and remove) hardware from the system properties of the control panel.
This installation was much more stable I had no reported problems as in the first attempt.
Now the report on the SFFT7 is that the graphics corruption is fixed from the SFFT6 version. Also I would like to report that you fixed the graphic corruption that occurred in the Ghost Recon game. This corruption would occur when you would move into the OPTIONS window there would be all these discolored lines, All drivers out there that I tried including the WHQL would do this. Now with the SFFT7 drivers it is simply perfect. It also seems that the game graphics are much better and crisper with real nice blends.
The only problem I see that need s to be fixed is the way the kneeboard display with the flight simulator (see the two pictures) on shows the kneeboard how it pops up when opening it while in window mode. The second is how the kneeboard opens while in full screen. First I get a black square then as I drag the mouse across it the display and control buttons start to appear. I wonder if this is affected by refresh. The first thing that happens after clicking the button to open the kneeboard is that the screen goes completely black momentarily the black square of the kneeboard is displayed. This occurrence is only in full screen mode. It may even be a setting in my display but it seems I have tried everything. The SFFT version 2 or 3 it seems to work fine. Other things to note is that the setting is with 2 sample AA. Now with no AA (fastest performance when I open the kneeboard I get the same black screen and poor display of the kneeboard along with real poor frame rates the FPS drops 1FPS and as I change views I get a slide show.
GREAT WORK
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Garth did C&C Generals work in the Alpha6. How does it not work.
What happens differently with the Alpha7.
SFFT
Rollcage d3d does not work with sff Alpha7. im can se the intro movies
but when the ingame menu is about to show up i get a bluescreen with
a memmory dump that states an error in 3dfxvs...
demo can be found here ftp://3dgamers.in-span.net/pub/3dgamers5/games/rollcage/rollcage.zip
FBS have you tried the same tests in single chip mode.
SFFT
This evening I tried both of the games with the AA settings set to single chip. In the Flight simulator game, the problem of the kneeboard showing up black in full screen mode was gone. There is a slight monitor flicker but overall it displays well. I tried ghost recon and it work as well as it did in 2 sample AA.
I have been using the SFFT7 drivers now since they were published and so far they are pretty stable, I have lost control of my mouse on a couple of occasions and had to reboot to get it back. The mouse all act erracting in the sense that it seems whenever the hard drive reads and right the mouse motion gets jerky.
Oh the mouse thing could be with memory, you see I have a USB mouse and the USB port and the Voodoo card share the same IRQ (11)
Zandro how well does this demo work with Amigerlin 3.
SFFT
QuoteC&C Generals stopped working with these drivers
Not sure that Garth is speaking C&C Generals since this game needs a difficult workaround and without being sure of the result...
Perhaps he's speaking about C&C Renegade ?
Hi,
I've tested Alpha7 and seems to have problem using it jointly with mesa 6.x. ( 6.1.0.8) When I use games like NWN and Call Of duty black screen come out in NWN and screen crash when change the detail of texture in Call af duty.
All went ok when I switched back to Amigamerlin 3.0; No crash and NWN works ok.
Seems that many user that use your Alpha release have the same problem
Can you give a look at this problem ?
Bye
QuoteHi,
I've tested Alpha7 and seems to have problem using it jointly with mesa 6.x. ( 6.1.0.8) When I use games like NWN and Call Of duty black screen come out in NWN and screen crash when change the detail of texture in Call af duty.
All went ok when I switched back to Amigamerlin 3.0; No crash and NWN works ok.
Seems that many user that use your Alpha release have the same problem
Can you give a look at this problem ?
Maybe that is caused by the older glide3x.dll file (3dfx original) that is included in the drivers. Amigamerlin3.0 uses newer glide3x, glide2x files.;)
The intention was to ship the Glide dll's from Amigerlin 3. These drivers only address DirectX issues. I would suggest that if you are having problems with OpenGl/Glide based games, that you try using the Glide dll's supplied with Amigerlin 3. It is possible that I have shipped the wrong glide dll at some point.
SFFT
The glide dll's supplied with SFFT alpha7 are exactly the same ones
that comes with the AM3.0. There must be another reason, then.
I was playing an adventure mouse pointing game called Syberia and the
sequel Syberia II... on Syberia II i had issues with AM 3.0 drivers
that were adressed by SFFT. The problems were on the animations mainly
and on the video cuts that didnt play smoothly. They even hang.
With SFFT the problems were gone.
I have a question though. Is that normal to be very few options in
3dfxtools when using SFFT drivers? Besides that there's no longer
the video overlay gamma settings. Asking this just to be sure.
3dfxSalutes,
Matheus
SFFT just want to let you know to forget about my mouse problems. I found a problem in my mouse cable. :D
QuoteOriginally posted by Nightbird
QuoteC&C Generals stopped working with these drivers
Not sure that Garth is speaking C&C Generals since this game needs a difficult workaround and without being sure of the result...
Perhaps he's speaking about C&C Renegade ?
No, no. Im talking about C&C Generals, I followed all the steps (except for the ones that ask for AM 2.5 SE to be installed :D) and ran the game and it doesn't work.
QuoteOriginally posted by SuperFurryFurryThing
The intention was to ship the Glide dll's from Amigerlin 3. These drivers only address DirectX issues.
I know, but this 2 games maybe use d3d for calling something in opengl.
I really don't know but is really strange: NWN come out with a black screen aftere the menù and Call of Duty Freeze after trying to change the detail or resolution and the most important thing is that THIS 2 Games have the same problem whichever glide3x I use.
I've tested 4 Glide3x (old and new) and all mesa Release from 6.1.0.3 but with noone this games start and are stable.
As I said no problem when returning back to AM 3.0 and I've tested the same 2 games with the same Glide3x without problem.
I hope all is clear.
Again As I said seems that only the user that are using Alpha driver have this problem !!
SFFT, please try Call of Duty and NWN (Demo). Maybe in this 2 games D3D routine are called to open screen or for doing something in the games menù.
Please give it a try and let me know.
QuoteIm talking about C&C Generals, I followed all the steps (except for the ones that ask for AM 2.5 SE to be installed ) and ran the game and it doesn't work
So, did the game work before that you use the SFFT drivers ?
QuoteOriginally posted by ggab
playing in opengl (mesafx) the 1964 emu hangs and then i press the reset buttom, when winXP restarts display:
(http://img32.imageshack.us/img32/1760/alfa6.jpg)
another, i tried with 1964 emu & jabo 1.51 d3d plugin and i get the blue screen with this info:
3dfxvs.dll - Address bf9e900e base at bf9b7000, Datestamp 40cf6ab5
well, with the new alpha7 & v3, it has the same problem. Windows Blue screen and "3dfxvs.dll - Address bf9eXXXX base at bf9b7000, Datestamp 4xxxxxxx" where x, is in hexadecimal (change in a random way).
I also tested: replacing the 3dfxvs.dll & 3dfxvsm.sys from AS3.0 (AmigaSport) driver with SSFT's ones, and crashed too (the same way).
but maybe i'm doing something wrong... i really think that the drivers should work in the right way, almost perfect, i guess. (confused [B)])
As too the Gamma Ramp / Tools options I have been adding some code from Amigerlin 3, which shou;ld add these features to the next version. There is a still a rebooting problem with these drivers. I am looking at this next. I have a fair idea where the problem is so it should be fixable.
SFFT
QuoteOriginally posted by Nightbird
QuoteIm talking about C&C Generals, I followed all the steps (except for the ones that ask for AM 2.5 SE to be installed ) and ran the game and it doesn't work
So, did the game work before that you use the SFFT drivers ?
Yes, well....partially, i got it to run with missions and everything but i didn't have any textures, and i couldn't see the units :D
QuoteYes, well....partially, i got it to run with missions and everything but i didn't have any textures, and i couldn't see the units
I see... ;)
And when the game "worked", you were using what driver ? the 2.5SE or the 3.0 ??
2.5 SE because i couldn't get it to work under 3.0
QuoteZandro how well does this demo work with Amigerlin 3
it works ok with AM 3.0 but the speed is ofcourse "hamperd"
by the fact that the d3d part of older drivers (AM 3.0" no pun intended)
is rather bad compared to sffa7. But i have tried other d3d games with big improvments
i both speed an image quality. amongst these are "serious sam second encounter"
that was impossible to run in d3d because of strange artifacts, black squares
where textures where suppose to be and, realy bad rendering speed... but no longer
since i went over to sff alpha 7 :) going to test a lot of games and compare
with older drivers
hegemonia works fine with 3da under Win xp and no other tweaks
I have sent the next driver version to Glide and Amigermerlin, so we should see it soon hopefully. This fixes at least one rebooting problem.
SFFT
Just finished testing your driver alpha8 for Voodoo3.
Not working with GTA III and Vice City...still hangs after 5 sec. :(
Tested on:
WindowsXP SP1 with DirectX 9.0b
Voodoo3 3000 AGP on SFFTv3alpha8
Don't you mean the Alpha7, the Alpha8 doesn't appear to be on the web site yet although I have sent it to Amigamerlin and Glide.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
Don't you mean the Alpha7, the Alpha8 doesn't appear to be on the web site yet although I have sent it to Amigamerlin and Glide.
SFFT
Alpha 8 is online on www.3dfxzone.it homepage from 06/30/2004. Go to check ;)
QuoteOriginally posted by SuperFurryFurryThing
Don't you mean the Alpha7, the Alpha8 doesn't appear to be on the web site yet although I have sent it to Amigamerlin and Glide.
SFFT
No, no, I tested today alpha8, like Amiga said, they are online.
ok, I think that we need a message to be posted to say that there is a new version, so that people no that there is a new version to test.
SFFT
The SFFT8 drivers are a bit more unstable see the picture below I get display corruption when I open and closed some windows. As for game play the two game I have (Ghost Recon and MS Flight Sim) both react the same as with the SFFT7 drivers.
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Some more info on these SFFT8 driver, I don't get the coruption mentioned above if my display is set to 16 bit.
Also I question I would like to ask everyone. What Voodoo bios is everyone one or would it make a difference for some who are having problems?
I am using version 1.18
QuoteOriginally posted by SuperFurryFurryThing
ok, I think that we need a message to be posted to say that there is a new version, so that people no that there is a new version to test.
SFFT
All the news should be present in our home page then all the guys should take a look at the homepage. However I'll put a message in this tread when each new set of driver come out. ;)
Godd testing.
PS. SFFT I really need to talk to you via ICQ.
Bye
I'm still getting reboot issues with alpha8.
The game that im currently playing is Carom3D, a pool sim.
It's free and can be found here: www.carom3d.com . Just 12MB.
When using alpha7 the PC rebooted everytime i exited the game
and started it again. Now with alpha8 it doesnt happen anymore,
but randomly when in the game the PC reboots as well. Generally
after some time that i didnt measure how much.
Glides[]s
Matheus
@macmagostini
Are you under XP or Win2k ?
Seems that this game doesn't run very well under XP because when you read their Faq :
To Windows XP users.
Carom3D may crash on Windows XP.
You must change some option to play without crash.
Right click on the Carom3D shortcut(icon) on your desktop.
Properties -> Compatibility -> 'Run this program in compatibility mode for' 'Win 98 / Win Me' (or just Win98)
Warning : Don't forget to change this option whenever you install game for version up.
@ Nightbird
I had forgot that possible issue. Thx ;) Im indeed running on XP.
I'll give it a try. But the matter is that with AM3.0 it
*never* crashed and I always played it on WinXP. So it's
not only the game itself. I still believe its an issue
related to the DX core involved. Can't asure. Just my thought.
VoodooSalutes
Matheus
FBS, what mode are you running the V5 in when you get the desktop corruptio. Can you test it in Single chip mode and fastest performance mode.
SFFT
QuoteI'll give it a try. But the matter is that with AM3.0 it
*never* crashed and I always played it on WinXP. So it's
not only the game itself. I still believe its an issue
related to the DX core involved
Hum, the game doesn't seem very demanding :
Minimum System Requirements :
Windows 95, Windows 98, Windows 2k, Windows XP(XP user need to change some options)
- Pentium MMX 160 or equivalent
-
Direct-X6.0 compatible video card- 3D card essential
Rather surprizing even... since we see so many games demanding DirX9.
Sorry to misslead you SFFT, the corruption has nothing to do with the 16bit or 32bit. The corruption occurs when the AA is set to Fast Performance. :) In 2 sample or single chip everything seems fine.
ok that clarifies things a bit. I have made changes there.
SFFT
I have posted a new version of the driver, this should address the memory problem in the alpha 8
SFFT
QuoteOriginally posted by hanksemenec
The win 2k drivers are busted, looks like they were all build on the same source.
During driver load the driver modifies DRAMInit 0 and 1, Daytona DRamInits are not compatible with VSA100. The BIOS sets them up correctly and the driver nukes them, you end up with a scrambled screen. :(
Hank
@ SFFT
Is it possible for you to address this error ?
I dont know whether it is much work to change this, but at the moment it is not possible to use Daytona cards with Win2000/XP.
ok guys again testing time :).
Alpha9 are online ready for download.
Please check at www.3dfxzone.it.
QuoteOriginally posted by Rolo01
@ SFFT
Is it possible for you to address this error ?
I dont know whether it is much work to change this, but at the moment it is not possible to use Daytona cards with Win2000/XP.
Only for example AM3.0 are busted.There is also problem with SLI and AGP2PCI that I announce in this thread http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1163
I just tested Alpha9 and it doesn't work with Voodoo3 & GTA3 nor Vice City...still the same problem, hengs after 5 sec. [:(]
Tested on:
WindowsXP SP1 with DirectX 9.0b
Voodoo3 3000 AGP on SFFTv3alpha9
I have looked at the V3 GTA3 problem, but havn't found a solution. It works on V4/V5's so I preume that it is some peculiarity of the V3. Vice City has a hardware speck above that of a V3, so I wouldn't expect it to run.
I have no idea what a Daytona is so can't help you there.
FPS could you re-run the FS tests in Single chip and Fastest performance modes, and let me know if the kneepad problem is fixed in both.
SFFT
The Daytona is the VSA 101.
Look in this topic here (http://www.falconfly-central.de/cgi-bin/yabb/YaBB.pl?board=general;action=display;num=1087461219)
http://www.falconfly-central.de/cgi-bin/yabb/YaBB.pl?board=general;action=display;num=1087461219
I got to test the SFFT9 drivers this morning for about an hour before having to go to work. I have not completly checked everything but what I have so far is that using the Flight sim software I still had the kneeboard problem with AA set to Fast and 2 sample, in single chip mode the kneeboard worked fine (note: this problem is in full screen only in window mode the kneeboard works fine in all AA modes). I have not seen any desktop corruption yet. Later this eveniing I will try the drivers some more.
Testing the SFFT9 drivers I have no problems with them, they function very well. SFFT if I can give you more input to fix the flight sim kneeboard please advise. What I can say is I think if you open a 2D window in a 3D image may be the cause. You see there are other windows such as the GPS seen in the picture below that open without any problem.
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QuoteIt works on V4/V5's so I preume that it is some peculiarity of the V3. Vice City has a hardware speck above that of a V3.
Only surprizing that the game can run on a Banshee (even if this is not under XP)
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=639
To add some more info on my kneeboard, Performance is worst(FPS)with AA set to Fast compared to 2 sample, when kneeboard is opened.
Today I loaded another software that runs with the Flight sim. This software controls the forces of my forcefeedback joystick. It runs in the backround with no visible windows. But is interesting that happened is that in AA 2 sample the kneeboard works fine now, when I run the sim with Fast AA the sim Frames run at 1FPS this makes the sim not even runable. Its like watching a slide show( did not even attemt to open the kneeboard I just returened it to 2 sample AA.
FBS Could you test the performance using Single Chip Fastest and 2 sample modes. I would suggest that you reboot the machine after changing the modes before doing the testing to ensure that the requested mode is set.
SFFT
Here is some data collected. I created a video in the Flight sim and replayed it with the different card settings. I do not have any benchmark software so this video would assure stability in conditions being played.
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Hello people.
I am a reader of this forum for at least one year, but I never had enough patience to register and etc.
Well, today the inertia was finally won, and here I am.
I have tried SFFT drivers since the first alpha, and I must say that the direct3D part is the fastest I could test, until now.
But there's one thing that bothers me since immemorial times: why does the direct3d part of "3dfx tools" never seem to change anything in performance? Is it because my v3 does not support dx8 and above?
Just to finish, I've played warcraft 3 with SFFT alpha 8 with absolutely no problem (well, at 10-15 fps, but that's a cpu matter).
I tested Max Payne 1 yesterday on WinXP with a Voodoo5-5500 PCI.
In the options menu I cannot select any FSAA modes, and the game doesnt start because it reports it has not enough video memory...
GTA Vice City works fine with SFFT Alpha9...
Well I had problems with Max Payne, on a V3 not starting with an out of memory message, it worked if I reduced the descktop size.
SFFT
QuoteOriginally posted by FBS
Today I loaded another software that runs with the Flight sim. This software controls the forces of my forcefeedback joystick. It runs in the backround with no visible windows. But is interesting that happened is that in AA 2 sample the kneeboard works fine now, when I run the sim with Fast AA the sim Frames run at 1FPS this makes the sim not even runable. Its like watching a slide show( did not even attemt to open the kneeboard I just returened it to 2 sample AA.
I find it strange, for some reason, this morning my kneeboard is not working as mentioned in quote. It is as before, upon opening the screen flickers, I get a black kneeboard then as I pass the mouse over the control buttons become visible. Is this have do do with layers of texture? Someone previously mention that they had a game play and the characters where not visible? Same isseu?
There is an issue still with the memory management in fastest and single chip modes. there is a problem, with resizing down a maximised window and the background having a small pert not redrawn correctly. You can reproduce it with a web browser by simply clicking the restore down button when maximised. I have fixed it in the next version.
FBS were you doing some testing with other games that had problems aswell, how did that go.
SFFT
Everything is super with all my other games. No problems at all I really enjoy your drivers.
A doubt has come...
Can i have AM3 installed and just exchange de DX drivers?
How exactly i would do it?
Changing drivers on WinXP is a pain!
I do enjoy SSFT drivers also, except for the rebooting problems
i was getting, but my Win was a little messy. I recovered my last
good partition with Ghost yesterday and would like to test again.
Thx,
VoodooSalutes.
There's a driver switching utility in the download area of this site.
Well the only differences between the SFFT and Amigerlin drivers is the DirectX support the Glide dll's with the driver are those from Amigerlin3 anyway, and the Amigerlin tools should work with the surrent version.
SFFT
I've noted that since i investigated more when i installed the
alpha8 in my previous system. Now i recovered my partition with
AM3 installed.
The point is that AM3 shows many more options in tools, and i'd like
just to exchange the DX portion of AM3 with the alpha9 one without
uninstalling AM3 and reinstalling SFFT alpha9. Is there anyway to do
that?
Thx,
Matheus
QuoteOriginally posted by mcmagostini
I've noted that since i investigated more when i installed the
alpha8 in my previous system. Now i recovered my partition with
AM3 installed.
The point is that AM3 shows many more options in tools, and i'd like
just to exchange the DX portion of AM3 with the alpha9 one without
uninstalling AM3 and reinstalling SFFT alpha9. Is there anyway to do
that?
Thx,
Matheus
yes, and it's very easy:
3dfxvs.dll move to C:\WINNT\system32
&
3dfxvsm.sys move to C:\WINNT\system32\drivers
if u have default XP install, "winnt" is WINDOWS. enjoy this great driver set (gta vc looks GREAT [8D])
The current version should support all of the configuration options of Amigerlin 3. You could make a copy of the Amigerlin install set and simply copy the 3dfxv.dll and 3dfxvsm.sys files form the SFFT driver and then install from the copy of the Amigerlin driver that was made. The support fro the amigerlin config options is in from Alpah9, although it is worth noting that the Alpha10 is on the way.
SFFT
Great news!
Thx ggab and SFFT ;)
3dfxSaludos
Matheus
Drivers are cool, but I have some bugs.
In HFS HP2 dissapeared special effects on the cars. They looks simply
textured.
MechWarrior 4 Mercenaries reboot computer when lounched.
Blood Omen 2 & NFS Undeground work with this drivers or not? Or they reboot
machine?
WinXP SP1 Rus, Voodoo 5 5500 AGP, Athlon XP 1700+, GA7DX+, 256 DDR.
I'm still getting reboot issues with alpha9
not only in Carom3d as i mentioned before,
but also on dayly tasks. I can remember to be
browsing some pictures with ACDSee and the pc
just rebooted then. It doesn't occur on a regular
basis but what i can tell is that AM3 never made
this happen.
It's confusing. I'm back to AM3 for a while.
Matheus
PS: I made the workaround suggested for Carom3D
on WinXP OSes but it didn't make difference.
Ok guys,
new Alpha10 driver set is online.
Go to check at www.3dfxzone.it home page (news section).
Good testing.
Bye
Greetings!
I have a problem to report with the SFFT alpha 10 drivers - with MESAFX 6.1.0.8. (and MESAFX's glide3x.dll) - trying to run Quake3 - I get blue screen, saying there's something wrong in 3dfxvs.dll.
Regards
S/Z
P.S. - UPDATE - MY SYSTEM :D
AMD Athlon 2000+
VIA KT333
Voodoo 5 5500 AGP
........
sirkoz, next time, remember to tell us, more info about your system's specs.
my bug report (alpha10 & v4):
in GTA VC, when i launch this game with TV-out Enabled (in 640*480 res)...(640*480 is the game's resolution...)
the intro's sound is OK, but the video does not show. Really i only get a Black screen... and then, nothing happens....(i press Alt F4)
with AM30 d3d's drivers (3dfxvs.dll & 3dfxvsm.sys), is OK (intro + gameplay, with the TV).
(i wish, the HUD flickering issue will be fixing in a near future :))
The SFFT10 drivers are good. The frame rate of my flight simulator has increase, I estimate about 25%. The kneeboard is as before it opens well in single chip only. In AA fast and AA 2 sample the kneeboard opens with a black window and I have to pass the mouse over the control buttons then they start to appear. The ghost Recon game that I play with also works fine with no problems to report.
Ok Guys,[8D]
Alpha 11 is online for testing on www.3dfxzone.it home page (news section)
Good testing. ;)
Bye
The SFFT11 drivers have developed a problem I did not have before. As I change from window mode to full screen and or back I occasionally get the dreaded Blue screen of death saying.
KMODE_EXCEPTION_NOT_HANDLE
address BB89EBE6 base at BB83B000 date stamp 40Fd8172 3dfxvs.dll
As for everything lese no change on the Flight simulator kneeboard, basically the same as what was reported with the SFFT10 drivers
Can someone test to see whether the Glide problems, occur in all of the operating modes. i.e in Single chip mode, fastest and in 2 and 4 sample anti aliasing.
SFFT
Quotewhether the Glide problems
what's? i dunno, because DirectX files are the only updated ones.....
Sonic DX with alpha10 (maybe from 1 to 9 too) (not tried with v11 yet)
(http://img29.exs.cx/img29/4626/a107.jpg)
and with AM30 (in game, some messagges are wrong too)
(http://img29.exs.cx/img29/1391/am30.jpg)
With Alpha10 MechWarrior4 Merc's - blue screen of Death.
NFS HP2 - special effects on cars don't work. :((
Often happens blue screen of death (BSOD) just in Windows.
WinXP SP1 Rus, AMD Athlon XP 1700+, GA-7DX+, 256 DDR 2100
VOODOO 5500 AGP 64 Mb.
SFFT Screenshot test pics just for a change
SFFT
Freelancer
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Another Screenshot or 3 Grand Prix 4 and Il2 Sturmovic and IL2 Forgotten Battles
SFFT
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and again Pacman World 2, Unreal 2
SFFT
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and yet again GTA3 Vice City, MotorRacer3
SFFT
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Nice Sshots [8D]
Really a great job, SFFT , many compliments.
I've tested Alpha11 and it has a good stability. No problem running games like Spiderman the movie (with T&l patch) and I was able to run Painkiller (Obviously with T&l patch) that I can't with the previous release. GHost Recon (Demo) Have a problem only in Fastest perfomance but is good with 2XFSAA (no graphics problem).
Syberia looks good without graphics problem and F1 GP4 looks nice too.
The only games that have problems that I found are:
UT2003 Demo (the sky is not perfect)
Vitecong (that was working with beta 7) now not work.
This game now looks bad like with beta 7 and the mipmap ditering enabled.
Spiderman the movie lockup in FSAA if D3d guardband clipping is not enabled.
I suggest you to Dl the demo and give it a shot.
This early morning I've tested Alpha 11 with my personal .inf file with DirectX 9C and tested Spiderman, Spiderman the movie Demo, UT2003 Demo without problem and without performance loss.
Nice job guy, really a nice job.
Well I have tried the Vietcong commercial released game, and I find thatit reboots in the tutorial unless I disable DX8 support, if I do it looks very bad on a V5 but ok-ish on a V3. It also doesn't like having trippel buffering enabled. It seems to need the textures to be stored in system memory instead of on the card. Are we talking about the same game. I did the Screenshots on a Voodoo 5500 AGP on Win2k professional, on DX9.
SFFT
Drivers are perfect, but bugs still there.
Need For Speed HP2 by EA Sports - special effects on cars didn't work. In AM3.0 & 3dfx original drivers all ok.
MechWarroir 4 Mercenaries reboot the computer.
Voodoo 5 5500 AGP 64M, Athlon XP 1700+, WinXP SP1 Rus, GA-7DX+, 256 DDR.
QuoteOriginally posted by SuperFurryFurryThing
Well I have tried the Vietcong commercial released game, and I find thatit reboots in the tutorial unless I disable DX8 support, if I do it looks very bad on a V5 but ok-ish on a V3. It also doesn't like having trippel buffering enabled. It seems to need the textures to be stored in system memory instead of on the card. Are we talking about the same game. I did the Screenshots on a Voodoo 5500 AGP on Win2k professional, on DX9.
SFFT
yes, but I tried the demo version (single player) with your Alpha 7 and using "testure stored in system memory" and disabling Mip Map dithering the game run ok.
But Using alpha 7, as I said in one of my previous post I have had problem using MESA with Call of duty, Oni, and NWN.
Now the problem are disappeared and the only game that won't run is Vietcong (with Alpha 8/9/10/11) using the same setting that I have used with alpha 7.
I'm using it on Winxp SP1a with voodoo 5 5500 PCI and DirectX 9C.
Another question, did you used this driver set with voodoo5 6000. Do you have a voodoo5 6000?.
Let me know
Bye
PS I found another little bug. With Ninja turtles (demo) during the explosion something will showed bad.
Bye and I'll continue to keep you informed about.
There was definitely a problem introduced with Alpha8, which is when I put the Amigerlin 3 chnages in amongst others. I have confirmed that it changes the behaviour with Vietcong, and also Starsky and Hutch. I havn't worked out why yet though. I don't have a V6000. I have V3/V4 and V5.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
There was definitely a problem introduced with Alpha8, which is when I put the Amigerlin 3 chnages in amongst others. I have confirmed that it changes the behaviour with Vietcong, and also Starsky and Hutch. I havn't worked out why yet though. I don't have a V6000. I have V3/V4 and V5.
SFFT
The thing that you are are using our code (of 3DFXzone.it team) in your driver is a really good notice !! and I'm really really happy for this. :).
Please take care of this 2 bug.
Please contact me in private mode (via MSn or ICQ) because we can help you in development supplying you some "documentation" about.
Yesterday I do other test with F1 2002 from EA and it perform very well at 1024x768x32 bit with FSAA 2X.
I'll put some screenshot ASAP.
Another question: If you become a voodoo5 6000 owner is in your intention developing your current driver for 6k too?
Let me know.
Are you sure that the driver doesn't work on a V6. Have you tried it with a valid ini file, that can identify a V6.
SFFT
@SFFT,
Installed your driver a couple of weeks ago and I'm very impressed, keep up the fantastic work you're doing ;)
One side effect though, since installing I get no mouse or keyboard response in Aliens vs Predator 2 ?, was fine in Amigamerlin 3.0.
All my other directX games have shown an improvement (performance and/or some not requiring 3D-analyze)
Once again Bravo !
I agree the drivers are a nice piece of work. I like the SFFT10 drivers better. I was having some minor problems with the SFFT11 so I reverted back to version 10. Otherwise I am very pleased great performance on the graphics.
Congratulations
SFFT Alpha 12 Ready to be tested
Could you help me get this game running with the Alpha 12
http://www.nona.dti.ne.jp/~kbz/soft00.html
for some reason it crashs unlike in amigamerlin where it does not.
I looked in the event viewer and all it says is I had a mini dump.
When it crashs it restarts my whole computer with no Blue screen of death or anything.
Ok guys, Alpha 12 for voodoo 4/5 are online ready for new testing.
Contain some interesting future like the possibilities to set the Dx compatibilities.
Bye
What are the improvements?
BTW, I'm currently using Alpha 10 and don't have any way of setting various options (no 3dfx HUB etc.), is it supposed to be like that?
There are no tools supplied with the driver, although they weill work with the tools from other drivers.
SFFT
Recently when testing the 3 latest drivers for the voodoo 5 I've noticed it changes the colour of windows from windows standard grey to windows classic grey in windows 2000 when I alt tab out of games.
To fix it I have to apply windows classic than reapply windows standard. (in Right-Click Desktop ----> Properties ----> Appearances Tab)
Im having that problema also, 'sometimes' (emphasis on sometimes). Haven't really thought of posting it though, the problems not worth the effort as far as im concerned :D
@SFFT,
1)Do you intend to incorporate the 3dfx tools in a future release ?
2)What has to be done before your driver is deemed a beta ?
Just curious. Once again keep up the great work, its exciting to know someone has the interest and skills to work on the directX side of 3dfx drivers.
It is worth posting problesm, that can be reproduced as an examination of them can shed light on other problems.Do you think that this desktop colour corruption started with Alpha10. There seems to be some serious memory corruption going on somewhere. if you run 3dMark2001 the machines takes a long time to reboot when shutdown after running it. This seems to happen with all of the W2k drivers, I believe that this is down to memory being corrupted by the driver, unfortuately this has not been resolved yet, it needs fixing. Working on tools is not a priority given the number of problems with the driver.
SFFT
I also do believe there's something about memory corruption because
i get crashes on 3dfxvs.dll very often. Even just browsing my files,
opening/closing a window etc. Maybe it happens after i play that
Carom3D game I mentioned before. But the fact is that it doesn't
occur with AM3 DX dlls.
How i know it's 3dfxvs.dll that's crashing...easy...I disabled WinXP
auto-restart upon error feature. So the system crashes to the BSOD
and tells me which device is the culprit. Everytime it happens to be
the 3dfxvs.dll.
I did that not only to test it. But to guarantee that the reboots
weren't happening caused by other unknown problem with my system.
Sorry the long post but i thought it was necessary for the context
we're dealing with.
VoodooSalutes
Matheus
I have the same isseu with the crash caused by the 3dfxvs.dll. It seemed to me like it this allways happenes after a fresh install. Then it seems to go away. The SFFT11 drivers, the crash would occur much more frequently. Though recently just before the SFFT12 drivers where released. I changed my registry settings to enable "UseGTF=1". It seemed like this stop the crash but I would not know maybe it not related at all. I ran my games a few times with this setting without incident. Testing should of been longer then I installed the SFFT12 drivers and played my Flightsim game. After 30 minutes I crashed with the 3dfxvs.dll. Rebooted the machine and so far it has been OK. I played my game for a couple of hours without incident.
I still have problems when I open the window of my kneeboard while in full screen mode. Something strange also happens that may or may not be related, is that when I fire up the game and start playing and as I switch to full screen mode. A few seconds after the screen starts to flicker two or three times then stops, ten seconds later another two or three flickers. Now what I found is that when I open the kneeboard, I get a flicker and then a blank window as mentioned in previous post, but the screen flicking stops.
real bizare [?]
hello
here it crashes a lot with 3dfxvs.dll but never crash while playing, just after leaving the game
this driver may crash a lot but its very very good, i can play lineage2 and freelancer with no problems XD, nice job sfft!
obs: i have some major slowdowns with pristontale when i see the blacksmith, my fps go down to 2-4...could u take a look on this if u have time? thx
i find the driver have a problem in the game Commandos 3. i cannt see the role in the game. in other word the role cannt be shown in the game.
this is the capture of the game.
(http://server6.uploadit.org/files/wangjian-Snap1.jpg)
What is the "role" that is missing in the game Commando 3. I couldn't see anything obviously wrong from the screeshot. I have Commando 3 so I should be able to duplicate this.
SFFT
SFFT Drivers-Alpha12 for Voodoo 4/5
What about Voodoo 3?
are these drivers also for voodoo 3?
thanks
QuoteOriginally posted by SuperFurryFurryThing
What is the "role" that is missing in the game Commando 3. I couldn't see anything obviously wrong from the screeshot. I have Commando 3 so I should be able to duplicate this.
SFFT
the "role" i relate is the character who i can control to finish the mission. u cannt see any character in the map,cann u?
i also find all kinds of driver of voodoo5 have a problem(includeing yours) in the game max payne2.at night i will capture the screenshot.
cannt see the leg!
(http://server6.uploadit.org/files/wangjian-Snap2.jpg)
QuoteOriginally posted by wANGjIAN
cannt see the leg!
(http://server6.uploadit.org/files/wangjian-Snap2.jpg)
Disable postprocess effect and you should have legs back.
let me know
Anyway Alpha12 are stable and I played Max Payne 2 without any kind of problem.
Bye
QuoteOriginally posted by Amigamerlin
QuoteOriginally posted by wANGjIAN
cannt see the leg!
Disable postprocess effect and you should have legs back.
let me know
Anyway Alpha12 are stable and I played Max Payne 2 without any kind of problem.
Bye
Thank U for your answer. i will try it.
LOL, that's a funny glitch... No legs!
Alpha 12 is a stable driver indeed. It doesn't randomly crash when surfing the web like it used to in alpha 3.
I would just like to report that the laggy FPS spikes that I found in live for speed have been fixed and that these drivers work perfectly in Gunbound. Good Job!
I think I found a potentially BIG/HUGE problem with the Alpha 10's.
WindowsXP SP1 (All neccessary updates)
SFFT Alpha 10
The problem occurs with Microsoft Outlook Express (6 offcourse).
Sometimes when I'd go from one of the subfolders to the root in Outlook Express, my computer would reboot!
I am 99% sure it's the Alpha 10 drivers because the problems occurred after I installed Alpha 10 and since I removed them I haven't had a single crash.
@chatocl
Quote
SFFT Drivers-Alpha12 for Voodoo 4/5
What about Voodoo 3?
are these drivers also for voodoo 3?
thanks
get here the last version (Alpha 11) for the Voodoo 3
https://www.3dfxzone.it/news/reader.php?objid=336
QuoteOriginally posted by Amigamerlin
QuoteOriginally posted by wANGjIAN
cannt see the leg!
Disable postprocess effect and you should have legs back.
let me know
Anyway Alpha12 are stable and I played Max Payne 2 without any kind of problem.
Bye
I really appreciate for your help.the game is perfect now. :D
There should be an Alpha12 for the V3, I sent it with the Alpha12 for V4/5. As I recall there was a GDI related problem, I think that I fixed it in Alpha11.
SFFT
Didn't find the Alpha 12 for the V3 in the news.
QuoteOriginally posted by SuperFurryFurryThing
There should be an Alpha12 for the V3, I sent it with the Alpha12 for V4/5. As I recall there was a GDI related problem, I think that I fixed it in Alpha11.
SFFT
I've received only Alpha 12 for voodoo 4/5 nothing about Alpha12 for voodoo3.
Please send me the package again and I'll put it online ASAP.
Bye
VOODOO3 not dead! [8D]
QuoteOriginally posted by agrelaphon
VOODOO3 not dead! [8D]
Ah ! :D
ok Guys, Voodoo3 Alpha12 are online (news of Alpha 12 for Voodoo4/5 updated and added the link for downloading the Alpha 12 for voodoo3).
Go to download in the news section and good testing ;)
Bye
PS: @SFFT: Please answer to my last e-mail.
@ SFFT : What are the "setDXmode" files you have included? and what do they do? I noticed things are a bit faster when Dx7 mode is set[^]
QuoteOriginally posted by agrelaphon
@ SFFT : What are the "setDXmode" files you have included? and what do they do? I noticed things are a bit faster when Dx7 mode is set[^]
I think it is compatible for dx7 or dx8, isn't t?
The setDx7Mode and setDX6Mode files, causes the driver to run either as a DX7 driver or a DX8 driver. You can run as either a DX7 or DX8 driver under DX8 and later. The driver behaves differently DX8 should be faster. Some ganes run better under DX7 mode such as Viercong some run better under DX8 mode such as Vice City. DX8 mode should be the better option try DX7 mode if you have problems under DX8 mode.
SFFT
The setDx7Mode and setDX6Mode files, causes the driver to run either as a DX7 driver or a DX8 driver. You can run as either a DX7 or DX8 driver under DX8 and later. The driver behaves differently DX8 should be faster. Some ganes run better under DX7 mode such as Viercong some run better under DX8 mode such as Vice City. DX8 mode should be the better option try DX7 mode if you have problems under DX8 mode.
SFFT
I wanna know the default mode is DX7 or DX8.
Thanks for clearing things up SFFT:D. Although I don't know if GTA3 is runable on a V3[B)];)
The driver will default to DX8 mode, but as the SetDX7Mode and SetDX8Mode file set the value in the registry, it will remain set untill changed using SetDX7Mode or SetDX8Mode. You need to run the SetDX8Mode or SetDXMode and then reboot to really know what mode you are in, unless you can spot the differences in the modes when they are running.
SFFT
Shots (1024 X 768 X 32) using SFFT alpha 12 & Voodoo 5500
Great job SFFT, fast & stable ;)
The Thing:
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Need For Speed Hot Pursuit 2:
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IRONSTORM:
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Deadly Dozen:
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Ghost Recon:
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I want to add something that I have observed with these drivers in that the textures don't seem to render in the right order. Along with the screen flickering and poor kneeboard performance (dark screen and drop in FPS). I have noticed some problems with the way the texture work. I have posted two pictures of ground textures from Microsoft Flight simulator. The first displays what seems to be normal textures with clear definition? The second is a blurry texture. Now what happens is as I load pictures and change views I get a good picture (Picture 1) at first and a second after it renders itself blurry as in the second (Picture 2). When going to full screen the screen flickers and in between flickers I get nice pictures as in picture 1. To stop the flicker as mention in previous post, I bring up the kneeboard on display wait a second then close it. After this all is well except for the textures. Setting maybe? If this is so I don't know where to begin seems like I tried everything. Driver maybe?
I also want to add that it took some time to get a sample of the clear picture because it does not last long until it turns blurry.
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FBS are you claiming that this new behaviour that has been introduced with the Alpha 12 driver. Have you tried turning off LodDithering. Has anyone any nformation of what games that claim they need T & L actually do need it, I tried Freedom Fighters, which claims it runs on a card with 32 Meg and T & L, ad it runs on my Voodoo 5.
SFFT
The problem with the textures was caused by a third party aircraft that I was using:D
QuoteOriginally posted by Phalanx
I think I found a potentially BIG/HUGE problem with the Alpha 10's.
WindowsXP SP1 (All neccessary updates)
SFFT Alpha 10
The problem occurs with Microsoft Outlook Express (6 offcourse).
Sometimes when I'd go from one of the subfolders to the root in Outlook Express, my computer would reboot!
I am 99% sure it's the Alpha 10 drivers because the problems occurred after I installed Alpha 10 and since I removed them I haven't had a single crash.
Whatever caused this is still there in Alpha 12. Just had a reboot again.
Might also have something to do with a program I use called RBTray
http://rbtray.narod.ru/
Has anyone tried these drivers on a voodoo 5 6000?
QuoteOriginally posted by LogicalMadness
Has anyone tried these drivers on a voodoo 5 6000?
Hi Logical,
yes many user in italy tried this set on 6k but it doesn't work.
Bye
The only report I have had about running on a V6K indicated that there were problems running at high monitor refresh rates, but at low refresh rates D3D appeared to work, this would seem to indicate to me that the drivers seem to work on a V6K, perhaps someone could try testing with a V6K at say 65hz and try some D3D games.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
The only report I have had about running on a V6K indicated that there were problems running at high monitor refresh rates, but at low refresh rates D3D appeared to work, this would seem to indicate to me that the drivers seem to work on a V6K, perhaps someone could try testing with a V6K at say 65hz and try some D3D games.
SFFT
Ciao SFFT :)
In Italy I've received not positive feedback. Seems that the current driver install but only 640 x 480 can be visualized in D3d. Because a lack of time I can't do any test on 6k with your current driver set. I'll do some test in the next 3/4 days and I'll report here about.
Anyway Alpha 12 is really stable with 5500 and you can always take care of 6k in the next future ;):).
Bye and keep up your good work
Amigamerlin,
Do you have the problem with the Amigamerlin 3.0 with the 6000 that when D3D HAL is initialized, then you cant run anything opengl/Glide in Fastest or 2X unless you restart the PC?
I do! i noticed the same thing with the 6000 and amigamerlin 3.0 Althoug i havn't tried any other driver for windows XP.
yes, i've tried every driver under the sun. the DLL's were makde to fix compatibility so the 6000 could be used under NT/2K/XP, however, that bug still exists. It's not a HUGE deal, as most will use OpenGL/Glide in x4 or x8 most the time anyway, but when a newer game is played that needs more power, its a pain in the arse to have to restart the PC everytime you want to play x2 or fastest.
I wonder if the coders with 6k's are aware of the problem?
QuoteOriginally posted by LogicalMadness
Amigamerlin,
Do you have the problem with the Amigamerlin 3.0 with the 6000 that when D3D HAL is initialized, then you cant run anything opengl/Glide in Fastest or 2X unless you restart the PC?
Ciao Logical,
with Amigamerlin 3.0 Driver set as you wrote in the past when I run a D3D session and after an opengl session I've a scrambled screen but only if I start a d3d before Opengl. Nothings happen in the reverse order.
Only in the first case I must reboot pc, if I want to play opengl games but I think is not a big problem ;).
But I don't have to reboot pc if I want to play in fastest or 2X FSAA if no D3D HAL is initialized ; however 6k may lockup with FSAA 2x in Glide/opengl
Koolsmoky know both problems but no fix at the moment.
oh ok thank you... :)
Is there any chance to get the matrox parphelia ig3 demo working?
The Alpha13 drivers are now available for testing, there is a link to them via the home page.
SFFT
No change for me with the SFFT13 drivers. Ghost Recon works well. As for my kneeboard in Microsoft Flight Sim 2004 same problem with the bllack window. In Fast preformance my frame rates crunches to a halt with the kneeboard open and in 2 sample the frame drop is about 20%.
@SuperFurryFurryThing,
Could you try to see if its possible to get your drivers working with Halo, it seems as if it only works in a win 9x enviroment at the moment ? Would be a great achievement to get this game working on appropriate Voodoo cards on xp/2000 [8D]
As for Halo, I have not seen any information as to whether it works or not. I simply don't know. Are you claiming that it doesn't work, have you tried it.
SFFT
QuoteAs for Halo, I have not seen any information as to whether it works or not. I simply don't know. Are you claiming that it doesn't work, have you tried it.
SFFT]
Hi SFFT,
I have tried that game, and it doesn't work!
pd. Anyway, congratulations for the job! :D
Regards,
Oscar
Can you supply more information on how Halo fails. What driver did you use, have you tried the latest driver. How far did Halo get into starting etc.
SFFT
Thank You for this great job, SFFT!
But some bugs are still exists, i.e. in the Need For Speed HP2 special effects on the cars don't work (no mirrors and goround shading) and Mechwarrior 4 Mercenaries reboot the machine with BSOD.
SFFT Alpha 13, Athlon XP 1700+, 256 Mb DDR, Voodoo 5 5500 AGP, GA-7FX+.
Is anybody able to run Enclave game? http://www.enclavegame.com/ I was able to run only with 1.07.00 drivers. On SSFT it only said that it cannot find DX8 renderer.
QuoteCan you supply more information on how Halo fails. What driver did you use, have you tried the latest driver. How far did Halo get into starting etc.
Ok!
HALO vers. DEMO
SFFT 13 Driver
WinXP SP1 Directx9.b
The game shows a 'screen-note', this card doesn't support the minimal requirement for this game.
Regards,
Oscar
Since i was able to see the first screen where you see the title of the game (Halo - Gearbox - Bungic) (after "some" hours of thought [:p]), i can say for the moment :
- the game doesn't support "naturelly" a 3dfx card
- 3DAnalyzer seems absolutely needeed in order to "start" the game (or new error message)
but immediately
- i get a "Halo - Fatal Error"
A problem occured initializing Direct3D-Hardware acceleration, may be disabled, please run DXDiag
("of course", DXDiag runs perfectly) (perhaps a problem with 3DA)
Asap, i will install again Win2kPro and the demo.
---------------------------
V5 5500 agp - Win2kPro SP2 - DirectX9.b - Barton 3000+ - SFFT 13/Dirx8
I don't suppose that anyone has tried the commercial version of Halo. I wonder whether the Demo requires Hardware T & L, I thought that the game didn't need it.
SFFT
T&L
perhaps but when i enabled this feature in 3DAnalyzer (software or hardware), that doesn't help to start the game. You need to play with the options dedicated to the performance in the utility.
If this game can run under Win2k/XP, that will be probably with a very good tweaking and a good driver. [:p]
Hum, other thing : i tried the x3dfx beta driver 13/02/2001 and the demo didn't "started" even with 3DA, a little amazing since this is the core which ran the game but under Win9x.
Asap, i might try other drivers and indeed owning the full game would be more interesting.
It would be interesting to know what settings were used to get it to run under Win9x. I believe that the last 3dfx beta for Win9x, is still the best core in some respects. The core the later drivers are based on is an earlier less advanced version. I would suggest that you try the demo is fastest performance or single chip modes under SFFT as these have more texture memory availble.
SFFT
There is a hacked cfg file to run Halo under win9x. Althoug i have to add that i only got it working with Raziels Evolution friver.
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1092&SearchTerms=Halo
Oops i see now what you mean...ignore the post please [:I]
Microsoft has a number of command line switches avaible at their website, these could come in handy, if anyone can find them again. I found them, printed them off, and now can't seem to trace my way back to the site or find the printout. There's one for fixed-function cards, they cite the gf2mx i think, so that should also theoretically work for voodoo 5, it's like -ffunction or -fixedfunction, something like that. wish i could remember, i hope someone can do something with this info.
http://support.microsoft.com/default.aspx?scid=kb;en-us;830487
Anyway, their faq is really interesting and perhaps will help.
Has anyone tried Halo with the hacked config file and the SFFT 13 driver. I would be interested to know the result. I am getting a bit confused as to what has been tried. Has anyone noticed any performance increases with Aplha 13.
SFFT
I hacked myself the config. file in order to recognize my card.
Hum, the file ; soon i would be able to try the full game.
SFFTV3 alpha 13 won't install on a Voodoo 3 1000 (Compaq)[:(]
You get an error when running the installer...[:(]
This can be fixed by adding the following line to the INF file.;)
PCI\VEN_121A&DEV_0005&SUBSYS_005212A&REV_01
After the drivers were installed correctly, I tested Unreal Tournament in GLiDE mode...;)
I simply got the message "Error" and the game went into 'safe mode' (software rendering).[xx(]
Hope this helps developement! [8D]
The glide support with these drivers is the same as Amigerlin 3, the only changes are to the DirectX support.
SFFT
I have been trying the SFFT13 driver since its release and I do not like them very much. I find the driver to be more unstable than its predecessor. My screen freezes often with Flight Simulator and I have to restart my game and a reboot is also required so the PC operates properly.
QuoteOriginally posted by FBS
No change for me with the SFFT13 drivers. Ghost Recon works well. As for my kneeboard in Microsoft Flight Sim 2004 same problem with the bllack window. In Fast preformance my frame rates crunches to a halt with the kneeboard open and in 2 sample the frame drop is about 20%.
As with my other post on this I find the game works very well in single chip mode. No freezes, Good Frame rates, and the kneeboard display properly even in full screen. Only problem in single chip is no AA and the graphics are not as pretty.
2 Sample AA
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Single Chip
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Here is some more information on the drivers. Even in window mode the drivers don't seem to render the graphics properly. Look at the two pictures, one has is in single chip mode, the graphics are rendered as they should be. The other is when the card is set to 2 sample AA, you see there is no texture. Now this is a third party aircraft, as I thought was the cause of the problem posted in page 10 of this thread. This was the problem with the way the terrain graphics rendered. But it seems that no one else in the flight sim community has the same problem with these particular aircraft models. So I am now convinced that this is a driver issue. Now as you may know Microsoft Flight Simulator 2004 is a T&L game.
Can you test the Flight Sim in fastest mode and see if it runs the same as in Single Chip mode or how it compares with 2 Sample AA mode.
I would expect Single chip and Fastest modes to have the same amount of texture memory available, but there to be less in 2 Sample AA Mode or 4 Sample AA Mode.
SFFT
In fastest mode the textures diplay well as in single chip, but the kneeboard and speed FPS is best in single chip. The kneeboard and speed in fast is the same as 2 sample.
So it sounds like the texture problem is you running out of texture memory, and you would seem to be having some problems with blitting between surfaces in fastest and Anit-aliasing modes. it seems like some of it is being done in software.
SFFT
You are good SFFT it makes a lot of sense when analyzed. I have attached a section of my sim config file to show you what I have to deal with.
[DISPLAY]
UPPER_FRAMERATE_LIMIT=0
TEXTURE_BANDWIDTH_MULT=128
DisableSoftwareWarning=1
[GRAPHICS]
FULL_SCREEN=0
PERFORMANCE_MODE=1
DEF_PERF_MODE=2
TEXT_SCROLL=1
AUTO_LOD=0
DETAIL_TEXTURE=1
WATER_EFFECTS=0
TERRAIN_USE_VECTOR_MAP=1
TERRAIN_USE_VECTOR_OBJECTS=1
EFFECTS_QUALITY=0
GROUND_SHADOWS=0
SMOOTH_VIEW=1
IMAGE_SMOOTHING=1
TEXTURE_MAX_LOAD=128
COCKPIT_HIGH_LOD=0
AIRCRAFT_SHADOWS=0
LANDING_LIGHTS=1
IMAGE_QUALITY=1
TEXTURE_BLDG=1
TEXTURE_GND=1
TEXTURE_WATER=1
AIRCRAFT_TEXTURE=1
SEE_SELF=1
TEXTURE_QUALITY=3
LOD_TARGET_FPS=10
NUM_LIGHTS=6
FBS
FBS I have attached a zip with 2 utilities in it, that enable changing the number of Tiled Buffers. If you run Set3Tile it will increase the texture memory available although it will disable tripple buffering Set4Tile simply sets the mode back to the standard layout. It may help you to run with 3 tile buffers.
SFFT
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) settile.zip (https://www.3dfxzone.it/enboard/../public/uploaded/SuperFurryFurryThing/2004912175420_settile.zip)
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I am not sure how the Set3&4Tile is working I see no changes in the way the textures a re displayed. What I have also learned most recently is that if I set filtering to trilinear in the display options of the sim software the plane displays normally, but the terrain graphics look real blurry such as show in the picture of pg.10 of this thread. When it is setting is set to bilinear the plane graphics look blurry and the terrain textures look normal. Another thing that puzzles me is that the config file comes up with a card type. It references another config file display and it shows the followings entries here below. If I set the name in the game config to the display config, the game config rewrites a new entry back to the original.
Game Config line
[DISPLAY.Device.3dfx Voodoo Series.0]
Mode=1024x768x32
Displa Config Lines
; 3dFX Voodoo 1
;----------------------------------------------------------------------
[0000121a:00000001]
MultiTexture=0
TexGen=0
;----------------------------------------------------------------------
; 3dFX Voodoo 2
;----------------------------------------------------------------------
[0000121a:00000002]
MultiTexture=0
TexGen=0
;----------------------------------------------------------------------
; 3dFX Voodoo Banshee
;----------------------------------------------------------------------
[0000121a:00000003]
MultiTexture=0
TexGen=0
PageFlip=0
MipMap=0
;----------------------------------------------------------------------
; 3dFX Voodoo 3
;----------------------------------------------------------------------
[0000121a:00000005]
TextureForce=0
MultiTexture=0
TexGen=0
[3dfx32v3.dll]
Disable=1
[3dfx32v3.dll.1]
MinDriverRev=4.12.1.666
Disable=2
;----------------------------------------------------------------------
; 3dFX Voodoo 5
;----------------------------------------------------------------------
[0000121a:00000009]
DXTn=0
MultiTexture=0
TexGen=0
RenderToTexture=0
The config seems to imply that compressed textures are switched off DXTn=0, You can use compressed textures with these drivers.
SFFT
FBS One thing that did occur to me, the changes in memory architecture when you switch from Single Chip or Fastest to 2 Smaple AA or 4 Sample AA only take effect when the screen resolution changes. This is also true of the changes caused by running Set3Tile.exe and Set4Tile.exe. If your desktop resolution is the same as the game resolution i.e. 1024 * 768 * 32 in both cases, then you need to reboot before the changes will take effect. You may need to reboot the PC before testing a particular configuration setting.
SFFT
Ok I set up 3 tile and rebooted. I can now load the plane textures in 2 sample AA. The problem is that I loose the terrain textures, they become blured. I also feel a good speed increase. As for the kneeboard no change. I don't have much time left but tomorow I will check how it reacts in fast and single chip mode,
FBS
I ran the 3tile and in all modes the aircraft textures show corectly except that it causes the terrain and or scenery to become blury. The kneeboard only functions (opens correctly) when I am in single chip. as for 2AA and fast I get a black window and a heavy reduction in FPS.
SFFT, is there any chance of adding the same Voodoo5 6000 code to your drivers as those in the Amigamerlin D3D drivers?
-LM
QuoteOriginally posted by LogicalMadness
SFFT, is there any chance of adding the same Voodoo5 6000 code to your drivers as those in the Amigamerlin D3D drivers?
-LM
Ciao Logical,
I can answers you :D.
Thanks to Hank, SFFT asap will receive a voodoo5 6000 for developing purpose, then He can start coding for 6k too having a better voodoo5 6k compatibility.
Anyway he said me that he added to his code all good thing of Amigamerlin 3.0 code (he has our source code ;))then is really strange that actually the "new code" is not able to support voodoo5 6k.
Anyway As I said, He will be able to code for 6k too asap then he can fix all the problems.
Kudos must go to Hank for this.;):D.
Bye to all
Great to hear about Hank as he has not posted here for quite some time now ;)
FPS have you tried running the game in 1024 * 768 * 16 instead of 32 bit, 16 bit textures take up half the memory of 32 bit ones. It might be worth a go to see what difference it makes.
SFFT
No I have not tried at 16 bit, I will give it a try later on tonight.
really good news! [:p]
SFFT, are u european / country?
again, thanks to all 3'zone community ;) (in special, the coders :D)
Here is what I have so far. With 3tile at 16 bit all the texture display correctly, that is to say aircraft and terrain/scenery. This has been tried in Fast, 2 Sample and single chip. I have some coruption in my virtual cockpit view. (see piture below)
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) VC.jpg (https://www.3dfxzone.it/enboard/../public/uploaded/FBS/200491612448_VC.jpg)
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I did not have time to check more conditions out but I did quickly try setting it back to 4 tile and the terrain textures are blury in 2 sample AA. Of course these test are all done at 16 bit.
FBS
I have checked out 4tile 16bit with fast ans single chip. The aircraft textures allways show up correctly. The terrain/scenery textures turn blurry. There is a slight delay in 2AA and single chip before the texture blurr out (about 5 seconds when playing with different views). In fast pref. the textures blurr instantly.
It seems like the more texture memory that you have available the better the game runs, have you tried changing some of the configuration options. if compressed textures are not being used enabling them should reduce the amount of texture memory being used. I susect that you would be able to find out the meaning of the configuration setting on a microsoft site somewhere.
SFFT
SFFT, I check the Alpha13 vs 12 on my voodoo3 in UnrealTournament (D3D mode) and the fps remains almost the same.
I also try Halo with the modified config, first some warnings (one of them about my video ram 16MB vs 32MB required) and at the end says a "problem ocurred initializing d3d... hardware aceleration maybe disabled....." I think that no hope for 16MB with Halo....
Anyway congratualtions SFFT your driver is far away the fastest :).
Chatocl
chatocl try to set the desktop resolution to 640x480 16bit
and then run the try run the game, it might just work ;)
About UT2003 & Voodoo3,
I have tried this game under D3D (Alpha SFFT 13 Driver V3), and It works perfectly, but I have seen that the aim point or bead is blurred and almost imperceptible at first sight!
ps. Excellent Driver, SFFT! :D
(sorry for my bad English)
Take Care,
napalm3Dfx
Ok Guys,
Alpha 14 are online for your testing ;) on www.3dfxzone.it - News section.
Good Teesting
Bye
Hi!
the 14 is the first driver i successfully could install! But im not sure about the usage. Is the sense of this driver, when i enable DX8 Support, that i dont need to use 3d analyze to play/view p.e. the 3dmark 01? In jurassic park or wc3 i cant see differences...
greeting thrak
Hello,
Yesterday I tried the UT2004 DEMO and it works 'well' under WinXP & V3 3500 with SFFT Alpha 13 and D3D!!! :D
@SFFT,
I have a V3 3500 Compaq with not TV-TURNER, and yesterday night I tried to install it, but I could not do it, because the .INF has not the PCI\VEN for this card. Later, I will post the PCI\VEN and so If you wish, you can to add this for the next lauching SFFT Alpha 15 for V3 3500.;)
Saludos,
napalm3Dfx
just tried to run UT2003 demo on VooDoo4 4500 using SFFT Alpha14 - wow! works! ;)
screenshots: http://foto.inbox.lv/r21vo/ut2003d-v4-sfft
then i tried to run UT2004 demo, and again - it just worked ;))
screenshots: http://foto.inbox.lv/r21vo/ut2004d-v4-sfft
Settings: 1024x768 + All Details Max, 15~40.. fps (AMD AthlonXP 2200+, Shuttle MK40VN, 256 DDR RAM (@266hmz), 3dfx VooDoo4 4500 32MB AGP)
great job man! ;)))
..seems like that sky corruption problem is still present..
The SFFT14 drivers are great very stable and fast. My flight sim games works only in 16 bit with the SFFT14 when I try to test in 32 bit, my opening screen is completly black and all you can see is the mouse curser flickering busy-normal real fast. In 16 bit the gmae graphics are great, My kneeboard still does not display in fast and 2AA, the boards displays well in single chip.
These seems to be a problem with the Alpha 14 playing intro movies to games such as Freelancer.
SFFT
Quote..seems like that sky corruption problem is still present..
Yes, seems.
When i tried UT2003 and if i remember, i used lodbias (sharper).
I have fixed the intro movie problem in the alpha 15 which is on its way.
SFFT
You're pretty fast :)
Hello SFFT, I just did a lot of testing with your D3D drivers and this is what I have found. It appears that the SSTH3_SWAPINTERVAL for Direct3D causes a lot of trouble. With it enabled, some games will work ok, while others turn up blank at startup, and a few others get garble all over the screen as if there is a conflict with the 'in game' vsync v/s the driver vsync. With it Disabled, almost all my D3D games work without problem, but Vsync is not enabled! I think this is the cause of a few issues i've read in this thread with people getting blank screens at startup. Also, it's nice to see that the Glide/OpenGL issue in 'Fastest' and '2x' after Direct3D HAL run is 'mostly' fixed on the 6000... it will run, but there are squigly lines across the screen.
Other than these issues, the drivers appear to run great! Nice work!
Sorry, forgot to mention this is on Windows 2000 SP4 voodoo5 6000. Tried it with fresh install too
Nice work SSFT, I'd like to ask you if you could improve detection of all four VSA-100 chips on V56k when is running on AGP2PCI. I have this config and it is only running on Win95/98 because W2k driver can't detect others chips and it is only working in single-chip mode. It's pain for me because I have AGP8x board.
I think that Hank could give you more info about this.
QuoteI have fixed the intro movie problem in the alpha 15 which is on its way.
Where is the Alpha 15 for to be downloaded? At the moment just is available the Alpha 14 (www.3dfxzone.it) I haven't
patience!!!;)
..anybody tried commandos 3 with SSFT driver?
Ok Guys Alpha15 are online for testing !!
Just go to www.3dfxzone.it news section ;).
As always good testing to you all.
Bye !
The commando 3 problem of the figures not being drawn is still there.
SFFT
I have some info about commandos3,check here:
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1382
So far the SFFT15 drivers are better then the predecessor SFFT14. I can now open my Microsoft Flight Simulator game in 32 bit mode. I have not done all the testing I want, this shall occur throughout the week when I find time.
The performance is very good and you seem to have fixed the terrain graphic becoming blurred when in 32bit, though I still have trouble displaying other third party aircraft (texture display not proper). When loading third party aircraft (seeing no textures on the plane) and then reloading a default Microsoft plane, the default plane textures are all blurred? Note that in 16bit all is well and everything displays properly.
As for the kneeboard this is still the problem as usual, meaning that it will only display properly in single mode as for the 2AA and fastest performance I still get the black window on pop up.
Have a Nice Day[:o)]
Well, after visiting these boards for about a year now,
I finally decided to join. Got my 3dfx Voodoo3 2000 since the beginning of 2000.
Been using it up 'till now.
Since WindowsXP and 3dfx's demise I got more involved in getting myself software proper working. First sucess though the 3dfxHQ drivers (v3-w2k-xp-1.09-beta10.exe)in tandem with V-control. Later on I switched to AmigaSport 3.0 final, which I've been using eversince.
Now this site mentions Amigamerlin 3.1, which contains these SFFT 15 drivers and would also be usable for my v3k2. Is this true? Is it better than what I use currently (Amigasport 3.0)? What differnces would I experiance?
Greetings & respect,
W I E B E E S T
The Amigerlin 3.1 Drivers use the alpha 14 DirectX support, the Alpha 15 has a fix in for problems with the Alpha 14. The Alpha 15 for the V3 is basically Amigersport 3.0 with new DirectX support. As there is no Amigersport 3.1 yet I would suggest that the Alpha 15 for V3 is worth a try.
SFFT
@SuperFurryFurryThing:
I asked this because I thought Amigasport was specifically for the v3 c.s. and Amigamerlin could not be used on my V3-board, but you are sure I can use the AmigaMerlin without a problem?
@SFFT,
1) As I never use the triple buffering in the 3dfx tools, approx. how much extra memory is gained by setting Set3Tile ?
2) I'm assuming its a hardware limitation that all 64/128mb of ram cannot be allocated to a single chip on a 5500/6000 ?
To wiebeest, the DirectX support in the SFFT Alpha's is common to both the V3/4/5. There may be differences in the Glide OpenGl support between the V3 and the V4/5, I do not know anything about Glide or OpenGl, as I only work on the DirectX support.
SFFT
To Voodoo5, Triple buffering is not set in 3dfx tools, games either use it or they don't. If you disable triple buffering some games may not work untill you re-enable it. This needs to be borne in mind. Some games work better with more texture memory, and indeed some games only work in 3 tile mode. The idea behind having an executable file to set this is so that you can select the optimal configuration for a particular game, and then reset it afterwards if the next game requires a different configuration. basically if you use Set3tile you get the width times height times bytes per pixel in extra texture memory.
640 * 480 * 16 bit = 614400 bytes
1024 * 768 * 32 bit = 3145728 bytes
SFFT
@SuperFurryFurryThing,
Thank's for clarifying exactly what Set3Tile does/could do.
Why is triple buffering offered as an on/off option in the opengl/glide section of 3dfx tools if some games would not run if they requested this feature ?
As the 3dfx help states the following:
Triple Buffering - Enabling Triple Buffering will allocate a third frame buffer. This frame buffer can increase performance by enabling the hardware to render at the same time that the 3D application performs other tasks. However, the additional frame buffer required for this uses up video memory that could otherwise be used for storing textures. Enabling Triple Buffering could hurt the performance of your 3D applications that use a lot of textures.
Disable - Select this option to disable Triple Buffering.
Enable - Select this option to enable Triple Buffering.
I wrongly assumed that set3tile was this on/off option except in Direct3D.
Thanks for your great effort in your Driver, its fantastic and I really appreciate it.
Greeting to all!
I have a problem with Lord of The Ring: War of the Ring by sierra:
http://www.warofthering.com (from where you can download demo)
With win98 and Raziel Evolution driver (or a driver with 3dfx32vs.dll version 4.13.1.28) it start even if required a TnL Hardware
Under Win2k I don't had success with Amiga 3.0 or Amiga 3.1 R1 (SFFT Alpha 15).
Can somebody help with this?
(If I'm OFF-Topic please remove this message and move to appropriate place)
Thanks for your work all becuase I saw an amazing improve of performance and stability in all application :)
Byex
Emiliano
I play LOTR:WOTR with 1.07 driver with no problems.
To SSFT: What do you think about work on AGP2PCI compatibility, Hank Semenec told me that problem is in the driver core.
Ok I have just finished testing the SFFT15 drivers with flight sim with 32bit so far real good. I have attached a file that I think will resolve my texture blur issue. Apparently the aircraft designer web site says I have to remove mipmaps from texture? Why that is I don't know, by the way what are DXT3 textures? It seems some people can load them on their system but if I try this in my PC, my game crashes. I will now go test this with 16bit then after the same with 3tile.
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Mipmaps.doc (https://www.3dfxzone.it/enboard/../public/uploaded/FBS/20041014163512_Mipmaps.doc)
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To Voodoo5 You are right about The set3tile doing the same thing for D3D as the tools option does for glide. Games that don't use a triple buffer tend to benefit from the extra texture memory.
SFFT
To FBS, I am not quite sure what you mean about disabling MipMaps. DXT3 are simply compressed textures, which are supported on a V4/5. I seem to recall that there was a config entry for the game DXTn = 0. Have you tried setting it to 1 to see if this enables DXTn textures. You would be best running with DXTn textures enabled, as you would get more textures in the card memory.
SFFT
I am not sure what I am talking about either. [:I] I am just looking at way to solve the texture blurr problem that is related to some third party planes I have tried.
First I want to say thanks for the tip, since I changed my config file to use DXT3 texture in my sim, the game has been running very well. I had done this some time ago when you first mentioned it.
I also solved the problem of the texture blurr. It seems that some of the formats of the bitmaps of the plane model I was using, where in 32bit and others where in a DXT3. Looks like the card or drivers did not like modeling up a plane model in two different type of texture format. I converted all the third party formats to DXT3 and presto no more blurr.
Now for the Kneeboard, I am trying to look for this particular bit map in the game to check its format, maybe this is the isseu. Though I don't think so because the kneeboard only works with single chip???
FBS
More thought on the ability of the card and or drivers to display multiple texture formats. You see a couple posts back I mentioned.
Quoteby the way what are DXT3 textures? It seems some people can load them on their system but if I try this in my PC, my game crashes.
I have been checking the texture formats throughout the game and it seems that the default game aircraft are in DXT3 and the textures for the scenery are 32bit. Why that is I have no idea and maybe this is something that only Microsoft can answer. This is most likely the answer to why when I had loaded a set of DXT3 cloud textures in the game scenery, the game would not load and crash to desktop. Is it possible that the "Render to Texture" option in the game display setting is not working with the SFFT drivers? I believe this is the purpose of this setting; It makes multiple texture and makes them into one texture? Or is this setting not functional because of the multiple processing chips of the Voodoo5 card would make it impossible to render an image with two types of bit formats? Is there any synchronization in the two chips or am I off the topic, because the last thought on this is why did even in single chip mode did I still get a blur problem.
Have a nice day :)
The short answer to the multiple texture rendering is that I havn't got a clue. I have simply got then to dowmload correctly.
SFFT
To vykupitel
The chip detecion uses standard NT kernel functions, I would suggest that you talk to the AGP2PICI card manufacturers about NT Driver/compatibility.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
To vykupitel
The chip detecion uses standard NT kernel functions, I would suggest that you talk to the AGP2PICI card manufacturers about NT Driver/compatibility.
SFFT
Yes, this problem is in the NT kernel, but I think that there could be some chance to do some hack for detection of all four chips. AGP2PCI is just riser card with no drivers for it, it only does some voltage changes for 5V PCI slot. The problem would be definitely in the NT kernel, because this confiration run flawlessly in Win9x. I hate dual boot configuration with Windows. It is just cosmetical change with lot of work but this will be very usefull for all owners of AGP2PCI card. I think that Hank also could say something in this.
@SFFT Since Amigamelin now uses your new d3d core maybe you can help me out with Tribes Vengeance. The game needs HW TnL and PixelShader. However the games starts up after an error message. Menu and all work just fine but when the game loads a level (at any detail) it jams after a few seconds. No mater what I try (3danalyze etc.) it just jams. The 3dfx tools are i bit different from amigas that i was used (no force 32 bbp for example) So maybe you know a solution for this. A demo can be downloaden here :
http://www.net.bialystok.pl/gry/tribesv_spdemo_en.exe
@SFFT,
I have tried the game VIETCONG (FULL, not Demo), under Core D3D SFFT Alpha 15 but there are a lot ARTIFACTS! Can you fix it?
ps. The same game works perfectly under Win98SE and Razeil Drivers Evo 1.00.16.
Regards,
Oscar
@SFFT,
I have problems using the SFFT Alpha 15. Well, I get a SCREEN BLUE sometime when I want to play (It automatically reboot). This mistake does reference about 3dfxvs.dll, look the following:
3dfxvs.dll Page_Fault_in_nonpagedarea
STOP:0x0000008E (OXC 0000005, OXBFA4 11F0, 0X F1FEBC4C, 0X00000000)
3dfxvs.dell - adress BFA411F0 base at BF9D3000 DateStamp 4169aca3
What meaning have all this?
Regards,
Oscar
Vietcong doesn't work in DX8 mode on a V5. It seems to work in DX7 Mode. You need to set the textures in system memory option.
SFFT
Hello SFFT,
Do you have any plans to fix the SSTH3_SCREENSHOT_TOGGLE_KEY and SSTH3_AAJITTER_TOGGLE_KEY under D3D so that screen shots and AA jittering work?
I have the same problem-automatic reboot in W2K with Core D3D SFFT Alpha 15. I reinstalled the drivers, set to DX7 mode and the game worked (textures are in system memory). I exited the game, restarted the game, and the computer rebooted. After that first reboot I couldn't get the game running again. It would always reboot the computer and it alway happened right after the loading bar finished. I set to DX7 mode again, rebooted, started the game but it didn't work. I didn't run DxDiag to see if that would fix the problem but I'm pretty sure re-installing the drivers would. No problems with the latest Evo drivers and Win98.
Keep up the great work. All you guys (SFFT, Amiga, Dborca, Kool, Raziel, etc.) are doing what a lot of people thought couldn't be done - keeping 3dfx going.
Thanks.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
You need to reboot the machine after setting DX7 Mode or DX8 mode, once set and the machine reboot the mode stays set.
SFFT
i can't play Enter the Matrix...
i've tried Set3title.exe & restart, but no-way [:(]
the game starts (both windowed & full sc)
says:
Error:
MSG_GRAPHICS_BUFFER_FAILURE
then
D3DControl::Initializa() - Failed to create shadow buffer
then
can't creat movie-texture (something similar....)
[the short movie is ok with raziel's evos]
and, when i choose New Game, it goes back to Desktop :(
[?] What are the "steps to play it" in a v4, or in a v5 with 'one single chip'?
Well it worked ok for me under win2k in fullscreen mode, although it only ran sometimes, and in wondowed mode on XP on a V5. You do get some errors reported about failing to create buffers, but I found that it you ignored them it worked. I presume that you have downloaded and applied the appropriate patch for your OS.
SFFT
yes, 1.2 path from intel´s card and in winXP.....
so, no speciald settings, no?
It certainly runs in windowed mode on XP. You have to edit the config to set windowed mode. I would try different resolutons. I think that I had it set to auto resolution.
SFFT
The drivers work very well, they have excellent performance. They are keepers and they shall stay in my PC. I have trried all modes and evrything functions well with great stability. I have not found any difference between 3 tile an 4 tile. The only problem I have is the kneeboard. Take a look at the two picture below
Here is what the kneeboard does in 2AA and Fast Performance, See how the widow come up black.
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Bad KB.jpg (https://www.3dfxzone.it/enboard/../public/uploaded/FBS/2004102733935_Bad%20KB.jpg)
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Here below is what happens in 2AA and Fast Performance when I run this software. See the kneeboard shows up normaly. Why is that? What is it that the window cause to make the graphics work differently?
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Good KB.jpg (https://www.3dfxzone.it/enboard/../public/uploaded/FBS/200410273438_Good%20KB.jpg)
81.97 KB
@SFFT,
Using the SSFT Alpha 15 and the DEMO COLIN McRAE 4 my system reboots![V]
Regards,
Oscar
Well, I continue having problems with the SFFT Alpha 15, like aleatory reboots. I have tried this driver on 2 different systems with the same effect: A lot problems of instability...
¿Somebody has those problems?
Regards,
Oscar
There certainly are games that can cause a reboot with these drivers Need for Speed Underground is one and Halo but only on XP. The drivers aren't perfect by any means, but they should be stable running most games I have seen. I presume that your problems are game specific.
SFFT
Thanks SFFT,
QuoteI presume that your problems are game specific.
Perhaps, but many times I get those mistakes without to play to any game. That is to say, in applications WindowsXP (Outlook, Nero...)Is it normal?
Regards,
Oscar
@oschkar,
Very strange problem(s) you seem to be having, as I would guess I have 50 or so d3d gaming hours in on the Amigamerlin 3.1 drivers, testing all of the directx games in my collection and have not had a single problem to mention.
Great job SFFT [8D]
Quote
@oschkar,
Very strange problem(s) you seem to be having, as I would guess I have 50 or so d3d gaming hours in on the Amigamerlin 3.1 drivers, testing all of the directx games in my collection and have not had a single problem to mention.
Exactly Voodoo5, my problem is very rare... I have tried this driver on different Systems (My home, my job...) and I get the same mistake (Screen Blue Advise referent to 3dfxvs.dll).
ps. I know that SFFT is doing a EXCELLENT work.
Regards,
Oscar
Have you get 2 graphic cards in your machine. I have tested on different 3dfx cards under both XP and W2k on a range of motherboards and processors. The only stability issues I see are related to specific games.
SFFT
QuoteHave you get 2 graphic cards in your machine
No, in both cases I just works with one graphic card for system(V5 PCI & V5 AGP). I have noticed that the problems come on some games and Outlook Express.
EDITED:Well, I will try tonight other possibility. I will install the AMIGAMERLIN 3.0XP (Not Core D3D SFFT) and so, I will see if I have the same errors. Perhaps the problem is my system!!!
Regards,
Oscar
Hi
I can't play Microsoft Train Simulator because of a system-freeze after startung this game.
Screenshot:
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Onkel%20Adrian/20041029173039_0%20166.jpg)
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I have installed Version 2.6.1.110 (I'm using Voodoo5 5500).
What drivers are you using if you are using Amigerlin 3.1 try the SFFT Alpha 15.
SFFT
@Osckhar
Lately, I've been having the same problems as well with the random reboots when I am surfing the web or something like that....It only happens when I leave my computer on for a while and start using it again tho....
@Onkel Adrian
Alot of D3D games need single chip, for example with the free game, vsys gaiden. I have tried everything and I saw the exact same problem but since this game is quite small it always crashed instead of rebooting my computer but when I changed to single chip mode I found that. the graphics were fixed as well as it not crashing. Maybe that is the problem?
@ Onkel Adrian
The game is not very demanding :
PC Multimédia Pentium II 266Mhz/350Mhz
Graphic card 3D 4Mo
Microsoft Windows 95, 98, ME and Win2000
DirectX 7.0a or supérior.
A Voodoo 3 can also run this game.
- Did you try to run the trouble shooter ?
To start the trouble shooter, click Start, point to Programs then to Microsoft Games : point to Train Simulator and then click Train Simulator Troubleshooter. Click Troubleshooting.
- Try also to run the driver in mode DirX7.
Another little bug that I noticed with the SFFT15 drivers is displayed in the window here below. See the bottom right of the picture the task bar windows do not go away. I clicked on them to display the window and 80 % of the time the window closes and the other 20% of the time the window stays displayed. Even if I open other windows the tasks bar windows stay there and always on top. To get rid of the widow, I must click a function in the window then the window disappears. Also when this happens I seem to loose focus on desktop and window keyboard button that opens the start in the bottom left of the desktop is inoperative.
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/FBS/2004103123366_bug.jpg)
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@sfft got the same probs like oscar. random reboots. opneing outlook, media player etc. in games the driver is stable never had a lockup. but i got a second graficcard in system. dont think this is the prob. im using the driver provided in AM3.1 R1
greets Tobi
Well, I have been utilizing the AMIGAMERLIN 3.0XP by 3 or 4 days and the reboots, disappeared. SFFT, Can you to fix it?
Regards,
Oscar
Hello.I´m from Argentina. And I really need to strong my belive on 3dfx noce more. Just let me say that I admire all your knowledge about voodoo cards.
Well, I having problems to run "need for speed underground" under WinXP; over my Epox EP-3SPA3 carring a PIII 800ebMHz with 512Mb ram and (here comes the star) a voodoo 4500 agp with 32MB. I`ve tested from the originally drivers to the amigarlin lastest edition. And the problem remains always the same. THE PC GETS RESTARTED WHEN I TRY TO RUN THE GAME.
The only driver that seems to work is the one from "windowsupdate". And the game shows this:
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/regivoodoo/2004113122847_Dibujo.JPG)
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(In case you don´t see it, well its like the textures are disables and the colours were only a few).I can´t even read a thing!!!
I´m going to try your SFFT to see what happend. I´ll keep in touch.
Since now thank you.
For now NFSU (the 1) ran only under Win9x.
Under XP, failure.
Hola capo!.. echale una miradita a esto ;)
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1016
[8D]
Hi
After changing to single chip, the errors are gone. But the performance at 640x480 is bad. I have got AMD Duron 1600 on KT333 with 256MB. The framerate is only at 20-25fps. I'm using AMIGAMERLIN 3.1 R1 on Windows XP Servive Pack 2.
Can someone help me?
Thanks!
Adrian
hi Onkel
that's great to hear... could you enlighten us with your other driver settings...
Hi
I'm using the standard-settings. No V-Sync, no FSAA, no AF and normal quality.
But today I killed 380 virus, maybe thats the problem?:D I'll test it now:)
Regards,
Adrian
There is a link to the Alpha16 drivers on the site home page.
SFFT
What was changed-fixed-improved?
[?]
just for curiosity
PD: SFFT16 worked ok on my v3 like earlier versions.
great [:p]
nice releases (v3 & v4/5) ;)
QuoteThere is a link to the Alpha16 drivers on the site home page.
Here is link for alpha 16:
https://www.3dfxzone.it/news/reader.php?objid=447Good testing for all.
Bye Bye
@SFFT,
Half life 2 is working with the alpha 16 driver :D but only in windows mode, forcing the game to start in full screen causes rendering problems on half of the games screen.
I cant take any screenshots (fraps) as I'm getting a memory reference error and when acknowledged taken back to the desktop [:0]
Windows 2000 SP4
ECS K7S5A Pro
512 MB Ram
Voodoo 5500 AGP
Amigamerlin 3.1/SFFT alpha 16
and did u try with HyperSnap v5.6 or newer version... ?
Hi everyone....Just to say that although my PC doesn`t get restarted with SFFT when I try to play NSU.....I get a mistake layer from WinXp professional.
But I feel you are close to get it work well.....keep on trying.!!!!
this is a directx game,hitting printscreen key should work fine.paste it to a win bitmap,resize with tool of your choice,and PLEASE post it!
hopefully someone tries the game with EVOLUTION+win9x,my voodoo5 machine is down for the moment..
@ps47,
As I did'nt get the game installed until very late last night (11:30 pm) [|)], I just tried it quick for 10 - 15 minutes and decided to go get some sleep, I'll try some other things tonight and hopefully be able to get a few screenshots.
As the minimum game specs. are a 1.2 ghz cpu and a directx 7 based video card, I'm assuming the problems I seem to be experiencing are driver specific and not hardware.
From my short experience in the game in windowed mode the graphics were quite nice [8D]
I'm thinking I'll revert back and try the alpha 15 driver as a similar graphical problem was introduced into Ghost Recon with the alpha 16 (bands of graphics that should be displayed in the uppper half of the screen seem to be drawn on the bottom half of the screen)[V]
I'll also try single chip mode and see if it corrects the problem.
..sleep? what is that?:D
good to hear.nice;)
Problems solved, the game is now running perfectly on my system @ 1024 X 768 X 32 bit, medium game details with great framerate's :D
As I still cant seem to take any screenshots with fraps or or even trying printscreen (throws me out of the game to the desktop) I'll post this link to Falconfly's site were omega_supreme has also gotten the game working well and he's posted some shots there [8D]
http://www.falconfly-central.de/cgi-bin/yabb/YaBB.pl?board=games;action=display;num=1100664083;start=0#0
great;)
..full system specs+driver and software you have used,thanks[8D]
@ps47,
Athlon XP 2400
ECS K7S5A Pro
512 mb ram
Voodoo 5500 AGP
Amigamerlin 3.1 R1
I'm not sure yet if my problems were actually with the alpha16 (I'm going to try it again tonight), when I first started the game it did a test and said it failed and was reverting to a different mode, it then again said it failed and was going to a safe mode which ended up being a windowed mode in 640 X 480.
I then tried changing the resolution to 1024 X 768 this worked fine but still in a window, then I tried srarting the game fullscreen and Voila thats were I'm at right now.
By the way this is the best looking graphics I personally have experienced on my 5500, its awesome [8D]
I installed alpha 16 again last night and no problems, I've figured out that my desktop resolution has to match the games resolution to be able to play in fullscreen or else I get a memory error and tossed out to the desktop.
Another peculiar thing is that I get almost exactly the same fps irregardless of game resolution 640 X 480 to 1024 X 768 ?
Hi
Max Payne 1: 1024x768 @ Mid Details @ ~40fps (http://www.aqua-computer-systeme.de/YaBBImages/thumbup.gif)
Max Payne 2: 1024x768 @ Mid Details @ ~30fps (http://www.aqua-computer-systeme.de/YaBBImages/thumbup.gif)
Train Simulator: Only workable with Signle Chip, 640x480 @ High Details @ ~17-25fps (http://www.aqua-computer-systeme.de/YaBBImages/thumbdown.gif)
Flight Simulator 2004: Crash (http://www.aqua-computer-systeme.de/YaBBImages/thumbdown.gif)
System:
Duron 1600
768MB PC333
KT333 Mainboard
Voodoo5 5500 AGP
120GB Harddisk
350W Powersupply
SFFT Aplha 16
Windows XP SP2
Greets
The SFFT16 drivers has only a few isseus. The overall performance and stability is good. My FS2004 works well with single chip. In Fastperformance and 2 sample AA the kneeboard still does not come up and display properly. When I tested the same game with 3 tile FS2004 was crashing, I think it is memory, as an example on one crash I had a "Windows application error" "The instructions at OX77F88216 referenced memory at 0X000000010 the memory could not be written click OK to terminate", other crashes wwould send the FS2004 back to desktop.
Hi, iam a new user from Brasil and i would like to know somethings about teh SFFT drivers:
1- Im using the Alpha16v3 version, i have a Voodoo3 3000 PCI running on a M825G with a Sempron 2.2+ and 256mb DDR333 with WinXP SP2.
Questions:
1-What are for the programs Set3Tile and Set4Tile ?
2- Should i use this versions of the Direct3d dll with Amigamerlin 3.1?
3- Is there any way to play Vice city on my voodoo without crashing the Pc after only 5 minutes of game play?
Thank you for the attention Im sorry if what i ask is too simple, but as i said im a beginner on this voodoo world
@SFFT,
Would you know what the "initializing renderer error" means from below, I noticed it when opening the Half-life 2 console and am wondering exactly what it means/relates to.
Heap: 64.00 Mb
DS:stereo speaker configuration detected
Parsed 23 text messages
Both ConVars must be marked FCVAR_REPLICATED for linkage to work (sv_noclipduringpause)
execing config.cfg
Can't use cheat cvars in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvars in multiplayer, unless the server has sv_cheats set to 1.
1 CPU, Frequency: 1.8 Ghz, Features: AuthenticAMD SSE MMX 3DNow RDTSC CMOV FCMOV
execing valve.rc
Spawn Server background02
Begin loading faces (loads materials)
End loading faces (loads materials)
execing skill.cfg
Game started
Initializing renderer...
Error: Material "engine/occlusionproxy" uses unknown shader "Occlusion"
The framerate behaviour in the game seems odd to me:
1) No noticeable change in framerate from 640 X 480 up to 1024 X 768.
2) Fps are almost identical when enabling 2X AA in above resolutions.
3) Scenes in certain locations that would "seem" to require greater rendering capabilities produce much better framerates than other similiar to lower quality scenes.
4) In area's of the game were the fps are very low (single digits sometimes), looking straight down at the ground or walking up to a wall leads to absolutely no increase in framerate.
Running the included Counter-Strike video stress test @ 1024 X 768 gave the following fps results:
Single chip - 27.07
Fastest Performance - 31.48
2X AA - 27.33
4X AA - 14.43
I would have thought the difference between Fastest Performance vs 2X AA and single chip would have been greater than a couple of frames [:0]
In the games advanced video settings screen the following settings are what have been selected/chosen by the game, trying to change any of them will lead to an immediate desktop crash :
model detail - medium
texture detail - medium
water detail - simple reflection
shadow detail - low
antialiasing mode - none
filtering mode - bilinear
shader detail - high
wait for vertical sync = disabled
Hardware DirectX level: DirectX v6.0
Software DirectX level: DirectX v9.0
Why is the game selecting a high shader setting ?
Some other issues I am experiencing with the game so far are:
1) flashlight not work correctly (beam does not reflect on most surfaces).
2) minor missing texture problems.
Could this error be causing any of the issues I've described ? maybe the game is detecting/seeing the cards capabilities incorrectly and choosing detail levels/settings higher than the card can cope with ?
Ok this is confusing, the driver is a DX8 driver. I would suggest that if you are running at 32bpp that you reduce to 16bpp to try and improve performance, as you could be being limited by texture download performance.
SFFT
1-What are for the programs Set3Tile and Set4Tile ?
Set3Tile = disables triple buffering (more memory for textures)
Set4Tile = enables triple buffering (could be faster if you have enougth video memory)
more info on previous pages of this forum
2- Should i use this versions of the Direct3d dll with Amigamerlin 3.1?
Amigamerlin 3.1 is for voodoo4 and 5
anyway download Amigasport 3.0
Replace the files "3dfxvsm.sys" and "3dfxvs.dll" with the sfft ones.
Replace glide3x.dll with the included in Amigamerlin 3.1
then install this hacked Amigasport 3.0
this works for me. It could miss some options in the inf but....
were can i download this?
Hi
Today I tried NFSU 2, but the only thing I see is the little map...[:(]
With which driver settings is it possible to play the game?
Greets,
Adrian
This is the same problem under Win9x and XP.
Frankly for now, no idea.
The ideal would be to know where/what is exactly the problem.
But the game engine is different of the first NFSU, sure.
I would be curious to know if and how the game runs on a no-3dfx card, something like a XSabre...
Has Anyone tested NFSU under Win2k. I found that it only rebooted sometimes with the Alpha 16 driver, and if it didn't reboot I could play it ok. It always rebooted under XP. Can anyone confirm this.
SFFT
if it's a black screen in win9x for NFSU 2 turn your settings detail bar down to zero, I've had the same problem when first installing on my friend's radeon 9700... it would have a black screeen except for the map. This happens because NFSU 2 misinterpreted the cards ability. I am not sure if this applies for the voodoo problem with NFSU 2 tho
Strange thing happen with the SFFT16 drivers today. I was not able to start the Flight Sim game at all as the scenery was loading the game would crash and a window would come up asking to send report to Microsoft and also give the option for restart of game. I tried several attempts to get the game to load and subsequent attempts failed. I reloaded the SFFT16 drivers and everything was normal.
I had not changed anything since using the game yesterday. Thought 2 days ago I set to 3 tile to check some software operation. After I set it back to 4 tile. Yesterday the game played well, I did notice some corruption in one of the display views yesterday but thought nothing of it. [?]
Strange thing happen with me today, i updated my drivers from AmigaSport 3.0 to the SFFT 16 v3 today, just to see what impact it would have on my games, but all mey D3D games stopped working, i went to Dxdiag to see what happens and all the tests just show a weird image of the Directx Cube spinning, can anybody help me out?
@SFFT,
I cannot seem to force/enable 16 bit in Half life 2 as you suggested (cannot find any any console command or a setting in the games config. file to do this) [:(!]
Would it be possible to write a program that would force 16 bit colour depth in games using your driver ?
@SFFT,
Using the alpha16 on windows 2000, Need For Speed Underground is working perfectly for me at good framerates :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/voodoo5/2004113051454_underground.jpg)
35.58 KB
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/voodoo5/200411305179_underground2.jpg)
37.81 KB
800 X 600 medium world detail :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/voodoo5/2004113014134_underground3.jpg)
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So now NFSU (1) runs under Win9x and Win2k. :)
Another surprise [8D], Battlefield 1942 working perfectly also with the Alpha16, although I had to apply the latest patch "version 1.6.19" (267 mb download, yikes) to get it to run :D.
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/voodoo5/2004113016180_battlefield%201942.jpg)
52 KB
Yes, more and more surprizing because if i remember, Battlefield 1942 ran "at the beginning" only using 3DAnalyzer (though never tried, even the demo).
Obviously, with a good driver, things are always possible ... :)
@ SFFT
Do you know that probably you're doing (or improving) the best D3D core (without forgotting the dll's realized by the Team) since 3dfx is gone ? :D
I am glad to see that someone else had got NFSU to run under Win2k. It will still reboot intermittently with the alpha 16, as the fix is not complete in the alpha 16. The next driver should be a bit better when it arrives. The fix is generic so it would be worth testing other games that rebooted on startup under W2k to see if they start running. I am still looking at the problem under XP. There do seem to be some problems with the Alpha 16 that can necesitate a re-installed aparently after running Set3Tile/Set4Tile and presumable SetDx7Mode/SetDX8Mode.
SFFT
If we can know what NFSU (2) doesn't start, i'm sure (if this is not insurmountable) that, with a next SFFT release, this game will start.
@Nightbird,
QuoteDo you know that probably you're doing (or improving) the best D3D core (without forgotting the dll's realized by the Team) since 3dfx is gone ?
I'll second that opinion, SFFT has been a godsend to the 3dfx community and I always look forward to the next release :D
Fantastic work SFFT, I really appreciate your efforts :D
So it sounds that we are lucky, we have some godsends to us. ;)
These drivers are really great. Congratulations SFFT job very well done. Only other thing that I would like to mention is that, I think this is driver's issue. It seems like the drivers are missing "Focus" Meaning that I find that when using multiple programs or opening programs they seem to "Hang". To get them to work, I find that I have to click on the window and or desktop. Plus some time when going into full screen with MS Flight Simulator I get a blinking mouse curser on the screen with a small square box around it. To remedy this I must go back to window mode then back to full screen to make it work correctly. Also when changing views I get popping textures and other times they display properly. [?]
It hasn't much to do with the SFFT drivers, however, NFSU2 isn't running under Windows 98 SE with Evolution drivers.. Sadly, a blank black screen, the game doesn't crash however :P
Anyone here tried "Flatout" on SFFT? It works with 3danalyze in Windows 98, but it crashes after a few minutes :(
WOOHOO looks like SFFT alpha 17 is out.
yeah,and SSFT fixed commandos3,wonder how he did it..hopefully Raziel will put the fix to the evolution driver as well..
Hey what are the difference beteween the alpha 17 and the 16 for the V3? Because at least on the system propierties everything is the same...
SFFT 17 drivers, are a little bit faster on games for my voodoo3
Now dxdiag reset when i run d3d tests (prior versions run without reset)
thats is on WinXP
greetings
H.L. Counter strike also restart with sfft 17 (in d3d mode) (sfft 16 runs fine)
thats on winxp and voodoo3
some kind of good news:
before he can't play the game:
Site is: http://jy2.chinesegamer.net/index-all.asp[url]
System%20Requirement%20is:[url]http://jy2.chinesegamer.net/index-2-1-1.asp
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/secretfj/2004121131223_why.JPG)
45.44 KB
and he request help in a local newsgroup and i suggested he to use SFFT Driver (Alpha 17), now he can runs the game(but his final comment is that it's too slow to play, although no image problem)
so that's the report, thanks SFFT for making great DirectX driver for Voodoo
ok. guys , Alpha 18 are online for testing .;)
Bye
just tested alpha18 on nfsu2 demo - i everything works except rendering 3d objects ;)
http://foto.inbox.lv/albums/r21vo/sfft-a18/01_g.jpg - game menu
http://foto.inbox.lv/albums/r21vo/sfft-a18/02_g.jpg - in game
(v4-4500agp on winxp sp2)
btw, i was wondering, is driver development changelog available? would be nice to know what has changed in each version.. ;)
Hi everybody
Can someone else check sfft 18 with a V3 on WinXP
I had these issues
Some app. restart (H.L. counter strike in D3D mode, dxdiag doing the D3D test). This is since SFFT 17
Other app in opengl mode or with minigl run fine but when I exit the pc go to a black screen, no way to see the desktop again.
This is since SFFT 18
Please anybody confirm that, to be sure if this is a driver issue or something on my PC and/or config.
Im having similar problems since Sfft 17... The only glide game i play, Driver, simply stop working after i updated the drivers, and when i exit Games that are D3d or OpenGl my desktop get smaller tahn usual, only showing 1/4 of the screen... Can anyboy help me? and i would like to know if its possible to everybody to edit a driver...
There does seem to be a problem with V3's since the Alpha 17. I partly removed some of the relevent changes in the Alpha 18. I will remove some more from the next version, I find that certainly the DxDiag program works under Win2K on a V3. I can't test the V3 driver under XP.
SFFT
The Dxdiag 'works' normally, it say that all the test´s were ok, but the box with the Directx logo simply spins like crazy, totaly unfocus, very weird, with AmigaSport 3.0 it also happens, but is stilll possible to see the box spinnig...with SFFt drivers the performance really improves, im playing Colin Mcrae 2.0 and blood 2 and with you driver they run with everything on max, but after some time the system crashes
Quotebut the box with the Directx logo simply spins like crazy
Did you try to enable the V-Sync in the 3dfx tools ?
I have developed problems with the SFFT drivers that were not present before. Ghost Recon has work with AA set to 2 sample and with fast and single chip it seemed like the pixel screen area was not set right. With the SFFT18 (see screen shot) I get a darker than usual screen with a lighter colored band at the bottom. In fast and single chip ghost recon starts with a completely dark screen. I have to Ctrl+Del the game to stop it. In flight sim I get a light colored band at the bottom with AA set at fast and in single chip I everything works fine. I also seem to get a noticeable FPS decrease when opening my kneeboard and or multiplayer window. The kneeboard has the same problem (displays properly in single chip only).
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/FBS/20041216123859_GR.jpg)
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So where do we download SFFT 18? The news page has one link which says "Get drivers and make a report", and that just goes to the first post of this thread.
Here :)
https://www.3dfxzone.it/news/reader.php?objid=541
windowsxp sp2 "bluescreen"
3dfxvs.dll PAGE_FAULT_IN_NONPAGED AREA
from sfft_alpha16 to sfft_alpha18 drivers
amigamerlin-win2k_xp-31R1 "bluescreen" in windowsxp sp2 desktop.
0X0000008E(0XC0000005,0XBFA411F0,0XF312481C,0X00000000)
3dfxvs.dll_Address BFA411F0 base at BF9D3000,Ddtestemp 4169aca3
Worldofwarcraft or another game is good run but "bluescreen" in windowsxp sp2 desktop at sometime.
Problem that amigamerlin-win2k_xp-3.1 is equal with them.
amigamerlin-win2k_xp-3.0 con't run WoW.
VoodooXtreme_1.07.01_WinXP_2K_V3_4_5 con't run WoW.
Amigamerlin consummately have to run WoW and possess wish most .
Can you know my shoddy English ?
There are WoW picture use amigamerlin-win2k_xp-3.1\sfft_alpha16\sfft_alpha18.
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/2004122111728_WoWScrnShot_121904_235503.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/2004122111191_WoWScrnShot_121804_062404.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221112348_WoWScrnShot_121904_022008.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221112528_WoWScrnShot_121904_221210.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221112759_WoWScrnShot_122004_214116.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221113342_WoWScrnShot_122004_214305.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221113640_WoWScrnShot_122104_021436.jpg)
Very Good.
But if loading game again at game runing...
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221114218_WoWScrnShot_121804_025846.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041221114457_WoWScrnShot_122004_235448.jpg)
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/2004122111476_WoWScrnShot_122004_235530.jpg)
Thank you.
___________________________________________________________________
My video card is voodoo4500/agp.
System is windowsxpsp2\512mb\815ept\c1.3G.[:p]
this (nice) screen saver has a bug (it´s OK with AM3.0 in XP and Evos in 9x)
[3.45mb]
http://216.127.90.3/screensavers/watch.exe
and some glide apps frezee the PC from alpha 17... (i've tried a N64 emulator with a glide video plugin...) {i will test it}
SFFT,
I changed some config on windows so now instead of restarting I get a blue screen...
Here go some info on the blue screen, I hope it will be usefull
windows has stoped the .............
.....
.....
Stop 0x0000008E (0xC0000001D,0xBF9D88CC,0xF63997E0,0x00000000)
3dfxvs.dll adress BF9D88CC at BF9D3000 DateStamp 41bd8c31
Note: the 0xF63997E0 changes, it is 0xF6??????
Note2: the same blue screen with dxdiag and with H.L. counter strike in D3D mode.
Note3: SFFT 16 was the last driver that runs fine on mi PC
I will put the memory dump on a FTP server if it is usefull (Small,Kernel or complete)
just to confirm that there is a problem with the Alpha 18 driver freezing when running glide apps. I have reproduced this.
SFFT
Thanks, Nightbird. For some reason I always have trouble locating the latest alpha drivers (which is probably why I've been using 15 for so long).
Anyway, the good news is Black & White finally works with SFFT Alpha 18. The bad news is that emulation through glide drivers doesn't, which I'm hoping is related to this "Alpha 18 driver freezing when running glide apps", otherwise I hope you'll check it out.
For some examples, I tested both 1964 (Nintendo 64 emulator) and ePSXe (Playstation emulator) using the Glide64 0.7ME SP7 and Lewpy's 3dfx/Glide GPU 1.42 video drivers respectively. I can't even get 1964 to run games as it locks up when switching to full screen. ePSXe will successfully run the game, but if I ever attempt to exit out back to Windows either by pressing alt+enter or escape it locks up.
Contrastingly, the P.E.Op.S 1.15 driver in eSPXe runs fine, and I can switch to and from full screen without incident.
This is all using a Voodoo 5 5500 and Windows XP SP2, by the way.
@aperson
Don't worry. The best (if you don't find the last version and if you're on the home page of the Site) is (on the Latest news) to "Visualizza tutte le news" or to click on the "news" (Main) then to scroll the page.
I should have said OpenGl apps, although presumably glide has the problem aswell. Basically the machine freezes, but doesn't blue screen or reboot. I have found the cause for Quake 2, and presumably the others. Drivers before the Alpha 18 should be ok.
SFFT
@czj:
the pics doesnt work.
QuoteSFFT's work continues without a break: we have just received a newer alpha release of his Windows 2000 and XP driver. It comes with two packages (one for VSA-100 cards and one for Voodoo3 family cards) and introduces - like news - a general bug fixing.
Alpha 19 online for the V3 and the V4/5. :)
https://www.3dfxzone.it/news/reader.php?objid=565
Great Job SFFT, Ghost Recon is back to normal with the SFFT19. I will post later this week the result how the drivers perform with flight sim.
Congratulations SFFT.
SFFT 19 works perfectly!!!. OpenGL games works, and no blue screen
that's on WinXP and V3
Yes, great job SFFT [8D] all my glide/opengl games are working perfectly again :D
Something I did notice though with the alpha 19, a few textures in commanche 4 are not displaying correctly (parts of buildings and railroad tracks in some levels are showing a light blue instead of the proper textures).
Once again SFFT thanks for your efforts, I really appreciate the great work your doing on the d3d side of voodoo drivers !
QuoteOriginally posted by ps47
@czj:
the pics doesnt work.
Can you see,today?
Now,I am testing SFFT alpha19 for WoW...
:D
QuoteCan you see,today?
Me, no but you can perhaps upload them on the server (Image file upload: jpg or jpeg or gif extension and size <= 512kb)
edit : "at the beginning", i saw them..
@czj:
still no go..
It's unanimous, Sfft 19 rocks.
I can even exit then return to full screen in all my games. I don't remember any of the other Voodoo driver sets I've tried managing that. And at last, I no longer have to switch drivers from the Windows default to third party installations between playing PC games and glide-enhanced emulation games.
Hello,I have upload the pic on the server.
I had tested the SFFT19 drivers for WoW,the old problem as before is .
But fish may be catch sight of when swimming I am living water in .!
Since that now we see the pictures, that can help. :)
Unbeliveble... sfft 18 is awesome... dont know what you did, but now i can play Vice City on my v3 3000 for 8-10min with perfect grafics, very different from befoure, when i had olny 3-5 min of game play and the textures were all wrong.... is there any way to make like a log from the driver to discover what make the game frezee??? Keep up with the good job...
@ Dautonico
What's your machine ?
I ask because GTA3 was known for many problems "obviously" with Amd Cpus and the gfx memory of the V3 ("too little").
edit : and with the SFFT19, how is the game ?
Ops... little mistake... i really mean sfft 19 sorry... the 18 simply dosent work for me... My machine is a Sempron 2.2+@1647 256Mb ram and a M825G... Iam asking because the game played very smoth, ath 640 but worked..im waiting new developments in that area.... well but now i got another problem, afeter i realizing how wonderfull the sfft19 were i decided to play some d3d games, and im having serious problems with NFS Hot Pursuit 2... here is the pic
(//../public/uploaded/dautonico/20041221153255_imagem.JPG)
As you can see the wheels arent texturized and the text´s are all bad... Hope you can help me, and im sorry for my mistake with the drivers version... Thanks
Don't worry ;)
Well, i remember NFS HP2 with my V3 3000 under Win98SE with the AmigaMerlin 2.9.
The wheels were white and i didn't see the rims despite of graphics settings on car details, all on Mini (or otherwise all the car was white also !).
You mean that the game really wont work on my V3???? so sad.... well nedd porshe is better and runs perfect ehhehe... With the new sfft 19 do you think its possible to play Rise of Nations????? i know the game has a lock against v3, but i broke that and the game started and all, but when you would star really playing, it would crash back to the desktop...any tips?
Thanks
@czj:
wow actually supports opengl mode.try creating a shortcut to the game exe and add -opengl to the target box.(example: "C:\Program Files\World of Warcraft\WoW.exe" -opengl),and use mesafx.that should fix those transparency errors..
see here:
http://www.blizzard.com/support/wow/?id=aww0791p
QuoteOriginally posted by ggab
this (nice) screen saver has a bug (it´s OK with AM3.0 in XP and Evos in 9x)
[3.45mb]
http://216.127.90.3/screensavers/watch.exe
I can reproduce that and have a hunch that the PES4 bug is similar to
that. In some resolutions x quality settings, PES4 in some part of the
screen is greyed/blacked like happens with the watch screen saver.
Even with a19 the PES4 bug persists. in win9x that won't happen.
Haven't tried with AM3.0 dlls yet, however.
Thanx for the great work so far SFFT! ;) And keep digging :)
Best Regards,
Matheus
QuoteOriginally posted by ps47
@czj:
wow actually supports opengl mode.try creating a shortcut to the game exe and add -opengl to the target box.(example: "C:\Program Files\World of Warcraft\WoW.exe" -opengl),and use mesafx.that should fix those transparency errors..
see here:
http://www.blizzard.com/support/wow/?id=aww0791p
Yes.
I used opengl32.dll\6.2.0.2\mesa 6.x,WoW don't run.
See here:
==============================================================================
World of WarCraft: Assertions Enabled Build (build 4115)
Exe: F:\World of Warcraft\WoW.exe
Time: Dec 22, 2004 5:37:40.108 PM
User:
Computer:
------------------------------------------------------------------------------
This application has encountered a critical error:
ERROR #0 (0x85100000)
Program: F:\World of Warcraft\WoW.exe
File: C:\build\buildWoW\WoW\Source\Ui\MinimapFrame.cpp
Line: 1287
Expr: !("CGMinimapFrame::Initialize(): can't get render target for minimap")
WoWBuild: 4115
------------------------------------------------------------------------------
----------------------------------------
Stack Trace (Manual)
----------------------------------------
Address Frame Logical addr Module
0050441F 0012ADC8 0001:0010341F F:\World of Warcraft\WoW.exe
0049992F 0012ADE0 0001:0009892F F:\World of Warcraft\WoW.exe
005D864F 0012ADFC 0001:001D764F F:\World of Warcraft\WoW.exe
005D878D 0012AE10 0001:001D778D F:\World of Warcraft\WoW.exe
0046D460 0012AF2C 0001:0006C460 F:\World of Warcraft\WoW.exe
0046C708 0012AF50 0001:0006B708 F:\World of Warcraft\WoW.exe
0046EB96 0012FDD0 0001:0006DB96 F:\World of Warcraft\WoW.exe
00534534 0012FDF8 0001:00133534 F:\World of Warcraft\WoW.exe
00534829 0012FE28 0001:00133829 F:\World of Warcraft\WoW.exe
00535180 0012FE54 0001:00134180 F:\World of Warcraft\WoW.exe
0040372F 0012FE94 0001:0000272F F:\World of Warcraft\WoW.exe
00418662 0012FF0C 0001:00017662 F:\World of Warcraft\WoW.exe
00417E91 0012FF20 0001:00016E91 F:\World of Warcraft\WoW.exe
004041FB 0012FFC0 0001:000031FB F:\World of Warcraft\WoW.exe
7C816D4F 0012FFF0 0001:00015D4F C:\WINDOWS\system32\kernel32.dll
----------------------------------------
Stack Trace (Using DBGHELP.DLL)
----------------------------------------
0050441F WoW.exe <unknown symbol>+0 (0x1A1B8008,0x00000078,0x00000000,0x00000000)
0049992F WoW.exe <unknown symbol>+0 (0x00000000,0x005D864F,0x0067E4BC,0x1A1B8008)
005D864F WoW.exe <unknown symbol>+0 (0x0012FDA0,0x1A1B8008,0x001D8D99,0x0012AF2C)
005D878D WoW.exe <unknown symbol>+0 (0x001D8D99,0x0012AE2C,0x001D8D99,0x0012FDA0)
0046D460 WoW.exe <unknown symbol>+0 (0x0012AF60,0x00000000,0xFFFFFFFF,0x00000000)
0046C708 WoW.exe <unknown symbol>+0 (0x021D8D99,0x0212FDA0,0x00000076,0xD2950200)
0046EB96 WoW.exe <unknown symbol>+0 (0x001D8D99,0x0112FE10,0x007CFAA8,0x18AC4008)
00534534 WoW.exe <unknown symbol>+0 (0x001D8D99,0x0012FE10,0x18AC3888,0x18EA05E8)
00534829 WoW.exe <unknown symbol>+0 (0x001D8D99,0x01A00008,0x00001409,0x18EA05E8)
00535180 WoW.exe <unknown symbol>+0 (0x0041CA66,0x02E79818,0x02E79808,0x00000000)
0040372F WoW.exe <unknown symbol>+0 (0x00000000,0x00000001,0x02E79808,0x00000000)
00418662 WoW.exe <unknown symbol>+0 (0x0000000A,0x0040242D,0x00000001,0x0012FFC0)
00417E91 WoW.exe <unknown symbol>+0 (0x0040B034,0x00400000,0x00000000,0x0025237F)
004041FB WoW.exe <unknown symbol>+0 (0x7C9369A5,0x0012EFF0,0x7FFDE000,0x8054C038)
7C816D4F kernel32.dll RegisterWaitForInputIdle+73 (0x00401000,0x00000000,0x78746341,0x00000020)
----------------------------------------
Loaded Modules
----------------------------------------
0x00400000 - 0x00B26000 F:\World of Warcraft\WoW.exe
0x00BD0000 - 0x00C39000 F:\World of Warcraft\DivxDecoder.dll
0x00C40000 - 0x00CCF000 F:\World of Warcraft\fmod.dll
0x013D0000 - 0x013F9000 C:\Program Files\SocksCapV2\SOCKS32.DLL
0x01790000 - 0x019A8000 C:\WINDOWS\system32\3dfxspl3.dll
0x10000000 - 0x10158000 C:\WINDOWS\system32\glide3x.dll
0x1A460000 - 0x1A531000 F:\World of Warcraft\dbghelp.dll
0x5ADC0000 - 0x5ADF7000 C:\WINDOWS\system32\uxtheme.dll
0x5D170000 - 0x5D207000 C:\WINDOWS\system32\COMCTL32.dll
0x5FDD0000 - 0x5FE24000 C:\WINDOWS\system32\NETAPI32.dll
0x60FD0000 - 0x61025000 C:\WINDOWS\system32\hnetcfg.dll
0x61E80000 - 0x6205B000 F:\World of Warcraft\OPENGL32.dll
0x62C20000 - 0x62C29000 C:\WINDOWS\system32\LPK.DLL
0x68E20000 - 0x68E40000 C:\WINDOWS\system32\GLU32.dll
0x719C0000 - 0x719FE000 C:\WINDOWS\System32\mswsock.dll
0x71A00000 - 0x71A08000 C:\WINDOWS\System32\wshtcpip.dll
0x71A10000 - 0x71A18000 C:\WINDOWS\system32\WS2HELP.dll
0x71A20000 - 0x71A37000 C:\WINDOWS\system32\WS2_32.dll
0x71A40000 - 0x71A4B000 C:\WINDOWS\system32\WSOCK32.dll
0x72240000 - 0x72245000 C:\WINDOWS\system32\sensapi.dll
0x72C80000 - 0x72C88000 C:\WINDOWS\system32\msacm32.drv
0x72C90000 - 0x72C99000 C:\WINDOWS\system32\wdmaud.drv
0x73640000 - 0x7366E000 C:\WINDOWS\system32\msctfime.ime
0x736D0000 - 0x73719000 C:\WINDOWS\system32\DDRAW.dll
0x73B30000 - 0x73B36000 C:\WINDOWS\system32\DCIMAN32.dll
0x73E40000 - 0x73E44000 C:\WINDOWS\system32\KsUser.dll
0x73E70000 - 0x73ECC000 C:\WINDOWS\system32\dsound.dll
0x73FA0000 - 0x7400B000 C:\WINDOWS\system32\USP10.dll
0x74680000 - 0x746CB000 C:\WINDOWS\system32\MSCTF.dll
0x759D0000 - 0x75A7E000 C:\WINDOWS\system32\USERENV.dll
0x75C60000 - 0x75CFC000 C:\WINDOWS\system32\urlmon.dll
0x76300000 - 0x7631D000 C:\WINDOWS\system32\IMM32.dll
0x765E0000 - 0x76672000 C:\WINDOWS\system32\CRYPT32.dll
0x76680000 - 0x76722000 C:\WINDOWS\system32\WININET.dll
0x76990000 - 0x76ACC000 C:\WINDOWS\system32\ole32.dll
0x76B10000 - 0x76B3A000 C:\WINDOWS\system32\WINMM.dll
0x76C00000 - 0x76C2E000 C:\WINDOWS\system32\WINTRUST.dll
0x76C60000 - 0x76C88000 C:\WINDOWS\system32\IMAGEHLP.dll
0x76D30000 - 0x76D48000 C:\WINDOWS\system32\iphlpapi.dll
0x76DB0000 - 0x76DC2000 C:\WINDOWS\system32\MSASN1.dll
0x76E50000 - 0x76E5E000 C:\WINDOWS\system32\rtutils.dll
0x76E60000 - 0x76E72000 C:\WINDOWS\system32\rasman.dll
0x76E80000 - 0x76EAF000 C:\WINDOWS\system32\TAPI32.dll
0x76EB0000 - 0x76EEC000 C:\WINDOWS\system32\RASAPI32.DLL
0x76EF0000 - 0x76F17000 C:\WINDOWS\system32\DNSAPI.dll
0x76F30000 - 0x76F5C000 C:\WINDOWS\system32\WLDAP32.dll
0x76F80000 - 0x76F88000 C:\WINDOWS\System32\winrnr.dll
0x76F90000 - 0x76F96000 C:\WINDOWS\system32\rasadhlp.dll
0x770F0000 - 0x7717C000 C:\WINDOWS\system32\OLEAUT32.dll
0x77180000 - 0x77282000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll
0x773A0000 - 0x77B91000 C:\WINDOWS\system32\SHELL32.dll
0x77BA0000 - 0x77BA7000 C:\WINDOWS\system32\midimap.dll
0x77BB0000 - 0x77BC5000 C:\WINDOWS\system32\MSACM32.dll
0x77BD0000 - 0x77BD8000 C:\WINDOWS\system32\VERSION.dll
0x77BE0000 - 0x77C38000 C:\WINDOWS\system32\MSVCRT.dll
0x77C40000 - 0x77C63000 C:\WINDOWS\system32\msv1_0.dll
0x77D10000 - 0x77D9F000 C:\WINDOWS\system32\USER32.dll
0x77DA0000 - 0x77E49000 C:\WINDOWS\system32\ADVAPI32.dll
0x77E50000 - 0x77EE1000 C:\WINDOWS\system32\RPCRT4.dll
0x77EF0000 - 0x77F36000 C:\WINDOWS\system32\GDI32.dll
0x77F40000 - 0x77FB6000 C:\WINDOWS\system32\SHLWAPI.dll
0x77FC0000 - 0x77FD1000 C:\WINDOWS\system32\Secur32.dll
0x7C800000 - 0x7C91C000 C:\WINDOWS\system32\kernel32.dll
0x7C920000 - 0x7C9B4000 C:\WINDOWS\system32\ntdll.dll
----------------------------------------
Memory Dump
----------------------------------------
Stack: 1024 bytes starting at (ESP = 00129FE4)
* = addr ** *
00129FE0: E4 9F 12 00 40 25 00 00 68 A3 12 00 00 00 00 00 ....@%..h.......
00129FF0: E4 9F 12 00 FC 9F 12 00 EC DD 65 00 10 A0 12 00 ..........e.....
0012A000: 58 E9 63 00 40 25 00 00 03 00 00 00 00 00 00 00 X.c.@%..........
0012A010: 88 AD 12 00 EA E1 63 00 00 00 00 00 00 00 00 00 ......c.........
0012A020: 00 00 00 00 E8 AD 12 00 00 00 00 00 00 00 00 00 ................
0012A030: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A040: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A050: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A070: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A080: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A090: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A0A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A0B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A0C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A0D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A0E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A0F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A100: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A110: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A120: 00 00 00 00 00 00 00 00 20 20 00 00 C0 72 A6 A8 ........ ...r..
0012A130: 24 E1 C4 01 94 22 88 CD D7 D8 C4 01 94 22 88 CD $...."......."..
0012A140: D7 D8 C4 01 00 00 00 00 34 90 45 00 00 00 00 00 ........4.E.....
0012A150: 00 00 00 00 57 6F 57 2E 65 78 65 00 00 00 00 00 ....WoW.exe.....
0012A160: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A170: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A180: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A190: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A1A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A1B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A1C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A1D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A1E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A1F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A200: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A210: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A220: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A230: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A240: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A250: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A260: 00 00 00 00 00 00 00 00 54 68 69 73 20 61 70 70 ........This app
0012A270: 6C 69 63 61 74 69 6F 6E 20 68 61 73 20 65 6E 63 lication has enc
0012A280: 6F 75 6E 74 65 72 65 64 20 61 20 63 72 69 74 69 ountered a criti
0012A290: 63 61 6C 20 65 72 72 6F 72 3A 0A 0A 45 52 52 4F cal error:..ERRO
0012A2A0: 52 20 23 30 20 28 30 78 38 35 31 30 30 30 30 30 R #0 (0x85100000
0012A2B0: 29 0A 50 72 6F 67 72 61 6D 3A 09 46 3A 5C 57 6F ).Program:.F:\Wo
0012A2C0: 72 6C 64 20 6F 66 20 57 61 72 63 72 61 66 74 5C rld of Warcraft\
0012A2D0: 57 6F 57 2E 65 78 65 0A 46 69 6C 65 3A 09 43 3A WoW.exe.File:.C:
0012A2E0: 5C 62 75 69 6C 64 5C 62 75 69 6C 64 57 6F 57 5C \build\buildWoW\
0012A2F0: 57 6F 57 5C 53 6F 75 72 63 65 5C 55 69 5C 4D 69 WoW\Source\Ui\Mi
0012A300: 6E 69 6D 61 70 46 72 61 6D 65 2E 63 70 70 0A 4C nimapFrame.cpp.L
0012A310: 69 6E 65 3A 09 31 32 38 37 0A 45 78 70 72 3A 09 ine:.1287.Expr:.
0012A320: 21 28 22 43 47 4D 69 6E 69 6D 61 70 46 72 61 6D !("CGMinimapFram
0012A330: 65 3A 3A 49 6E 69 74 69 61 6C 69 7A 65 28 29 3A e::Initialize():
0012A340: 20 63 61 6E 27 74 20 67 65 74 20 72 65 6E 64 65 can't get rende
0012A350: 72 20 74 61 72 67 65 74 20 66 6F 72 20 6D 69 6E r target for min
0012A360: 69 6D 61 70 22 29 0A 0A 00 45 58 54 55 52 45 53 imap")...EXTURES
0012A370: 5C 4D 49 4E 00 00 00 00 A9 AC 12 00 64 87 A7 00 \MIN........d...
0012A380: 21 00 00 00 09 00 00 00 98 A7 12 00 FD 12 64 00 !.............d.
0012A390: 00 00 00 00 88 AC 12 00 49 4E 54 45 52 46 41 43 ........INTERFAC
0012A3A0: 45 5C 4D 49 4E 49 4D 41 50 5C 4F 42 4A 45 43 54 E\MINIMAP\OBJECT
0012A3B0: 49 43 4F 4E 53 2E 42 4C 50 00 00 00 00 00 00 00 ICONS.BLP.......
0012A3C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A3D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0012A3E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
------------------------------------------------------------------------------
======================================================================
Hardware/Driver Information:
Processor: 0x0
Page Size: 4096
Min App Address: 0x10000
Max App Address: 0x7ffeffff
Processor Mask: 0x1
Number of Processors: 1
Processor Type: 586
Allocation Granularity: 65536
Processor Level: 6
Processor Revision: 2820
Percent memory used: 85
Total physical memory: 536330240
Free Memory: 75161600
Page file: 1042305024
Total virtual memory: 2147352576
I am having a problem with the SFFT19 drivers. My system was crashing and reboot would occur. Then I set my setting not to reboot after crash so that I can seen what the "Blue screen" says.
KMODE_EXCEPTION_NOT_HANDLE
Address BB7AD355 base at BB75C000
3dfxvs.dll
I shorten the exact phrase,
This occurred
1. once when doing a PC scan single chip
2. second time using Flight sim in single chip
3. The PC crashes all the time with Flight sim when the settings are set to 2AA and fast performance. What happens is that I load the sim, and then load my multiplayer software. The moment I go to full screen the PC crashes. If I don't load the multiplayer software I can go to full screen, but as soon as I open the kneeboard the PC crashes.
QuoteOriginally posted by Dautonico
You mean that the game really wont work on my V3???? so sad.... well nedd porshe is better and runs perfect ehhehe... With the new sfft 19 do you think its possible to play Rise of Nations????? i know the game has a lock against v3, but i broke that and the game started and all, but when you would star really playing, it would crash back to the desktop...any tips?
Thanks
I've been playing Rise of Nations since sometime around Sfft 11 or 12, and continued to play it up to this latest release. You just have to set the mode to single chip in 3dfx tools, ignore the Microsoft warning about incompatibility, and you're set.
To SFFT,
Been playing some Vietcong and Fist Alpha Expansion and have found the following:
Using SFFT Alpha 19, DX8 Mode, Set3Tile, Fast Performance & Auto Mip-Map enabled - blue screen of death when loading bar appears. Get "Page Fault In Non Paged Area" error and mentions 3dfxvs.dll.
with Auto Mip-Map disabled - same as above
DX7 Mode, Set3Tile, Fast Performance & Auto Mip-Map enable - same as above
with Auto Mip-Map disabled - able to play the game
Using Win98 SE and latest Evolution Drivers I am able to play the game with or without Auto Mip-Map enabled.
Unfortunately, what happens in both Win98 and W2K is that the game will "freeze" under certain situations and I have to do a hard boot. Cannot ctrl-alt-delete out of it. The certain situations are when there are a lot of flames near you. This can be reproduced in the POW level by setting the huts on fire with grenades. Even when you use binoculars and see the flames the game will freeze. When you are near flames there is a lot of tearing on the screen and enabling v-sync at 3dfx tools does nothing. This also happens in certain levels in Fist Alpha. I do have triple buffering disabled and textures in system memory.
I hope to have provided some useful information and I hope you can help.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
@ aperson
I have a Voodoo V3 and i dont have this option to use only single mode chip.... What voodoo do you have?
What is your system can you help me?
Single chip is meant for voodoo 5. The voodoo 3 does not have a second chip, so you cannot disable it ;)
It appears I was wrong, so sorry for getting your hopes up. I plugged in my old V3 and all I got from RoN was an error message that it would be incompatible, and it wouldn't even let me run the program anyway to test for myself. I could have sworn that I used to play RoN with my V3, but evidently not until I got my current V5.
I tried Sid Meiers Pirates! with the Alpha 19, it exits randomly to desktop, but when it runs, it runs great with only small graphical glitches ( watch the ships sails ).
System :
Pentium4-2800
Voodoo4-4500 PCI
WinXP SP1
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2004122321531_Pirates1.jpg)
128.82 KB
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/20041223215348_Pirates2.jpg)
166.19 KB
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/20041223215557_Pirates3.jpg)
112.02 KB
Can you try testing these problems in DX7 Mode aswell as DX8 mode, I have noticed some similar problems to these running Need for Speed Underground under Xp in DX8 Mode but not in DX7 Mode where NFSU works.
SFFT
In DX7 mode the games crashes to desktop with almost every action you try. In DX8 mode you can play much longer. Graphical appearance is identical in both modes.
Hei hei hei... SFFt 20 is out.... is there a change log or something?????
Just tried alpha20 for V3. Wow, nice boost for 3dmark + everything (games) is faster:D. (SFFT, how did you do that?)
Dautonico, yes, a change log would be nice![8)]
Just tried the SFFT Alpha 20 for VSA-100 but once W2k loads the desktop I can only see the top 1/4. Everything else is black. I can't access anything except what is on the top. I managed to drag the vietcong shortcut to the top but nothing happened when I clicked on it. Rebooted back to Win98, replaced the 3dfxvs.ddl and 3dfxvsm.sys files from SFFT Alpha 19 and W2k rebooted fine once again.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
Try reducing you desktop size and see if that affects the desktop problem. I have found a problem since posting the driver.
SFFT
Ok... im having some problems with Duke Nukem Manhattan Project and DRIVER, but im triyng to solve then, and my NFS: porshe stoped working.. it passes the Intro Movie and hangs on the loading screen... im going to do a clean up on my system and try again...anyway thanks for the improvements
I have not completed testing the SFFT20. So far I am pleased with the results. Ghost Recon functions and in Flight sim my system does not crash in 2 sample AA as it did with SFFT19. The kneeboard still comes up black. I want to mention that when the kneeboard displays comes up it makes the flicker or refresh real hard. In the next day or so I will test in fast performance and single chip
The problem that I saw was part of the screen not being drawn on a V3 with some games on the startup screen. I suspect that there may be problems on V4/5 although I didn't see any at 1024 * 768 32 bit. Has anyone tried NFSU as it works fine for me now. The problem will be fixed in the next release.
SFFT
Well the desktop size is correct as the regular icons that are regularly on top are in their correct places. The bottom 3/4 is black except that I can only see the shortcut symbols on my bottom icons. It just isn't drawing the icons themselves or the taskbar. If I open the "My computer" icon and then it cascades I can only see four choices, upto "scan for viruses". When I close it I can then see what was on the bottom part, such as "create shortcut" but part of the word just stays there. Hope you understand. I'll try it again and see what I can do.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
Well, some problems this time:
My system hanged some times on Photoshop after i updated the drivers for the SFFT20, soh i got it back to the 19, and now im having the folling problems with this two old but good games
Driver
(//../public/uploaded/dautonico/2004122911110_driverD3d.JPG)
On glide 2.xx this games work very well, but i only can use d3d for some reason know, the glide option simply deseapeared and im getting this image, all the textures mixed up and very bad. SFFT 19
Duke Nukem Manhattan Project
(//../public/uploaded/dautonico/2004122911320_dukeD3d.JPG)
Well on this one i got big problem, fist it runs on OpenGl, but withou mesa3d it just crashes, with mesa its works very well, but with no transparencies, on d3d i got the transparent parts, but Duke is all mixed up...
Any help?
you did it!
NFSU looks really great, no doubt! [8D] (winXP)
i played on an athlon64 3000+ with a v4500, it has almost the same speed than my a2100+ :)
in a friend's pc, yesterday i saw the algeeba's 3/4 issue...
he was using 960*720 at 32bit. in 800 or 1024 no problem
but when i seted up in 16bit was OK again...
I gather the Alpha 21 is online, this should fix the desktop problems in the alpha 20, and also fix the BSOD in Vietcong.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
I gather the Alpha 21 is online, this should fix the desktop problems in the alpha 20, and also fix the BSOD in Vietcong.
SFFT
This is one of the best new year gift, SFFT you are always the best!
P.S. can you take a look at these screenshots? i dunno if it a bug or not..all the things become transparent like jelly fish..
and can any V4/5 user try this game to see if it's a hardware limitation(so only V3 have this problem)? thanks a lot!!
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1581
Thanks SFFT for your work.
I don't see anything on the minimap of right-top in city or cavern.
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/czj/20041230171322_WoWScrnShot_123004_235000.jpg)
147.3 KB
_____________________________________________________
3dfx is still living , for SFFT being ...
Tried the new SFFT Alpha 21 and my desktop is working again. Vietcong seems to be working correctly w/Auto Mip-Map enabled at 800 x 600. Although it did BSOD once out of five times, but probably because when I tried it at 1024 x 768 it BSOD at the loading bar. After I restarted it worked again at 800 x 600.
So, it still BSOD at 1024 x 768 everytime w/Auto Mip-Map enabled and it still freezes duirng parts of the game where there are a lot of flames around.
Don't know if you get tired of hearing this SFFT, but thanks and keep up the good work.
Just incredible what you are doing.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
It is worth posting the details of the BSOD i.e the STOP : XX and the address and paramenters if they are related to 3dfxvs.dll. I have managed to work out how to decipher where in the driver it fails and this can help debugging. Sometimes you just need to guard against crap data being sent down by the application. I have tested Vietcong, just the game, it seems to work on V4/5 but freezes on a V3.
SFFT
SFFT, hello. I always admire your wonderful work with the drivers. I just wonder if you can, in the future, make a patch that helps voodoo3 cards run the game "enclave". i used it with the ssft19 driver and 3danalyzer but got no results. just keep it in mind. many thanks and keep up the brilliant work
Quote
This is one of the best new year gift, SFFT you are always the best!
P.S. can you take a look at these screenshots? i dunno if it a bug or not..all the things become transparent like jelly fish..
and can any V4/5 user try this game to see if it's a hardware limitation(so only V3 have this problem)? thanks a lot!!
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1581
this game uses the winning eleven 7 international'S (similar) engine ...
i tried that game in both a v3 and a v4.
in a v3 looks like your captures (transparent players)
and in a v4 (and 5) looks OK
SFFT,
The BSOD message I'm getting with Vietcong is:
Stop:0x00000050 (0xE370F000, 0x00000001, 0xBB7C4B81, 0x00000002)
PAGE_FAULT_IN_NONPAGED_AREA Address BB7C4B81 base at BB798000, Datestamp 41d1fb01 - 3dfxvs.dll
---------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
I am very impressed by the SFFT21 drivers. I have three words for you,
Awesome! Awesome! Awesome!
With Ghost Recon everything is perfect, good definition and performance. Even the Flight sim game, the graphics are great with good performance. It also has made changes how the kneeboard displays. With 2 sample AA the screen flash is not as bad as before and the kneeboard when first open shows normally then the frame quickly comes black. The data in the kneeboard shows correctly and as I pass my mouse curser over the control buttons they (the buttons) start to show.
I am not sure you should call these Alpha drivers. Beta may be the proper term.
I have not finished testing the drivers with fast AA and single chip; I shall do this in the next few days.
Thanks SFFT, All my old games are now working very well, and the performance is great, now im playing Warcraft 3 with everything on high ath 1024 and the frame rate is 30 solid. Onde more thank you very much, you got your self a Brasilian Fan.
Anybody knows a other good D3d game tha runs on V3?
Ok I have finished checking the SFFT21 drivers and have found that with the settings in single chip my PC crashes the moment I opened the kneeboard. With past drivers this never happened the kneeboard functioned properly.
Stop 0X0000001E (0XC0000005, 0XBB7AD01A, 0X00000000, 0X08AF7364)
KMODE_EXCEPTION_NOT_HANDLE
Address BB7AD01A base at BB75B000 date stamp 41d1fb01 3dfxvs.dll
After restart I set it to fast performance and I got a PC crash as soon as I opened the kneeboard.
Stop 0X0000001E (0XC0000005, 0XBB7AD01A, 0X00000000, 0X08844384)
KMODE_EXCEPTION_NOT_HANDLE
Address BB7AD01A base at BB75B000 date stamp 41d1fb01 3dfxvs.dll
I restarted again and went back to 2AA where the drivers worked fine before. As soon as I opened the kneeboard the PC crashed again.
I then reinstalled the drivers and everything was OK again. I went on to test again with fast performance and found that the PC was not crashing. The first crash messed up the installation of the drivers.
In fast performance the problem is that when I opened the kneeboard the frame rates are destroyed to the point that the game plays like a slide show.
So to conclude in
1. Fast the frame rates a poor with kneeboard opened.
2. 2AA the sim plays well except for the way the kneeboard displays
3. single chip the sim does not function.
Sorry to ask, but how do you copy those info about your system crash??? i only got a message sayng to restart becaus my video drivers stoped working...
Dautonico I am not sure where to set your system not to reboot after crash but I use a utlity called X-Setup so to set the machine t prevent reboot after crash.
As for what I mentioned in the past post
QuoteSo to conclude in
1. Fast the frame rates a poor with kneeboard opened.
2. 2AA the sim plays well except for the way the kneeboard displays
3. single chip the sim does not function
I am not sure what is going on. I have lost stability in my system . I am still trying to get it back I have no idea what is going on. Problems that I am having is system freeze and in flight sim just going into full screen I get a crash reffering to the 3dfxvs.dll. I am continuing to search what the problem is.
I do have a problem with Flight sim and the SFFT21 drivers, they are as what I posted before
QuoteOk I have finished checking the SFFT21 drivers and have found that with the settings in single chip my PC crashes the moment I opened the kneeboard. With past drivers this never happened the kneeboard functioned properly.
Stop 0X0000001E (0XC0000005, 0XBB7AD01A, 0X00000000, 0X08AF7364)
KMODE_EXCEPTION_NOT_HANDLE
Address BB7AD01A base at BB75B000 date stamp 41d1fb01 3dfxvs.dll
After restart I set it to fast performance and I got a PC crash as soon as I opened the kneeboard.
Stop 0X0000001E (0XC0000005, 0XBB7AD01A, 0X00000000, 0X08844384)
KMODE_EXCEPTION_NOT_HANDLE
Address BB7AD01A base at BB75B000 date stamp 41d1fb01 3dfxvs.dll
I restarted again and went back to 2AA where the drivers worked fine before. As soon as I opened the kneeboard the PC crashed again.
I then reinstalled the drivers and everything was OK again. I went on to test again with fast performance and found that the PC was not crashing. The first crash messed up the installation of the drivers.
In fast performance the problem is that when I opened the kneeboard the frame rates are destroyed to the point that the game plays like a slide show.
So to conclude in
1. Fast the frame rates a poor with kneeboard opened.
2. 2AA the sim plays well except for the way the kneeboard displays
3. single chip the sim does not function.
In 2AA mode the drivers are somewhat stable, if I oppen the kneeboard a couple of time in a row the PC crashes.
I installed the Amigamerlin R1 drivers and all is well now with my system.
To set the PC to not reboot
start/control panel/system/advanced/startup and recovery-settings/uncheck 'automatically restart'
i had a blue screen too (a21, v4500 & winXP) just surfing the web (Azureus, msn, iexplorer, getright.. none d3d/glide app running)
*** Stop: 0x0000008E (0xC0000005, 0xBFA2F7F0, 0xF361CC4C, 0x00000000)
*** 3dfxvs.dll - Address BFA2F7F0 base at BF9D3000, DateStamp 41d1fb01
EDIT:
i've got another one:
*** STOP: 0x0000008E (0xC0000005, 0xBFA2FE00, 0xF323CAAC, 0x00000000)
*** 3dfxvs.dll - Address BFA2FE00 base at BF9D3000, DateStamp 41d1fb01
I'm trying to test sid Meier's Pirates! too, I confirm the thing just said, but browsing internet, I found a lot of people that have the same trouble, but with Radeon cards, my brother too (radeon 9200) had too upgrade the latest driver for make it start, somebody else says to back to old drivers (before 4.11). So or we wait for a patch for this game or if somebody have the possible to test with Amiga 3.0 or some other maybe we can understand what make this game crash to desktop...
look at this url for a try to workaround:
http://www.addictedtopirates.com/forum/viewtopic.php?t=1760
I have notice of a thing too, about cursor in this game it's flashing, appear and disappear, and when it show cursor it don't don't show the start logo, or the counter. have nobody else notice of this?
Thanks for continue the support :)
Bye
Emi
I have reloaded the SFFT21 drivers. I am not having the problem with a system crash. Note, I have upgraded my motherboard and processor from a 766 MHz to a 2.4 GHz.
Even with all the changes I am still having problems when opening the kneeboard..
1. in fast AA the kneeboard opens as a black window and the frame rate drops so far that the game is not playable.
2. I 2 sample AA when I open the kneeboard the board scrolls down showing properly for about 2 seconds then the whole screen flickers black and then the screen comes back with the game and a black kneeboard.
3. in single chip the game works perfectly kneeboard and all.
I am still looking into this but a couple of time it happened that the game did not load with all the graphics. This maybe another problem other than the drivers because it happened once with the Amigamerlin R1 and once with the SFFT21. I shall keep with informed as developments occur.
Ok guys, new Alpha 22 is online for testing ;) on www.3dfxzone.it news page. This release try to manage the BSOD error.
Good testing ;)
Bye.
Czj
Please mail me how you got WoW working. I'm trying but without luck and out of ideas. And you email in your profile doesn't work.
Tried to run the game as opengl.
Ciao
EDIT: Tried Opengl since with D3D i get: World of Warcraft was unable to start up 3D acceleration. Please make sure directx9.0c is installed and your drivers up to date.
I have dx9c installed fyi ;)
..doesnt work under opengl.I think he just used SSFT driver and the game ran,although with some graphic glitches..
@ SFFT
Well done, with Alpha21 I was unable to set resolution and color depth in GTA:Vice City. With Alpha22 its working fine ( on Voodoo4 ).
Good work SFFT. No more BSOD with Vietcong when Auto Mip-Map is enabled. Unfortunately, the graphic quality w/Auto Mip-Map does not compare with Win98 and Auto Mip-Map enabled. In Win98 it smoothes the graphics a lot and removes a lot of the "sparklies". In W2k the graphics stay the same w/wo Auto Mip-Map. Nevertheless, great work. On another note, the freezing in some parts of the game continue and it is making the game difficult to finish. Do you think that you will be able to figure this problem SFFT? Have you encountered this problem? When it freezes I can still hear sounds but have to hard boot.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
I removed the auto-mipmapping option as the code caused a BSOD and I couldn't see that it did anything usefull. I presume that you were enabling it via the reigistry. I will check out the differences on Win98. I have only seen Vietnam freezing on a V3 not on a V5. I am testing the basic game it works upto 1024 * 768 32 bit mode on a V5. I do get missing and corrupt texture displays with it though.
SFFT
OK, thanks SFFT. Yeah, if you want to make a simple check on Win98 go the "Stream" quick fight. Look up the mountain wall behind you where you start and you can the difference between enabled and disabled. A better example is on a slanted piece of rock right before the overhead log on the same level. Moving your head side to side you see texture movement. I also see a reduction in "sparklies" when lifting a rifle and looking at trees. Hope you see it.
As for the freezing, it first started on the POW level while saving the POW. Throwing a grenade into the hut created a lot of flames and it froze. Having some freezing on the level after that but I need to look if there are flames in that one or different lighting as my son has been playing it. The resolution is at 1024x768 16 bit and have tried 32 bit to no avail. Have also tried lower resolutions. I will try again w/32 bit though. Hope you see the problem and are able to fix it (crosses fingers).
Again, thanks.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI
Will SFFT drivers support HL2 on Voodoo 3?
I read at Guru3d that SFFT22 alowed me to play hl2 on my voodoo 3... is this true?
I havn't tested HalfLife 2 on anything so I have no idea. I would be surprised if it ran properly as I thought it needed a 32 Meg card.
SFFT
Forget about Half-Life 2 on Voodoo cards (6000 ? might be better but I don't have one to say if it is).
On my Voodoo 5500, athlon 2400 system there are to my situations were the framerate can go down into the low teens, it makes for unbearable game play [V]
The game starts out great with 35-50 fps, but once you get to the cannal level [:(]
Edit: its really to bad that the best pc game of all time (IMHO) has to be run through Valve's ridiculous Steam, there has to be a better way to protect against software piracy than Steam ;)
blue screens with alpha21, v4500 & winXP in desktop (so many times [V] )
in general, always like this:
issue: PAGE_FAULT_IN_NONPAGED_AREA
*** Stop: 0x0000008E (0xC0000005, 0xBFA2F7F0, 0xF361CC4C, 0x00000000)
*** 3dfxvs.dll - Address BFA2F7F0 base at BF9D3000, DateStamp 41d1fb01
and with alpha22, when i lunch for example Ford Racing 3 Demo & Need For Speed Underground Demo, after 5/10 seconds in gameplay, it hangs with blue screen too [:(!]
with alpha 21, these games are playable without problems....
this is:
issue: PAGE_FAULT_IN_NONPAGED_AREA
*** Stop: 0x00000050 (0xF3736A34, 0x00000000, 0xBFA33EA7, 0x00000000)
*** 3dfxvs.dll - Address BFA33EA7 base at BF9D3000, DateStamp 41e1994f
in another hang, this hex position 0xF3736A34, changes to 0xF3C6CA34 , the rest, the same.
Hi to all!
After some tries I get run "Sid Meier's Pirates!"...
ok with a little trouble like metal bodys, but without crash... (as I test)
the performance are very good on my system (Duron 1.3 256Mb Ram Win2k s.p.4 voodoo5500 AGP 1.18) so thanks a lot SFFT :) (I'm using alpha 22 integrated in AmigaMerlin 3.1 R1)
The thing that I do:
------- 1 ---------
Add Line:
FullScreen = 0
in config.ini
this make Pirates! running in window mode
and remove the cursor flickering
------ 2 --------
Run 3D-Analyze 2.36b (but I think it fuction with 2.34 too)
with this option only:
emulate max.sim textures
this remove glitches on ships and should remove the crash
but add a T1000 (metal bodys) on character and in the tavern
I'll try some other option in games and 3D-Analyze for remove this effects.
I don't know if this a good place thread for talk about this so if you want move this reply to other section :)
Bye to all and thanks for continue support.
Emi
But if I know good, HL2 must run on TNT2, Voodoo 3 is faster than TNT2.
@ Gorik
Thanks for the update, I wasnt able to run Pirates in Win98 or WinXP without crashes.
I will try what you posted.
ggab your post seems to imply that the desktop Blue screens are gone with the Alpha 22, have these dissapeared with the Alpha 22 if not can you post the details from a crash with the alpha 22.
SFFT
Fire, I want to say : awesome work.
This drivers helped me using my old Voodoo 5 to play adventure games.
DX7 mode is great in Syberia II, DX8 mode has some minor glitches (bitmaps of buttons are shaking a little bit when anti-aliasing is turned on).
I have some questions concerning the Anti-Aliasing :
- On RADEON cards, there's a feature called "Temporal Anti-aliasing".
According to help file, the hack changes the offsets in the super sampling grid between frames, to increase the efficiency of the anti-aliasing.
Could this be done on the VSA-100 ?
I know the super-sampling offset are programmable, but can they be changed "on the fly" ? (each time buffer are flipped)
Or can they only be changed during driver initialisation ? (when the game starts)
If VSA-100 support such mid-game super-sampling modification,
Could this be done in the SFFT DirectX driver ?
And could the same also be done in Glide 3x driver ?
Temporal Anti-Aliasing is supported on vsa-100 cards, but afaik only in OpenGL/Glide.
Quotebut afaik only in OpenGL/Glide.
So it's a good oportunity to try to implement it in DirectX too !
Maybe Doom3 or HL2 won't benefit from it,
but improved Anti-Aliasing quality will surely be a good point for less intensive games (like adventure games).
Do you have more information on how to use temporal anti-aliasing in OpenGL/Glide ?
QuoteOriginally posted by SuperFurryFurryThing
ggab your post seems to imply that the desktop Blue screens are gone with the Alpha 22, have these dissapeared with the Alpha 22 if not can you post the details from a crash with the alpha 22.
SFFT
yes, i'm running alpha 22 with no crash in desktop (now: 3hs running....)
more time is needed to be sure :)
anyone has the looks up in D3D's applications too (with alpha22)?
@ggab
No look up untiln now with WarCraft 3@1024x768@everything on high
Great jog SFFT
Same here no lock ups or blue screens. :D Ghost recon works good and Microsoft flight sim everything is good. Kneeboard only come up correctly in single chip as mentioned in previous post.
Nice work SFFT
@FBS: many microsoft games hate SLI.nothing you can do about it..
NFSU the commercial versions works ok. I have noticed that some games that used SLI seem not to have problems with the Alpha 22. The most obvious was Raven Shield which ran in SLI mode using 3DA, it used only to work in Single chip mode. The blue screen decodes to a change that I made after the alpha 21, although I am not sure quite why it is happening.
SFFT
PS47
Thank you for the info, I never thought that SLI would be an issue. In any case I am getting to understand that this problem is something that I will have to live with.
Like, i may be saying bull****, but with the new implementation of SLi by Nvidia, wouldn be possible to study they way of running it on win2000 and winXP and translate it to voodoo so it would be a problem also? Sorry by my english
I was thinking that these drivers are becoming very grown up now. Are you already thinking to create a Release Candidate V1.0 or something like it. Perhaps is is time to ;)
I think that there are still issues that need looking at.
SFFT
I maybe be asking too much, but i think SFFT you´re the only guy i know thath can answer this question : Why GTA3 and GTA Vice City wont run on The V3????? Like i´ve even head that on intel system it does, is this true???? Please forgiveme if im asking too much, but this is really upseting my mind
I've been having a couple problems with Neverwinter Nights.
I don't suppose anybody here has this game and has played with the SFFT drivers? I've been having freezing errors during loading screens and the like, while graphical data is being loaded probably, and somebody has suggested that it might be the video card/drivers. Has anybody had similar experiences?
There's also so problems with excessive black areas (not related to gamma) and glitching. I'd post screenshots but they come out garbled when pasted into photoshop. Again if anybody has any suggestions or knows what I'm talking about, the help would be appreciated.
..do you have the latest mesafx? What card do you have? if you want to post a screenshot,you will need hypersnap or something similar,regular programs cant capture glide screenshots..
QuoteOriginally posted by Dautonico
I maybe be asking too much, but i think SFFT you´re the only guy i know thath can answer this question : Why GTA3 and GTA Vice City wont run on The V3????? Like i´ve even head that on intel system it does, is this true???? Please forgiveme if im asking too much, but this is really upseting my mind
Wll they do work. Or, I have had vice city working on a Voodoo 3 3500 AGP. But that wasn't with these SFFT drivers unfortunately.
Sorry, I should have been much more descriptive. I'm using a Voodoo5 5500 with Windows XP SP2. I was using SFFT 19 but now I've got 22 installed. I haven't gotten the chance to play since installing the 22 version, so maybe it won't freeze anymore, but I'll post if it does.
My NWN settings are all minimal, with compatibility textures. I only have a 700mhz machine, but it runs fine thanks to the SFFT drivers (praise SFFT!) I have the entire platinum installation (NWN + two expansion packs). I believe it was freezing even when I only had just the base game installed. They are all fully updated using the online auto-updater.
For screenshots I was using alt+Print Screen. It works on all the games I can remember trying, but evidently not NWN. Is there a freeware screenshot program I can get that will work instead?
I don't know what Mesafx is or how to use it in conjunction with NWN. I downloaded the current release just now and there's an opengl32.dll. What do I do with this and how should my 3dfxtools be setup to use it?
MesaFX is an OpenGL ICD, just use it instead of the old 3dfx icd.
Put the glide3x.dll and opengl32.dll that came with the MesaFX package in your NWN folder and you are good to go.
For screenshots : In the 3dfx tools you can assign a key for taking screenshots under OpenGL. Its in the tab with Direct3D, OpenGL and General.
So far as I am aware Vice City requires a 32 Meg card. GTA3 freezes on a V3, I havn't managed to work out why. Is NWN a Directx game or an OpenGL game. it is worth testing with the Alpha 22 if its a DirectX game.
SFFT
NWN is opengl.just use mesafx as Rolo01 suggested and you will be fine.my bet would be that NWN will use some terrible D3D safemode if you attempt to run it under xp with a voodoo5 without mesafx.btw,you are a voodooer and you dont know what mesafx is? tssk tssk..
GTA3 was known for running under Win9x and with an Intel cpu using the first 3dfx driver for DirX7.0 : 1.03.00 driver kit.
Then why does the readme for NWN say it requires DX 8.1?
The latest Mesafx I downloaded on this site (6.2.0.2) doesn't include a glide3x.dll, only opengl32.dll. I'm having trouble understanding how placing it in the directory without having to register it would affect anything, but I suppose I'll take your word on it.
I looked through 3dfx tools and can't find anything mentioning screen shot or even allowing my to input a key for anything.
not all 3dfx drivers/tools have the ability to do screenshots.use hypersnap (http://www.hyperionics.com/).to run NWN with mesafx just copy the opengl32.dll from the 6.2.0.2 release (ok,you did it already),plus the glide3x.dll from the latest full package (http://www.3dfxzone.it/files/download/video/3dfx/common/mesafx/MesaFX-6.1.0.9.exe) (the one from the voodoo3/4/5 folder).boom mesafx is installed.run the game in a different resolution than your desktop,and thats all.that is the beauty of the mesafx driver-no installing,it wont mess your registry,you just put it in the game folder and you are ready to rock.[8D]
Quotethat is the beauty of the mesafx driver-no installing,it wont mess your registry,you just put it in the game folder and you are ready to rock.
Exactly ;)
QuoteOriginally posted by ps47
not all 3dfx drivers/tools have the ability to do screenshots.use hypersnap (http://www.hyperionics.com/).to run NWN with mesafx just copy the opengl32.dll from the 6.2.0.2 release (ok,you did it already),plus the glide3x.dll from the latest full package (http://www.3dfxzone.it/files/download/video/3dfx/common/mesafx/MesaFX-6.1.0.9.exe) (the one from the voodoo3/4/5 folder).boom mesafx is installed.run the game in a different resolution than your desktop,and thats all.that is the beauty of the mesafx driver-no installing,it wont mess your registry,you just put it in the game folder and you are ready to rock.[8D]
well, lastest 6.3.0.1 (icd version) is a good choose too :), and *now* it is not such important the glide3x's file...
the glide3x.dll who came in Amigamerlin 3.1r1 is ok to be placed in \system32 , so mesafx loads the file from that folder (no more glide3x with opengl.dll together)
gta3 & VC has the OpenGL render since they were launched (this was found some weeks ago in a v2 subforum's topic...)
just, use in the shortcut ".....gta3.exe -opengl" (and ".....gtavc.exe -opengl") at least in a voodoo2 works ok with mesafx :)
and:
check this link (to everybody) it has a lot of info about
Windows9x/2000 Voodoo Environment Settings for Velocity 100/200, Voodoo3 2000/3000/3500, Voodoo4 4500, Voodoo5 5000/5500/6000
http://www.ntcompatible.com/printer.php?action=review&id=8&page=2
SO, the
D3D screen capture option it should
not work in win2k/Xp...(the same for Geometry assist and many others, that are only working for Win9x....)
bye
I tried the mesafx but it still freezes. It even froze twice now during gameplay, which hadn't ever happened before.. once when I equipped a light robe and another when I went to attack a prisoner.
I don't think mesafx necessarily made it any worse, but it certainly hasn't done anything for me. Other problems like the prevalence of solid black were mostly resolved before that, though I'm not sure exactly what I did to fix it.
Still, if anybody has a voodoo 5 and can give NWN a try, I would appreciate it. I'm hoping to find out if it is the graphics card/drivers causing the freezes or not.
well,the demo works fine on my voodoo5,but I'm using wi98se..I would try a clean install of xp+SSFT+mesafx,but people usually hate reinstalling..
QuoteThen why does the readme for NWN say it requires DX 8.1?
Because it can run under D3D.
I tried NWN 1.65 under WinXP SP1, MesaFX 6.1.0.9, Voodoo4 4500 PCI.
Cant see the movies, but the game runs fine. No crashes so far.
@ aperson
You can try to set your V5 to single chip mode, maybe that helps...
I tried C&C: Generals with SFFT Alpha 22 and got some strange results :
On my first try ( with 3D-Analyze ) I saw this :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2005126232935_Generals1.jpg)
139.83 KB
Game started, but the textures were messed up.
Second try ( without 3D Analyze ) :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2005126233052_Generals2.jpg)
106.73 KB
Game starts and looks good, so I loaded the training mission:
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2005126233159_Generals3.jpg)
86.32 KB
Game runs fine, no problems.
That was 2 day ago, since then I have not been able to start the game again. It plays the intro movie and then exits to desktop.
Anyway, its a beginning...
UPDATE:
When I am online and start C&C:Generals, the game starts fine.
When I am offline and start, the game exits to desktop after the intro.
I tried this 5 times now, and it seems to work.
I will investigate further...
Another game, brand new:
Lord of the rings: Battle for Middle Earth
The game starts, intro runs fine, menu runs fine and looks great, 3D map works ( campaign mode ) with small glitches ( see picture ), but then exits to desktop when a mission is loaded.
I didnt expect it to run that far, I guess we are on a good way here. Way to go, SFFT.
Here is the pic of the map :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2005126233656_Middleearth.jpg)
135.79 KB
@Rolo01
great News :) I'm waiting for "Battle for middle earth" thanks for tried it before and posted screen, now I know what waiting from it :)
@SFFT,
I have had problems with Alpha 22 and 3DMark2000. It can not start to 32Bits, to 16Bits I get BLACK screen and I must restart the PC.
Regards,
Oscar
I can confirm that, 3DMark2000 v.1.1 doesnt even start in 32 bit.
Some news on C&C:Generals:
Some campaigns are well playable, as long as the game is set to min. details. Those are Training, China and Skirmish.
After loading GLA or USA the game exits to desktop with a serious error.
All this is in DX8 mode, in DX7 it does not even start.
Sure I'm not an expert but it's look like the major trouble in Sid Meier's Pirates! is something about memory... (maybe textures memory) follow me:
- As default the game crash to desktop often and go with some glitches on ships, and mouse flickering
- In window mode the game exit to the desktop with an memory error (memory must be read (help!! in italian was "La memoria doveva essere read)), without mouse flickering
- In window mode with sim. texture option the game run without glitches on ships but metal body and in tavern without textures, without flickering
- and from this address I know the under linux (wine) the game crash for some memory issue. http://www.winehq.com/?issue=258#Pirates!%20Screenshot
and he said in detail:
"The problems I've come across so far are: Memory issues: Unknown cause as yet.
When visiting the Governor only a section of the screen fades in and out, this is caused by a viewport larger than the window not being handled correctly.
Sometimes textures on models like the docks don't render properly.
Sometimes the textures are the wrong way around or wrapped incorrectly, this may be the same problem as above. "
I hope this can help someone :) (maybe help to resolve others textures troubles ) :)
thanks the team for the support to us!!
Byex
Emi
re Pirates Have you tried running set3tile.exe. That should make available extra texture memory. It could improve the situation.
SFFT
Final Fantasy VII Demo
ftp://ftp.frag.cl/pub/Games/Titles/FinalFantasy7/ff7demo.zip
when it's in D3D, it has bugs with the 2D windows and/or HUD... (i've tried it with both AM3.0 and alpha22)
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/ggab/20051298028_Snap2.jpg)
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PS: The same issue is with FF8 too...
Well.. I've some problems in FIFA 2k5 using the Alpha22... some graphics and text are missing[B)]...look it:
(http://www.iespana.es/serchmx/Corel000.jpg)
(http://www.iespana.es/serchmx/Corel001.jpg)
(http://www.iespana.es/serchmx/Corel002.jpg)
(http://www.iespana.es/serchmx/Corel004.jpg)
(http://www.iespana.es/serchmx/Corel005.jpg)
Any comment?...
OS= WinXP
RAM= 512Mb
CPU= Athlon XP 2500+
GFX= Voodoo 5 5500 PCI
SaLuDoS :D
SFFT,
I did a little more testing on Vietcong, Fist Alpha to be exact, and there is good news and bad news. I did the main testing on Win98 using Evo's latest drivers but I did verify also on SFFT alpha 22. Tried this with the graphics card both at 166MHZ and 183MHZ.
On the first level of Fist Alpha there are a lot of flames due to a downed jet and this is one instance of where the game is freezing.
* Desktop set to 800x600x24bit, video card set to fastest, game set at 1024x768x16bit, the game froze with auto mip-map both enabled/disabled.
* Desktop set to 1024x768x24bit and game set at 1024x768x16bit the game froze.
* Desktop set to 800x600x24bit, video card set to single chip, game set at 1024x768x16bit, the game froze with auto mip-map both enabled/disabled.
* Desktop set to 800x600x24bit, video card set to single chip, game set at 800x600x16bit, the game froze with auto mip-map enabled.
***(Good news)Desktop set to 800x600x24bit, video card set to single chip, game set at 800x600x16bit, the game did not freeze with auto mip-map disabled.
(Bad news) The level after the POW level, original Vietcong, has been causing freezing as well. There are no flames in this part but it did freeze with single chip and auto mip-map disabled. I don't know if it's the textures slowing down the card or what but it is getting frustrating.
In conclusion, single chip seems to help with the freezing and if it does freeze it takes longer. I also noticed that overclocking the card helped. Hope this helps.
P.S. If I remember correctly, on the Vietcong demo there is a downed helicopter and a lot of flames. Maybe this will produce the same effect as the level in Fist Alpha.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI-5.5ns
Sorry for the extra post, I'm not sure how to edit, but the level "after" the POW level I was referring in Vietcong is actually about 3 levels afterwards and called "Outpost". It freezes towards the end of the level.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Voodoo5 5500 PCI-5.5ns
QuoteOriginally posted by ggab
Final Fantasy VII Demo
when it's in D3D, it has bugs with the 2D windows and/or HUD... (i've tried it with both AM3.0 and alpha22)
PS: The same issue is with FF8 too...
Use the game settings to run it in software rendering mode. I haven't tried FF7 yet, but my FF8 runs fine once that is done.
And thanks, Rolo01. At least I can rule out the drivers now. I don't think I'll be doing a reinstall of the OS since this is the only game with such problems. I'm content to assume it's just some bug with the programming and I don't really care any more, I'll sell it on ebay or give it away or something.
@aperson
yes, in software mode, everything is OK, just i prefer the D3D's mode (better image quality, etc)...
Here are my first impressions of Alpha 23:
3DMark2000 :
Does not start.
Pirates :
Game runs more stable than before, I could play 30 minutes without crashes. Small graphical glitches like before ( i.e. sails ), the game does not exit to desktop randomly, but only on specific occasions ( i.e. when entering a city ).
Halo :
The game runs with SFFT´s config file, but parts are not rendered ( i.e. transparent objects are white ).
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C&C Generals :
Version 1.07
I used the following patch for Voodoo cards :
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) generals_voodoo.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/200528143036_generals_voodoo.zip)
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Following the instruction in the Readme.txt I was able to start and play levels that would crash everytime before ( i.e. USA campaign ).
It may crash when trying first, but after that it runs flawlessly.
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Good work, SFFT.
That is the expected behaviour with Halo. I am having the same problems with Halo. If you can post the data of any BSOD's that you get.
SFFT
Just to report that Alpha 23 works fine on my V3 and WinXP
no speed change
no game problems yet (classic games)
Bye
And thanks for your work SFFT
SFFT, I didnt get any BSOD yet. Some games simply exit to desktop.
As soon as I have something worth to post ( i.e error codes ) I will do so.
@Rolo01
I tried Pirates but it continue to exit to desktop with errors if I play in window mode ... I install alpha23 in AmigaMerlin 3.1 R1 substituing files this is the only 2 differences between us?
- installed driver from AmigaMerlin
- playing game in window-mode?
or you have special settings in config.ini of Pirates?
Another question is about C&C generals and Battle for Middle Earth
Did you try for the battle the same fixes of Generals? maybe it will work :) only a suppose maybe I'll try something
@SFFT
The Pirates! with setTile3 wasn't start with alpha22 it start with alpha23 but without any progress (I'll wait Rolo answer for continue tests) it continue to crash to desktop.
Thanks for continue the support! great Job!!
@ Gorik
No, I didnt do anything special. I ran Pirates in Full-Screen mode, and it didnt exit to desktop as it normally does. The only thing I changed this time was using a V4-4500 AGP instead of V4-4500 PCI.
I have not been succesfull in trying to run any fixes with Battle for Middleearth. Its a pity I dont know whether there are any commandline options...
Once I had a detailed error description after Battle for Middleearth crashed, but I could not reproduce it and stupidly I didnt write it down ( it came when running Alpha22 in DX7 mode ).
Oh well, more testing to come...
hi all!
few days ago i bought a voodoo5 pci and i installed on my pc winxp sp2 and amigamerlin 3.1r1 mixed with SFFT alpha 23
I tried several D3D games and there are the results:
GTA Vice city works 100% and run fine on 1024x768 all on high
Halo runs ok on 1024x768 all high but some surfaces aren't rendered and light sources makes artifacts
(//../public/uploaded/benna/200529173955_halo.jpg)
America's Army can't render world's textures
Raven Shield runs 100% ok 800x600 all settings on high
(//../public/uploaded/benna/200529174218_ravenshield.jpg)
to run it i must set on 3DA another video card emulation and change in system\ravenshield.ini the line UseTripleBuffering=True to UseTripleBuffering=False
Falcon 4.0 with Freefalcon3 patch opens the menu and then crashes
Need for speed underground 2 makes black screen
bye
p.s. great job
I cant make Need for Speed Underground works with this Alpha23 :(
I´m using Voodoo 5500...
today I tested also Delta force black hawk down and it works but with some problems
(//../public/uploaded/benna/2005210165825_blackhawkdown.jpg)
terrain textures' colors are wrong and trees flash
found a bug in raven shield
(//../public/uploaded/benna/2005210181119_bug.jpg)
Im a fan of Raven Shield.
Im about to receive a Voodoo 3 3500 TV AGP.
Will a Voodoo 3 will also be able to run Raven Shield with this drivers?
Thanks.
The SIN Raven
2 BSOD:
fraps 2.51 running and NFSU with 2xFSAA:
* 3dfxvs.dll - Address BFA1C172 base at BF9D3000, DateStamp 42055089
without fraps running, i have no problems in 3 or 4 minutes of gameplay
another:
with a N64 emulator, and a d3d video plugin (Rice v.6.0), it crash just after launching any game (i can post the url links with that stuff)
PAGE_FAULT_IN_NONPAGED_AREA
* Stop: 0x00000050 (0xBFAE8B10, 0x00000000, 0xBF9FD561, 0x00000000)
* 3dfxvs.dll - Address BF9FD561 base at BF9D3000, DateStamp 42055089
alpha23 and an v4 evilking4 in winXP.
Final Fantasy VII Demo
no more D3d support [:(]
PS: with alpha22, it has a bug, but now has lost d3d support...
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whats the compatiblity with the V3 now?
incredible, in NFSU (demo( , as soon as i get in the menu, the UP key in the menu is pressed all the time (just that game, my keyboard is OK, and i am not pressing nothing...) very weird, this is the first time i get that behaviur
@ kekit
What compatibility with the V3 are you speaking ?
if about the driver (alpha 23), you can grab it here :
https://www.3dfxzone.it/news/reader.php?objid=632
Generals. C&C doest it run in a Voodoo 3 3000 pci?
no, im talking whats the compatibilty with games with SFFT alpha 23. im running my V5 right now and dont feel like switching to my V3 3500 :D
..yeah,there was some guy that has managed to run generals on a voodoo3.use the latest SFFT.and check this file (http://www.vfdownloads.info/3dfx_fixes/voodoogenerals.zip) out.and hope for the best..
Thanks for the link. it helped a lot
There are no news about Battle for the Middle earth. runing on a voodoo3?
nice that there is a "what's new" now! :)
FinalFantasy VIII was working on v4-4500 using am3.1r1+sfft-a22, but there were black spots everywhere, i guess it's because of 8-bit paletted textures (which aren't supported) ?
Hi there
I just downloaded the new Amigamerlin R6 and i see that the mesa with it is newer than the one that comes with SFFT 23, so can i use it together? How?
And what means ICD?
Thanks
together? no in \system32, but u still can place the one you like, in each application's folder.
how? just replace it in \system32 folder (3dfxogl.dll)
An ICD driver (short for Installable Client Driver) is a complete OpenGL driver.
Ground control 2 doesn't recognize the graphic card, also with 3Danalizer[:(]
About Directx 9 and mouse flickering
Yesterday I tried Perimeter (http://www.codemasters.de/perimeter/downloads/
and it present the same mouse flickering of Pirates!
The one that disappear if you set the game in window mode not in fullscreen.
Anybody else have notice of this in other games?
(I'll download some other demos today for try games with directx 9 required)
for who interested try to insert this in google:
site:www.gamespot.com Game information DirectX Version: v9.0
I tried to force the resolution to 640x480 but it don't start (I'll make other experiment with ini file) (I'm using the last AmigaMerlin 3.1 R6 that contain the 23 alpha (right?)
For other thing the game orun on my system enough well with all setting minimun (but I have few Ram and 1Ghz of CPU) , so great JOB SFFT.
@Rolo01
In Pirates I have notice of always crash to desktop (without 3D-analyze) when I try to load a game, and you?
Bye To all
Have nice day
Emiliano
does SSFT's alphas (v3 edition) work in a Voodoo3 3500 card?
and how about the video capture? (anyone tried it?)
QuoteOriginally posted by Flitz
Great news!!! with these new Alpha4 driver, my Voodoo3 is running FreeLancer at WinXP!!! before that these game can only be played in Win9x.
I have almost the same problem with Freelancer... I can make the game run, but when I come in the menu, all the buttons are shaking and the screen is flicking.. What could be the problem.. Tryed already 3Danalyze with Emulate T&L on, voodoo flicking.... etc etc..
How can I make it work?
Freelancer shouls work without the need for 3DAnalyze. It has worked properly for a while.
The SFFT alpha 23 should work with a V3500, I have tried it, using the video capture options and I got video input from the RGB amd SVideo inputs on a PAL system, although there was a lot of distortion on the sound. I used the TV component driver from Amigersport 3.
I could not get a TV channel input. The video output options have been tested on a PAL system using a V3 3000 and a V3 3500.
SFFT
The SFFT23 drivers are perfect for me real stalble and no crashes. Ghost recon works well and flight sim also, Below I posted some screen shots for your enjoyment. Note the the third pic the voodoo card does not draw high altitude Cirrue clouds well. They show up as square or rectangular white panes.
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(https://www.3dfxzone.it/enboard/../public/uploaded/FBS/2005220181926_Pick2.jpg)
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@FBS,
Except for the cloud rendering problem you mentioned these shots look sweeeet ;)
I think I'm going to grab the game :D
Actually the cloud rendering problem was caused by a bad texture files. Now all is weel. As for the shots tehy do look sweet . I love the reflective textures. [8D]
So I tried some demos:
The Incredibles
http://thq.com/theincredibles/
Status: Start - Set4Tile, SetDx8Mode
Bugs: Character black, terrain black, logo covered, in options covered
SpellForce - The Order of Dawn
http://www.pcgameworld.com/details.php/get/9391
Status: crash
Bugs: game crash after menu
Log: Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Log.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Gorik/2005221114845_Log.zip)
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The Settlers: Heritage of Kings
http://www.tgmonline.it/download/demo/febbraio2005/20050208124308
Status: run
Bugs: mouse flickering
Log:Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) SettlersHoKDemo.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Gorik/2005221114947_SettlersHoKDemo.zip)
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Space Interceptor
http://www.gamershell.com/download_7207.shtml
Status: crash
Bugs: game crash after intro
XIII
http://www.xiii-thegame.com/uk/demo.php
Status: crash
Bugs: something about wrong initialization of directdevice,
in 3D-Analyze I had to force some other chipset, but haven't to force
any other features, as just writed the graphic bugs are heavy, trasparent
wall ecc.
Kohan II: Kings of war
http://www.timegate.com/kow/
Status: crash
Bugs: crash in loading showing bad fonts, maybe a my system
trouble, pls try you too
Log: Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Logs.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Gorik/200522585410_Logs.zip)
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Warhammer 40k: Dawn of war
http://www.dawnofwargame.com/
Status: running with 3DA, sim max textures, different device id
Bugs: without 3DA simply check that videocard haven't TnL unit
the game run on my system enough well, haven't notice of
graphic bugs but don't tested on a modern system.
Logs: Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Dawn of War DEMO.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Gorik/20052259022_Dawn%20of%20War%20DEMO.zip)
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For now it's all, sorry for no screenshot
I hope these information can help :)
In particular it's look like SpellForce it's very near to start :)
thanks for the support
hi all
I found a way to play at Americas Army:
you must replace the string UseStencil=True with UseStencil=False in ArmyOps.ini in system directory.
All works fine but I don't understand why the game at all resoluction and all details has the same fps
QuoteI love the reflective textures. [8D]
This is really superb ! :D
SFFT:
I tried A23 + Win XP + my new Voodoo 3 - 1000G, but subs. vendor ID is not listed in *.inf file. Can you ad it, please? :)
(http://www.3dfx.cz/temp/testy/v3-1000g_id_2.png)
(http://www.3dfx.cz/temp/testy/v3-1000g_id_3.jpg)
(http://www.3dfx.cz/temp/testy/v3-1000g_id_1.png)
SFFT:
I was trying the Swat 4 Demo, and the games runs really fast... but I get some "artifacts" in some parts (almost in doors, boxes, little items), I think that the game use "Unreal II" engine....
I'll post a couple of screenshots and a ZIP file with 11 screenshots if someone want to see it...
There is a way to solve this trouble?..
Demo direct Link:
ftp://ftp.sunet.se/pub/pc/games/pcgameworld/demos/swat4_spdemo_en.exe
Settings:
SFFT Alpha 23
Amd 2500+
512 RAM
V5 5500 PCI
1024x768x32
FSAA 2x
In game all put to "Medium"
Thnx... :D
ZIP File = Swat 4 Screenshots (http://www.iespana.es/serchmx/swat/Swat4.zip)
(http://www.iespana.es/serchmx/Swat/swat4_001.jpg)
(http://www.iespana.es/serchmx/Swat/swat4_003.jpg)
(http://www.iespana.es/serchmx/Swat/swat4_008.jpg)
(http://www.iespana.es/serchmx/Swat/swat4_009.jpg)
(http://www.iespana.es/serchmx/Swat/swat4_011.jpg)
[OFF TOPIC]
@SFFT,
Can you email me to osckhar@hotmail.com I need to contact with you.
Regards,
Oscar
The Alpha 24 Drivers are online. These mainly address some problems with compressed textures. I have included the Glide/OpenGL driver from Amigermerlin 3.1 R6 in the V4/5 driver.
SFFT
@SFFT:
I see that you have included the glide2x to glide3x wrapper in the voodoo4/5 driver.baad idea.most glide2x games will not run.there is no reason for using the wrapper,original 3dfx glide2x or koolsmoky's modified one will work 100x better..
Sfft 24 is working fine with my V3 and WinXP, like previous releases.
Good work SFFT
x SFFT: SFFT alpha driver for Win98/Me??? It would be fantastic... You perform also this miracle[:p]
I dont think so.switching to a different os would probably require to start all the work from the beginning..anyone seen Raziel around??
Hi all,
I tried Freefalcon 3.1 with SFFT alpha24 and v5 5500
it works really fine with no graphics errors!
great job SFFT!!!
I end up having to ask this every time a driver set is released, but where do I download the latest alpha drivers? Maybe it's because the primary language and region aren't english-related, but this site has the single worst design and most ineffective search of any that I can think about at the moment.
Also, using SFFT Alpha 22, I just installed the latest MAME32 0.94 and realized that if I try to enable Direct3D, my computer crashes with the blue screen 3dfxvs.dll error (Windows XP SP2, Voodoo 5 5500) I tested it a second time on a second game just to make certain and got the same results. I won't test it a third time simply because I have to scandisk every time and I don't want my system getting screwed up over it. Neverwinter Nights gives me plenty of that as it is.
here:
https://www.3dfxzone.it/news/reader.php?objid=796
they are doing a good job hiding those links,dunno why..
There is usualy a link to download the drivers from the site home page. If you can post the addresses for any blue screen crashes along with specifying which driver version has caused the crash that would be helpful.
SFFT
I have noticed an improvement with the SFFT24 drivers, in the way the textures display in the Flight Sim game. The improvemants are noticable in full screen. In window mode some texture blurr and as soon as I go to full screen the texture diplay well and stay displayed clearly. As for everything else the drivers and very stable and perform nicely.
Another thing I notice is that now with the SFFT24, I can not run in fast performance or 2AA mode. As soon as I open the kneeboard of the game the FPS drops to a crawl about 1 to 2 FPS.
So where can I get to the SFFT download page through the site? I've looked through the sections and haven't found anything, and so every time a new version is released I end up back here asking what the url is. The only thing I ever see on the site homepage is a news item about the release, with a link saying "get drivers and make a report" yet it only links to this board.
Anyway, I'll try to get more info when I'm up to it, I just really hate crashing my system like that. And the driver version was, as I said, SFFT Alpha 22.
@ aperson
SFFT Alpha 24 :
https://www.3dfxzone.it/news/reader.php?objid=796
If you have a V4/5 : click on
Download SFFT Driver - VSA-100 - 2.07Mb (http://www.3dfxzone.it/monitor/am/go.asp?url=83)
If you have a V3 : click on
Download SFFT Driver - Voodoo3 family - 1.73Mb (http://www.3dfxzone.it/monitor/am/go.asp?url=82)
Edit :
https://www.3dfxzone.it/news/reader.php?objid=823
Upadte for the V4/5
SFFT Alpha 25
hi, i'm new here and i have some questions about my voodoo (5500).
NFS topic can't help-me,so i report my problem here [:(]
here is my question:
NFSU is workin in low details, when i put medium details the program close the window an return desktop.
I'm using SFFT DRiVERS (vesa100)
Any sugestion [?]
PS:I need to prove for all my friends like 3dfx as better than other graphics boards, but nfsu don't help-me [:(]
see ya!
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I have seen the same behaviour on my Voodoo 5, I don't know whether NFSU will run in a higher detail mode on a V5 or not.
SFFT
The SFFT25 drivers have improve my FPS in the flight sim game using Fast performane and 2 sample AA. Texture dipslay isseus in window mode are no longer an isseu.
When you enable Direct3D in Mame32 and run a game, it blue screens with the following error:
STOP: 0x0000008E (0xC0000005, 0xBF9F2DC4, 0xF4673B28, 0x00000000)
3dfxvs.dll - Address BF9F2DC4 base at BF9D3000, DateStamp 31e1944f
This is on Windows XP SP2, Voodoo 5 5500 using SFFT Alpha 25.
Never mind, I am loosing it:D
Actully I do still have texture problems in full an winndow mode.
This is window
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Then I go to full screen
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QuoteOriginally posted by ps47
@SFFT:
I see that you have included the glide2x to glide3x wrapper in the voodoo4/5 driver.baad idea.most glide2x games will not run.there is no reason for using the wrapper,original 3dfx glide2x or koolsmoky's modified one will work 100x better..
With the koolsmoky glide2x (2.10.2604) UT don't work for me, with the wrapper and the last original 3Dfx all ok!
Koolsmoky can solves the bug?
Ciao, skorpionet
the problem with the wrapper is that UT is basically the ONLY game that works (at least for me)[xx(]
QuoteWith the koolsmoky glide2x (2.10.2604) UT don't work for me
It's working for me! :D(also)
seems like another alpha is out:
https://www.3dfxzone.it/news/reader.php?objid=824
and-again-it uses the dreaded glide2x to 3x wrapper.warning for all those who want to play old glide games (redbaron for example),get a REAL glide2x (the one from latest original win2000 driver should do),and copy it to your system32 folder (overwrite the wrapper)..
The glide2 file should be the one shipped with the current AmigerMerlin driver and will remain so, as I just take the non D3D files from the latest Amigermerlin driver. I am interested in whether these drivers show any performance increases on games that showed lower frame rates in certain parts of games.
SFFT
QuoteOriginally posted by agrelaphon
QuoteWith the koolsmoky glide2x (2.10.2604) UT don't work for me
It's working for me! :D(also)
I see only green, fucsia and purple dots and lines!
And the PC hang!
Perhaps any wrong settings?
Ciao, Andrea K
hi
on my system (winxp sp2 with SFFT alpha26) need for speed underground works only in low quality mode without graphics errors;
if i switch to medium quality the game crashes and returns to desktop
any suggestions?
thanks
Although I have just started testing the SFFT26 drivers, I am still having problems wtih blurred textures, This is really noticeable in window mode. One thing to note is that the drivers do not like 32bit textures. I don.t know if this is the nature of the beast but my work around is to convert them to DXT format for them to display properly. The display problems with the 32bits is solid black texture and othe times they show solid grey.
OK Here is some more info.
Single chip: Everything is as mentioned in the above post. The performance is very good.
2 Sample AA: Here this is real bad; the game does not start in window mode. I get a window and everything in the window black. When I switch to full screen I get a display, the graphics a corrupt with buildings in the sky. The aircraft should be parked but something in the corruption has put it into motion. [?]
Fast Performance: Everything runs as before and much like single chip except for the fact that the kneeboard comes up black.
QuoteOriginally posted by benna
hi
on my system (winxp sp2 with SFFT alpha26) need for speed underground works only in low quality mode without graphics errors;
if i switch to medium quality the game crashes and returns to desktop
any suggestions?
thanks
it's a known problem... maybe a driver limilation, but the hardware is in its limit too (this game is DX8 or 9...)
PS: howwever, in 800*600 with FSAA it looks really cool [:P]
Quoteif i switch to medium quality the game crashes and returns to desktop
It would be interesting to know what's exactly the "medium quality" ;
what's the difference with the "low quality" ? ;)
The game uses probably some features not supported by the driver or the hardware or perhaps too textures ?
road reflection is the cause of that crash, any other available options in settings menu work.
thks :)
road reflection, hum
is it possible to disable it in a config. file (if existing) ?
Has Anyone tested HalfLife 2, do the levels that were very slow go any faster now?.
FBS it sounds like your problems may be related to running out of texture memory, as there is less of it available in AA Modes. Using compressed textures reduces the memory requirement. Could you save the 32 bit textures as 16 bit instead. I am not sure that the blurring may not be down to converting to DXTn.
As for NFSU, I noticed that road reflections is an option in the adavnced settings why do you think that this is the cuplrit.
SFFT
I run NFS Underground at medium quality, 800 X 600 resolution and have no problems whatsoever, so I cant believe its a driver issue ;)
@SFFT,
I deleted Half-Life 2 from my 5500 system's hard drive because once I reached the Canal level (lots of water ?) the FPS got so bad (low teens) that it was'nt enjoyable to play any more, I mentioned before that when you reach this area of the game you could walk up to a wall and the frame rate would not increase in the slighest ?, thats the peculiar thing as the first 1/2 hr. or so was showing great FPS (25-50).
I'll reinstall it again and see if with the alpha 26 things have improved.
I have noticed a FPS increase with the alpha 26 in Halo & Dungeon Siege though [8D]
Your efforts are greatly appreciated ;)
Around about the alpha 24 I fixed what I believe to be the last pipeline stall, when using, compressed textures with an aspect ration greater than 8 > 1 (although I reserve the right to change my mind). I am trying to work out whether this was the cause of the slowdowns described. The alpha 26 should display the compressed textures correctly and at full speed or close to.
SFFT
Well SFFT I took one aircraft and changed all my textures to 16 bit and found that the blur is all gone. For some reason the video drivers are not processing the DXT textures properly. It would be a lot of work to change all my collection to 16 bit. Even the original models supplied in the game are DXT formats. It maybe easier to change the card then to change the texture formats. Though I must say the frame rates are real nice with your drivers.
I suspect that if the DXTn textures where not being displayed correctly, then it would be very evident in a large number of games. I suspect that the problem may be that changing to DXTn format may be changing some of the colours in the textures. some of the DXTn formats work out the colour value for a pixel by calculating a value between two other colour values. Any texture that is supplied as a DXTn should be ok. Perhaps changing from 32 bit to 16 bit instead of to DXTn would work. They would still take up less memory on the card and download faster.
SFFT
It was not the DXT textures display improperly, it was the 32 bit. But what is happening is that the DXT textures seem to cause the surrounding scenery to blur. The DXT textures themselves are fine.
I have to check tonight when I get home but it seems to me that Microsoft has the aircraft textures as DXT and all the other scenery textures some other format. I will let you know what format.
Some of the add-on planes are 32 bit, these texture of the models are what I have to convert to DXT to display properly.
QuoteOriginally posted by Nightbird
thks :)
road reflection, hum
is it possible to disable it in a config. file (if existing) ?
of course, the game has advanced settings dialog where you can enable/disable any of features. graphics quality modes is just a simple replacement of those options for people who doesn't know anything about them ;)
To FBS I think that the problem with the 32 bit textures is that you are simply running out of memory on the card. You are getting round this problem by converting to DXTn, I think that converting to 16 bit may be a better alternative. I accept that in windowed mode the memory usage is different and the problem may be more acute.
SFFT
Besides changing to 16 bit any other recommendations to how I can improve the memory? or is this the limitations to this card?
Also I want to add that I chacked testures files and they show mixed formats. There are over 3000 rextures this would take a long time to check and convert to 16 bit[:(!]
Also I have been having PC crashes with the SFFT26.
Just a few minutes ago I got
Stop 0X0000001E (0XC0000005, 0XBB7DD6F8, 0X00000000, 0X17CBCD84)
Address BB7DD6f8 base at bb794000, Date stamp 424849ab-3dfxvs.dll
The only thing that you can do to free up texture memory, is to reduce the screen resolution or colour depth, and to run in 3 tile mode rather than 4 tile mode.
SFFT
Strange things happening with Trackmania Sunrise Demo: Suddenly some textures are disappearing, but only until i hit the brake. Then they are all back again. If step from the brake, they are disappearing again.
BTW: Is it possible to enhance the drivers in a way which makes it possible to force texturcompression and 16bit rendering under d3d?
(for saving memory, the biggest bottleneck of da voodoo)
Some Benchmarks
Serious Sam : Second Encounter
the grand cathedral, Max Detail - 3DC-Script
1024x768x22 @175/175
WickedGL: [b]44,8 fps[/b]
Mesa FX 6.3.0.1: [b]35,8 fps[/b]
SFFT Alpha25 D3d: [b]32,6 fps[/b]
-------------------------------------------
WickedGL:
1024x768x22
@ 166/166: 44,0 fps
@ 185/185: 45,6 fps
1024x768x32
@ 166/166: 32,3 fps
@ 185/185: 35,4 fps
1280x1024x22
@ 185/185: 36,8 fps
is the CPU really the bottleneck in 22bit?
Tbred @ 200x12 = 2400 MHz, Voodoo5, SFFT Alpha25.
================================================================
GF2 GTS comparision:
1024x768x32
@ 200/183: 45,2 fps
@ 240/213: 53,0 fps
1600x1200x32
@ 200/183: 16,3 fps
@ 240/213: 18,7 fps
Tbred @ ~218x11 = 2392 MHz, GeForce2 GTS 32MB, FW 71.84
Just a quickly reply for the Alpha 26
1.- Empire Earth 1 doesn't work good, I get some strange words.. If u change the image (for example in menus), the previous text still on the screen.... well, a pic will be better right?... Here is:
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/unknownusermx/20054423211_empireearth.jpg)
138.25 KB
and..
2.- SWAT 4 looks worst than the previous pictures (using Alpha23).. also the game run slower....
SaLuDoS :D
Can you test what version introduced the problem, if it was ok in the Alpha 23 and broken by the Alpha 26. What was the behaviour under the Alpha 24 and Alpha 25.
SFFT
Alpha 24 & 25 works great. The problem with EE is gone.... Only with 26 happen it
unknownusermmx how did SWAT 4 look under the Alpha 24 and Alpha 25.
SFFT
At this point, I only had tested with Alpha 25 & 26, I'm getting more graphical corruption, compared with alpha23... Probably with Alpha23 just was a little moment of lucky?... I don't know... when I get som free time, I'll try with Alpha24....
Here is a couple os screen shots with alpha 25, and a ZIP download with 6 Screen Shots...
ZIP FILE:
http://www.iespana.es/serchmx/Swat/swat4_a25.zip
(http://www.iespana.es/serchmx/swat/swat4_014_a25.jpg)
(http://www.iespana.es/serchmx/swat/swat4_016_a25.jpg)
SaLuDoS :D
i'm very happy with alpha 26 :)
last version i've tested (with worse luck) was a23...
but now, everything is more stable as ever, great release!
XXVI rocks!
PS: i got only 1 BSOD:
PAGE_fault_nonpaged_area
Stop 0x00000050 (0xc2b3011c, 0x0, 0xbfa07b4a, 0x0)
Address adbfa07b4a base at bf9d3000, Date stamp 424849ab
when i was launching a game with a D3d9 video plugin for a Nintendo64 Emulator, if i set this plugin (Rice video v6.1) to a Low-end profile, who has:
* video card which can only do 1 combiner cycle or has 1 texture unit.
but if i choose another profile, it runs well:
Debug's log:
Max Anisotropy: 1
Cannot use Anti-Alias mode: 0
HAL (sw vp): 3dfx Voodoo 4 4500 AGP
Create The default DirectX Combiner, 2 stages
I was getting too many BSOD as mentioned, with the SFFT26
QuoteStop 0X0000001E (0XC0000005, 0XBB7DD6F8, 0X00000000, 0X17CBCD84)
Address BB7DD6f8 base at bb794000, Date stamp 424849ab-3dfxvs.dll
I had to go back and install the SFFT25
with the SFFT25 I only got 2 BSOD
SFFT25 is more stable then the SFFT26
something was introduced before these two versions that causes this because version SFFT24 and lower was more stable.
I have found a problem which may explain the fuzzy textures. I presume that this goes back to the Alpha 24 or 25.
SFFT
SFFT24 or SFFT25 sounds about right. Any idea why I am having crashes relating to the 3dfxvs.dll?
The BSOD that you posted doesn't tell me a lot. Can you pin down the version that it started with. There seem to be at least two separate problems.
SFFT
@SFFT
fisrt i need to congratulate you for the job with the SFFT Alpha drivers, really good job....
Now a problem to you...
I use my voodoo 5 5500 AGP, with the Amiga 3.1R6, and i play a lot of America's Army, with the amiga no problems with hours of game..
with the SFFT i have this critical error message:
"No Label
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2330 MHz with 511MB RAM
Video: 3dfx Voodoo Series (242)
You have triggered a bug in the DirectX 8.1 runtime. Please install DirectX 8.1b (or later) for a fix. See Release Notes for instructions on how to obtain it."
i need to say that have more FPS and better game quality with the FSSA but after some time this window open.
This game is based under the UT2003 or 2004 (i am not sure) engine.
Thanks and congratulations,
Pulsus
I presume that you are using the Alpha 26. I would suggest that you revert to Amigermerlin 3.1 R6 as there seem to be a couple of problems with the Alpha 26.
SFFT
@Pulsus
i tried America's Army with both amigamerlin r6 and sfft alpha26 but i had always the same problem:
with every detail and resolution the fps didn't grow over 13
how much fps do you do? what graphic options do you use?
Quotei need to say that have more FPS and better game quality with the FSSA
do you mean that with fsaa enabled you make more fps?
@SFFT
QuoteOriginally posted by SuperFurryFurryThing
I presume that you are using the Alpha 26. I would suggest that you revert to Amigermerlin 3.1 R6 as there seem to be a couple of problems with the Alpha 26.
SFFT
yes, i was using the SFFT Alpha 26, i ma back with the Amiga 3.1R6..
@Benna
the FPS depends of the map, i used play the Pipeline and SF Hospital.
Pipeline i can get more than 30FPS in close places, but in SF Hospital in Open places i get max of 14FPS.....
i plays @ 1024x768, lower resolution and all advanced video options off...
About the FSSA i need to say i am sorry, i want to say SFFT...
What rig you have????
[]'s
Pulsus
@Pulsus
from now i tried only in the shooting range
at 640x480 all details set to ultra low and all advanced effects off i make 14 fps facing the officer and 25 facing the hummers
at 1024x768 all details set to ultra high and all advanced effects on with FSAA 4x i make 9 fps facing the officer and 14 facing the hummers
very tiny difference!
i'm going to try in another map
@benna
i don't now about the tests to start to play because i have a Radeon 9000pro when i make this tests, i just will try now and post here....
But i need to say that i am impressed with the performance of my voodoo on this game, almost the same as the Radeon [:0]
I am just sad about the performance of the voodoo with filters, if i try to play Quake 3 with 2x FSSA the fps drops to 30 or less, what i can do???
[]'s
Pulsus
QuoteI am just sad about the performance of the voodoo with filters, if i try to play Quake 3 with 2x FSSA the fps drops to 30 or less, what i can do???
what's your system?
with my pc quake3 arena at 1024x768 max quality runs a timedemo in 19 secs (about 60fps) and with fsaa 4x makes (i'm not completely sure: i tried long time ago) about 30fps
My rig is
Asus A7V133
Athlon XP-M Barton 2500+ @ 2300MHz
512MB PC 133 Micron
Voodoo 5 5500AGP 64MB
Seagate 40GB 7200RPM
Sound Blaster Live Value
USRobotics 56.6Kbps
Realtek 10/100Mbps
Sansung 750S CRT 17"
[]'s
Pulsus
i made a timedemo with q3a and i had 30fps with fsaa 4x at 1024x768x16
enabling 32bit falls to 9 fps
i think your 30fps are normal... try with 16bit: the difference is minimal (thanks our 3dfx)
I have tried SFFT A26 with half-life2 demo,the game runs great,but I cant change any advanced graphics options,as soon as I hit apply,the game crashes to desktop with no error message.that means I cant lower the details to get better FPS,because I'm stuck at "medium" detail.I'm using athlonxp 3000/voodoo4PCI..
@Benna
Sorry, but how can i run Timedemo in Q3???
@ps47
I have problems too, but my HL2 are "generic"...
[]'s
Pulsus
ok,I have found a solution for HL2.put this file (http://www.inc_exe.szm.sk/autoexec.cfg) to your CFG folder (under steam\blahblah\HL2).this will launch the game with all settings at "LOW"..
to run a timedemo in q3a you must open the console (~ key in us keyboard) and type "timedemo 1", then exit the console with the same key and run a demo (go to main menu then demo menu)
when the demo finish reopen the console and read the results
thanks,
i will make a try.. =)
[]'s
Pulsus
The Alpha 27 is available for testing. I have tried to fix the problems introduced in the Alpha 26. I have also tried to fix the Blurry texture problem in the FS. Can whoever tested Vietcong fist alpha try testing the game in Single chip mode.
SFFT
This is the link :)
https://www.3dfxzone.it/news/reader.php?objid=861
SFFT :)No news is good news. I am still testing the SFFT27 drivers and so far they work very well
performance is good even with 4 sample AA (I wish my kneeboard would diplay so that I can play with those settings)
no BSOD since the drivers have been installed.
best of all the blurred textures a fixed[8D]
..btw,how do I install the driver correctly-should I run install.exe or load the driver via device manager?
The best bet for installation is via device manager.
SFFT
can I install sfft drivers via "driver setup.exe" file contained in the amigamerlin 3.1 (overwriting 3dfxvs.dll and 3dfxvsm.sys)?
@ benna
i tested the timedemo and have the almost the same result that you have, but with 2xAA i have some slowdown (17 fps) in some places of the map......
@SFFT
i have a question, why the voodoo 5 under WinXP have a poor performance with games that have a big map (lige the open maps in America's Army or the maps in Simcity 4), i don't think it's a memory amount problem, it's that a driver issue???
[]'s
Pulsus
Hi:D, I did some (synthetic) benchmarks with V3 - alpha27 and showed a slight speed decrese vs. alpha26, rest ok
ciao
ZSNES (1.4x)
i have major slowdown when the video mode is set to any fullscreen resolution, and With/without triple buffering enabled...
//with AM3.0 i remember everything is fullspeed
MAME 32 (FX, Plus...)
i have major slowdown when the video mode is set Direct Draw, any fullscreen resolution BUT only With triple buffering enabled... (without triple buf, full speed, but it is not smooth at all...)
with D3D & triple buffering enabled, none game starts (back to destop)
//this happens with AM3.0 too...
specs: amd2100+, 512ddr280, v4500, sp2
Ok I found a problem. After playing my flight sim for two hours, I changed views many times but In changing the view I got a BSOD.
Stp 0x0000001E (0X00000005, 0XF2F3AE95, 0X00000000, 0X238C4044)
KMODE_EXCEPTION_NOT_HANDLED address F2F3AE95 base at F2EF1000 date stamp 425cla12 3dfxvs.dll
Is this cause because there was a memory problem?
SFFT,
Tested Vietcong and Fist Alpha with SFFT Alpha 27 in single-chip mode and the freezing continues. In the Vietcong level "Outpost" the game freezes towards the end of the level where you defend the outpost. In the first Fist Alpha level the game also froze.
What I did notice is that it froze faster in these levels and that the frames per second dropped quite a bit in Fist Alpha as compared to before.
I did upgrade my card to a 9800 pro last week and it solved, naturally, all my problems with Vietcong and Half-Life 2. I will test your drivers on Vietcong and Fist Alpha if you specifically say that there might be a fix.
Thanks.
------------------------------------------
Athlon XP-M 2500+ @ 2.3 GHZ
ABIT NF7-S Rev 2.0
512 MB Crucial memory
Win98 SE w/W2K dual boot
Directx 9.0b
Aureal Vortex 2 PCI sound card
Powercolor 9800 Pro 128
(Ex-Voodoo5 5500 PCI-5.5ns)
algeeba, thanks for the test. I have seen the driver freeze in Fist Alpha on the first mession, but only when running in fastest mode, I have tested it in Single chip and I havn't had a freeze yet. I was running in 3 tile mode when testing. Could you try a test of HalfLife 2 to see it is faster, it might be quite a bit faster than the alpha 23.
SFFT
FBS the BSOD doesn't tell me a lot. Are you saying that you had a memory error when running the FlightSim.
SFFT
No memory error, it just seems funny to run well all week. Then when I stressed to game with a long continuous operation, the PC died on me. It is not fun playing for two hours and when you are about to finish you loose everything.
I want to add that I thought it may be a memory problem because it crashed when I changed views. The (KMODE EXCEPTION ERROR) is it not because the program is looking for a file that is no longer there?
@SFFT
i test the SFFT Alpha 27 and have more FPS in americas army (UT2k3 engine), good work again....
[]'s
Pulsus
It would be very nice if SSFT will change the DramInit option to make these driver possible to run on Daytona cards. ;)
I had a very small fps decrease in some games vs alpha 26.
I had a V3 on WinXP
QuoteOriginally posted by chatocl
I had a very small fps decrease in some games vs alpha 26.
I had a V3 on WinXP
Hola amigo.
little mistake, u still haVE the card :D hehe
Did you do some benchmarks, or simple look at the screen (maybe a FPS counter..)? (spanish: lo notas a simple vista?)
Which game?
@SFFT,
I reinstalled Halflife 2 on my 5500 system (Athlon 2400 & 512 mb ram)and tryed it again with the alpha 27, its a bit subjective, but I do not believe it showed any real improvement for the fps. To many situations in the game that the fps go into single digits, this does not make for enjoyable game play.
Realisticaly a voodoo 5500 just does'nt have enough memory and fillrate to play these new games.
I was able to get Rayman 3 working with 2xAA with the alpha 27 which would'nt seem to work with the alpha 24 [8D]
@Voodoo5:
try that modified cfg file for HL2,scroll down here: http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1129&whichpage=40
it should give you a FPS boost..
QuoteOriginally posted by ggab
Hola amigo.
little mistake, u still haVE the card :D hehe
Did you do some benchmarks, or simple look at the screen (maybe a FPS counter..)? (spanish: lo notas a simple vista?)
Which game?
[/i]
Most of the games that I test remains the same or vary less than 1%.
I measure a 2% decrease in Unreal Tournament (d3d mode, demoplay worstcase, I run the test 3 times and pick up the fastest one)
2% can be random, that's why I wrote very small decrease.... I can test again on the weekend (take some time because I disable some services and startup programs to reduce the exogenous factors)
Saludos
Chatocl
hi,
i tried lock on modern air combat with SFFT alpha 27
the menu look perfect, only the mouse sometimes disappears
in the game the screen is black, the only thing displayed correctly is the hud
there are no WIN98 SFFT driver?
QuoteOriginally posted by FBS
Ok I found a problem. After playing my flight sim for two hours, I changed views many times but In changing the view I got a BSOD.
Stp 0x0000001E (0X00000005, 0XF2F3AE95, 0X00000000, 0X238C4044)
KMODE_EXCEPTION_NOT_HANDLED address F2F3AE95 base at F2EF1000 date stamp 425cla12 3dfxvs.dll
Is this cause because there was a memory problem?
The second time I attempt a long flight with flight simulator I got another BSOD pointing to the 3dfxvs.dll.
SFFT are only for win 2k/xp, try raziel evolution drivers
yeah,evolution for win9x rocks.I just hope Raziel will release a new version in the future..
FBS the next time you get a BSOD, can you note the details, the first one for the Alpah 27 wasn't usefull, but that doesn't mean the next one won't be.
SFFT
SFFT Driver Alpha 28 - 3dfx Voodoo3/4/5 - Windows 2000/XP is online
What's new?
- Triangle rendering's code changes for Voodoo4/5
- Minor bug fixing for Voodoo3
https://www.3dfxzone.it/news/reader.php?objid=946
:)
SFFT I did not get a chance to recreate a BSOD with the SFFT27, I was busy last week and did not get the time to run the game long enough. A couple of days ago I loaded the SFFT28, this morning playing with the Flight Sim game I got a BSOD
Stop 0x0000001E (0X60000005, 0XBB7D6F7F, 0X00000000, 0X19EA1140)
KMODE_EXCEPTION_NOT_HANDLED address BB7D6F7F base at BB78A000 date stamp 4270c700 3dfxvs.dll
@SFFT,
- Triangle rendering's code changes for Voodoo4/5
This is an optimization ?, the driver should be faster ?
I have been using\testing the alpha 28 since its release date with no problems whatsoever in about half of the 40 or so d3d games on my system (I will try with the rest over the next few days).
* Mafia is running faster at 1024 x 768 X 32bit with the alpha 28 :D
* Theres still a minor flickering effect (lighting ?) observed in GTA Vice City with the alpha 28.
Not sure if you would no, but I can run GTA Vise City at 1024 x 768 X 32bit at good fps but I have to be at 800 x 600 x 16bit to get good fps in GTA3, the older GTA3 is more demanding on the video card than the newer Vice City or this is some kind of driver issue ?
Keep up the fantastic work [8D]
GTA3 runs faster in Single chip mode, as is has problems with SLI mode.
SFFT
These are very good drivers. The textures display well without blur and with good performance. So far since the release of the SFFT28 two BSOD. The first happened and this info was recently posted and happened using flight sim in 2 sample AA mode. Today I got another when the video started to play in Windows Media Player, this occured with single chip. Unfortunatly I forgot to copy the BSOD data.
just tested Final Fantasy VIII - seems all versions of SFFT drivers (tested 16. and 28.) lack 8-bit palettized texture support and that causes graphical errors (missing some textures).
Amigamerlin's 3.0 driver version works fine.
QuoteOriginally posted by r21vo
just tested Final Fantasy VIII - seems all versions of SFFT drivers (tested 16. and 28.) lack 8-bit palettized texture support and that causes graphical errors (missing some textures).
Amigamerlin's 3.0 driver version works fine.
i love Final Fantasy 7 and 8 for PC.
i really hope u can fix it in a future :)
there seems to be a issue with rendering 16 bit color depth images
i think that the process that is not working fine is called alpha blending
in OpenGL the transparent objects (smoke, etc.) are not smooth enough, there is a strage dot matrix effect; the driver settings were: 3d filter quality=high, alpha-blending=sharper, they were selected for a higher rendering quality (the famous post-filter)
the latest official 3dfx drivers (1.04.00 for w2k on a voodoo4 4500 agp) do not display this visual artifact
a bsod occurs when trying to view a XviD video file with Media Player Classic 6.4.8.4
(http://sourceforge.net/projects/guliverkli/) and XviD 1.1.0 Beta 2 04042005 with YV12 output colourspace enforced from decoder's config utility (http://www.koepi.org/)
here's the info:
STOP 0x0000001E (0x00000005, 0xBB97B924, 0x00000000, 0x000005A0)
KMODE_EXCEPTION_NOT_HANDLED
Address BB97B924, base at BB95A000, DateStamp 4270C700 - 3dfxvs.dll
I have been able to reproduce it every time with the software above, under Windows 2000 Professional SP4, fully updated on windowsupdate, DirectX 9C, SFFT Driver Alpha 28 for a standard Voodoo4 4500 AGP video card. The error doesn't occur with other players, even with YV12 enforced. It doesn't occur with Media Player Classic 6.4.8.4 and no colourspace enforced. The software versions are the latest. Media Player Classic's settings were the default ones. I have not tried the non-beta codec version of Koepi's XviD. The error doesn't occur when using the official 1.04.00 drivers.
SFFT Alpha 29 driver release for 3dfx Voodoo3/4/5 cards is available to download and test at this link: https://www.3dfxzone.it/news/reader.php?objid=1122
Thanks in advance for your precious feedback.
Bye Bye
thanks glide the alpha 29 drivers are up and are exelent proformence is a little better too how do u guys manage it this is good work credit to u guys.
I tried halo with new alpha29
now menu is displayed correctly
(//../public/uploaded/benna/200563174718_halomenu.JPG)
and also lights are displayed correctly, but using the sniper some errors appears
(//../public/uploaded/benna/200563174841_halogame.JPG)
great job!
what tweaked ini file are you using?
I'm using the file from this discussion
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1675
thanks ;)
tried halo demo on my voodoo4,but the menu is still messed up.are you running the full game?
ggab,
Final Fantasy VII now seems to report 8-bit paletted textures "pass" (SFFT alpha29 + voodoo3):)
yes, i'm running the full game
when i start the game the halo is totally black, but if I play and i return to the menù it's ok
Wow these Drivers are great. Nbench3 is 20% faster. 3dmark01 too, Trackmania Sunrise runs much better with aktive Shadows (but the Textureporblem is still remaining) Max Payne 2 runs perfect with 1024x768x32 and 2xFSAA...
Your drivers show the real Potential of the Hardware.
And now, my standardquestion: Is it possible to wirte a driver which allows to force Texturecompression (just in the way WickedGL did, with an Tempfile where the Textures would be saved)
Another question: May it be possible to wirte the driver in a way which allows Pixelshadercaps? I mean, Games should think, that the Card is capable of Pixelshaders - just like 3D Analyze does it.
Last Question: Is it possible to build the drivers in a way which allows to force 16bit Rendering?
I have played halo demo for a bit,and there are lot of graphics errors (lens flares,lights),are you experiencing them too? swat4 seems to have lots of bugs as well (textures are transparent/invisible/rainbow colored or flicker badly)..delta force black hawk down has lot of missing objects (weapons,buildings,vehicles) unless I enable "emulate HW TnL caps" in 3da,but this has bad effect on some textures..
(moved the warhammer screens here (http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1900))
the errors you described are the same i had with alpha28, now they are disappeared
great Job!
LOTR: War of the ring:
Now start, without graphics error
run slow, but it's my machine that is slow :)
Sid Meier's Pirates!:
Now show all textures and hasn't metal men in duels!!
Have still metal men in the port but I think it recover with patch
more reports in this week!
Thanks to everyone
Emiliano
oops.seems like I accidentaly loaded alpha28 instead of alpha29.dunno how did that happen.I'll retest..
sweet!!! 8-bit paletted textures on Final Fantasy VIII are supported and no more black textures!! :D
tough, there are some glitches with fonts left, i'll go test some settings to fix that. :D
PS: i was using am3.1 r6 + sfft29 on v4 4500 agp.
played around with driver setting, seems problem is somewhere else.
The only glitches i see are that text and other objects aren't transparent - they have black boxes around, i made a screenshot to show how it looks:
(//../public/uploaded/R21vo/200566185924_ff8-no-transp.gif)
@SFFT
i am just testing the new SFFT Alpha 29 im my computer, in the game America's Army (based under Unreal 2.5 Engine), i get a error message:
"Build AmericasArmy_Build_[2004-06-01_02.01.01]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2307 MHz with 511MB RAM
Video: 3dfx Voodoo Series (242)
General protection fault!
History: UObject::ProcessEvent <- (AGP_HUD SFhospital.AGP_HUD, Function AGP.AGP_HUD.PostRender_Stage2) <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level SF Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 796D7241 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free"
My rig is in the signature.
[]'s
Pulsus
QuoteAnd now, my standardquestion: Is it possible to wirte a driver which allows to force Texturecompression (just in the way WickedGL did, with an Tempfile where the Textures would be saved)
Ok, you may not see any sense for me keeping asking this dumb question. But I'm only waiting for an reasonable answer. I'll try to explain it with benchmarknumbers:
There is a new Open Source Shooter, called Nexuiz. (http://www.nexuiz.com)
(http://www.macgamer.com/news/images/2833.jpg)It's based on a massivly improved Quake1 engine und so it has no compatibility Problems with old wickedgl, if you deactivete a few Details like Realtime World Lights/Shadows and Bloom. But now to the numbers:
MesaFX* : [b]6.1 fps avg.[/b]
WickedGL: [b]15.7 fps avg.[/b]
WickedGL forced FXT1: [b]38.5 fps avg.[/b]
So beside from the fact, that WickedGL is out of the box much faster in this game, its able to gain about 150% performance only from forced texturcompression. So I think, I'm not alone with the opinion, that
forcable TC (even for d3d) would games help to run much faster.
*from SFFT29 Driverpackage
..retested halo with SFFT A29,it runs almost flawless,great job.swat4 and delta force black hawk down still have problems though..the battle for middle earth world map is displayed properly now (no more pinky stuff (https://www.3dfxzone.it/public/uploaded/Rolo01/2005126233656_Middleearth.jpg).but the mouse cursor still flickers-see that blue horizontal stripe),but the game still crashes as soon as I try to start a level..the game uses the dreaded C&C generals engine.
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Quotei am just testing the new SFFT Alpha 29 im my computer, in the game America's Army (based under Unreal 2.5 Engine), i get a error message:
I tested America's Army with alpha29 and it works fine
QuoteOriginally posted by ps47
but the mouse cursor still flickers-see that blue horizontal stripe
Hi Ps47, try to run the game in window mode, the mouse should stop to flicker, with some other games, it fuction (Pirates!, Perimeter, Warhammer 40000: Dawn...)
The Incredibles:
It don't start with alpha29, with alpha26 it was start but don't show textures on character and in background
Massive Assault:
Start, run normal, don't show some part of windows.
thanks for continue the support! :)
emi
SfftV3alpha29
System crash when i try to play movie with YUV Extended Mode and Overlay Extended Mode settings enabled on DivX Codec :(
I hope you fix this.
Only SfftV3Alpha24 doesn't have this bug.
Thanks for overlay gamma support and for your work
Sorry for my english
QuoteOriginally posted by dlf
Thanks for overlay gamma support and for your work
good news, i owned a v3000tv last year (nice model [8D] )
and the video gamma overlay never worked in winXP...
so:
thanks SSFT for make this a reality!!
PS: aplha29 for v4/5 is a piece of art!
no issues at the moment, indeed, ZSNES is working at full speed again!
hi,
SCAR demo isn't working with alpha29
the menu is working but the cars aren't well drawn and if i try playing a race the game crashes
Hi all.
Just thought to contribute a little.
Viper Racing trees and some other misc objects, cannot display the textures properly.
This happens with every SFFT alpha drivers including 29.
I have a Voodoo 5 5500 AGP, and in drivers installation i used the set DX8 tool, but if i use set DX7, the same happens.
It looks like this:
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It would be really nice if this was fix in next realest.
By the way STTF great work:).
Thake care all:
The SIN Raven
Hi all.
Half-life 1 (Steam) and mods (cs, dod, tfc) don't work with AmigaMerlin 3.1 R11 + DXTN.DLL. The game doesn't start, just crashes immediately to the desktop without any error messages.
But it works fine with WickedGL 3.02 (but no FSAA), but when online, the servers think it's a cheat and the game get locked (VAC ban).
With MesaFX 6.2.0.2 the game is displayed correctly (albeit much slower than wickedGL) but without the mouse pointer...
My system:
Athlon 2000+
Soyo K7VTA motherboard
VIA KT133a chipset
640 MB of PC133 SDRAM
Voodoo5 5500 AGP (AmigaMerlin 3.1 r11 + downloaded DXTN.DLL)
Windows XP SP2
Any help?
PS: HL1 worked fine with amigamerlin 2.5 and 3.0 both on a voodoo3 or voodoo5 (except for day of defeat, which required wickedgl or mesafx).
Thanks and keep the good work!
DT
QuoteOriginally posted by Dick Trace
<snip>
Kid, you've made 3 posts, all of which were the same question in different forums. That's called crossposting, don't do it; it's a big nono, and don't be surprised if it leads to some severe censure.
you have your reply here (http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1931).dont double post next time..
wickledGL isnt a hax and VAc support it, ask in the forums.
wish that it was true.I have asked myself,they have basically told the me thing I hate the most: go and buy yourself a new graphics card [xx(].luckily,one user was kind enough to report that WGL will work fine if you replace the opengl32.dll in the system folder (no VAC ban).do NOT put any dlls it the steam folder,this will get you BANNED (at least they said so).I would like to be proven wrong on this,but I wont test it myself,as I dont want to risk my precious account (got it working after a MONTH of steam pain),and unfortunatelly,I dont know how to generate accounts for free (maybe a bit illegal,but hey,valve has robbed me so what,they would deserve it).
one last thing: its not like me to say bad stuff about people and forums,but dont even TRY to ask anything on the steam forum.its full of the most ignorant,intolerant and abusive people I have ever seen.you really dont want to deal with them (example: you have a problem with your account,which is very common,considering how buggy steam is.so you will post in the proper support forum.first,10 "steam is working fine for me" idiots come and laugh at you.after that,a moderator will come with the same old universal answer: send a "support ticket" to valve.you will probably complain a bit that you dont want to wait 5 weeks for an answer.bad move agent,you have just complained about steam,and violated the steam EULA.your thread gets deleted,and your ability post removed.in short words,half life 1 is one of my favorite games,but for doing steam,I hope valve will burn in hell[:(!])..
@moderator: remove the second part if you think I was too harsh;)
@ps47,
I agree with your opinion's whole heartedly, steam is a terrible solution to game pirating and if all gaming developers imposed a similar system IMHO it would/will ruin the PC game experience.
Valve has a great track record of making very high quality games but steam is a joke ;)
i say that ask in the forums cuz that is what i did ;D.... ( vac forum wickedGL)
hmm,really? they said its ok to place wickedgl to the steam folder?
tried to post the question on the steam forum,guess what.I got framed for cheating,and still no answer.that forum is USELESS.wonder how they pick moderators,dumb&dumber contest? they cant even answer a simple question (if VAC1 is scanning the drive or not),so WTH are they calling themselves a "support forum" if there is no suport at all.I need a drink.
edit: seems like you were right after all.looks like VAC is smart enough to see that Wickedgl is not a hack.umm,is someone going to try it out? [:I]
and one last small thing: the most useless recommendation of the year (http://forums.steampowered.com/forums/showthread.php?s=&threadid=201589&highlight=wickedgl).wooo,go steam mods!
well i tried and i dint get banned so i think its safe :D...
VAC bans are delayed,but if its running ok for one week or more it should be all right..you have wickedgl in the steam folder,right?
ok,VAC doesnt even scan the harddrive (only the memory) so I would say chances that you will be banned because of using wickedgl are less than 1%.modifying the helppage (http://www.shifter.sk/helppage/default_fix.htm#voodoosandcs);) (and enough OT,this is the SFFT driver thread[:I])
Can we try and stay on topic please. Perhaps someone could move the discussion about steam and opengl versions into a new topic. This is a topic about the SFFT D3D driver kernel, problems with performance of etc. It might be an idea to have a separate Opengl versions and compatibility with various games topic, as it is my understanding that they should all work with the D3D kernel anyway.
SFFT
Hi ive only joined u guys recently so im quite new to this, but after reading endless reveiws and these testing topics, i decided to go buy a voodoo5 5500 pci as i used to be a 3dfx fanatic back in the days, this was my dream card and i could never aford one till now. (AND BOY DO I MISS THESE BEUTIES THEY F@#'NG ROCK) sfft it is unbeleivable what u have achived and the members feed back has alot to play in this but i will start posting feed back and want to contribute to these efforts as nothing is impossible so Thank u all for keeping the spirit of 3dfx alive THANX chris.
just to say the old faithful sega rally 2 does the same thing as the scars game with the trees.
and viper racing for that matter wich was discussed.
also id just like to ask in ut2004 the wrighting at the menu screen (UV PROBABLY BROUGHT THIS UP IN THE PAST) is mashed like mixed textures instead of flowting text wonder why this is?.
Also is there going to be a fix for pain killer as we have to use 3d analizer to launch the full game?.
Ok this will be that last post till responce for now so the d3d core the problem that iv picked up on and this is the main prob is that if the clipping distance in a game is far ,very far (for instance u can see for miles )the game will be sluggish hsr (Hidden surface removal) could help assist this and make games faster whats your views on this guys because it was removed from tools?.
if the game doesnt support HSR natively it wont do much good.and btw,you should really check the "edit" button ;)
are that makes sence so st micro tech talk and dont walk cool.
by the way whats edit?
feedback appreciated by the way.
sorry that sounded crap where do i find the edit button just curious.
sfft alpha30 for download now
https://www.3dfxzone.it/news/reader.php?objid=1211
with alpha29 and alpha30 gta san andreas is fully working
for the instructions for make it run read this
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1916
antialiasing MUST be set active or the game become very slow
voodoo5 is an incredible card: the only card i know that makes games faster with AA enabled:D
Wrong link! If someone is trying to download V4/5 version of alpha 20 - http://www.3dfxzone.it/files/download/video/3dfx/sfft/sfftalpha30.zip (this is the correct).
Else - you will download only V3 version.
cheers ya right.
you can find the edit button on top of your every post.if you want to add something,do not create five new posts,but edit the old one.the button looks like this: (http://www.3dfxzone.it/enboard/icon_edit_topic.gif)
QuoteOriginally posted by benna
with alpha29 and alpha30 gta san andreas is fully working
for the instructions for make it run read this
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1916
antialiasing MUST be set active or the game become very slow
voodoo5 is an incredible card: the only card i know that makes games faster with AA enabled:D
Uhm, yes I also recognized the AA problem. I'm wondering if 4xAA has to be active on a V5 6000 to run gta-sa properly ?-)
BTW: If you don't emulate pixelshadercaps, the car shading seems to be better. Try it out...
I'm still trying to figuring out, how to prevent gta-sa from crashing when going to advanced options, and i found a way (but the resolution sticks @ 640x480):
x) You need a 2 graphics card configuration.
x) start gta-sa with your voodoo5 goto options menu, mouse cursor at advanced options, but don't click on it ;-)
x) Alt-Tab to your windows. Goto display options, and choose the second (gta-sa compatible) card, and deactivate your voodoo.
x) switch back to gta-sa, screen will be black or flickering, but anyway click on your left mouse button (or enter). (cursor should still be on advanced options)
x) gta-sa does wether crash nor display anything but now its possible to switch back to your voodoo and choose the advanced options
(even @ further game sessions!)x) Alas, the resolution now sticks @ 640x480 16/32 bit (until you delete your gta_sa.set file), which is'nt necessarily an enhancement to the situation before...
tested sfft alpha30 (with am 3.1 r11):
* FinalFantasy VIII - same as a29, objects (fonts, etc) still aren't transparent (black background).
* 3DMark2001 - still some glitches in game1 high test.
* World of Warcraft - runs acceptable, some texture problems (no blending).
(//../public/uploaded/R21vo/2005620205136_wow_no_texture_blend.jpg)
QuoteOriginally posted by r21vo
tested sfft alpha30 (with am 3.1 r11):
* FinalFantasy VIII - same as a29, objects (fonts, etc) still aren't transparent (black background).
with ff VII , the same behaviour.....
demo link;:
http://ftp.sunet.se/pub/pc/games/pcgameworld/demos/ff7.zip
ftp://ftp.sunet.se/pub/pc/games/pcgameworld/demos/ff7.zip
on a good note iv noticed that the fmv sequence at the begining of halo works now, where as before it jitterd not that it matters its crap to watch anyway and i have a slight performance boost on ut2003, humm could have somthin to do with the aax2, still same boxes around the trees in sega rally2 and viper racing, and to finish off i get a blank screen wen i try nfsu2 demo the game runs and i can see the map and hud but no 3d render this is currntly a problem with one of the late starwars games i think its called starwars commandos, and by the way iv tested with and without AA and the tile3&4 and Dx7&8 modes.
ps47 thanx for the edit advice i used it 100 times wrighting this, lol.
no problem.nfsu2 doesnt run yet,thats normal.btw,speaking about ff7,there is a high resolution patch (http://forums.qhimm.com/viewtopic.php?t=3203&start=0) available,it will allow you to run the game in the 1280*960 resolution.(I doubt it will help with that texture problem,but worth a try.)
Hi,
I am trying SFFT Alpha 30 and NASCAR Thunder TM 2004 Demo works fine. :D
ps. Excellent work SFFT!!!
Regards,
Oscar
QuoteOriginally posted by r21vo
* 3DMark2001 - still some glitches in game1 high test.
I can confirm this. It seems to be a problem with VRAM "starvation" because in 1024x768 with 16 bits instead of 32 it runs fine -- without a short-appearing half-grey sky and looow fps.
Quote
* World of Warcraft - runs acceptable, some texture problems (no blending).
Yop. The same problem like with the Alpha 29 or Amiga 3.1-R11.
Something else: TrackMania Sunrise (demo) runs thanks to your great driver. But there's still a quite big problem with the last alphas. The LOD seems to change from -8 to +8 all the time. You race across the track and see either too sharp or way too blurry textures. Along with that come bad fps ... Apart from this the game runs very nice even with 4xFSAA turned on in 640x480. :)
Greetings from Germany,
Raff
Race Driver Demo:
unstable in the grand pix race (it looks up / crash to desktop in 640*480 4 bpp, then u need to restart the pc)
i've tested only alpha 30.
it'd be better to have another member's test...
AM3.1r11 + a30 (v4500, wXP)
link:
ftp://ftp.gamesurf.de/pub/pc/rennspiel/dtm_race_driver/demo/racedriver_pc_demo_eng.zip
ftp://ftp.sunet.se/pub/pc/games/gamesdomain/demos/racedriver_pc_demo_eng.zip
ill give it a try wen i get home tonight and post back or edit this.
Will NFSU2 ever run on Voodoo 4/5?
ofcourse it will u just wait JUSTU WAIT BOYO
PUT IT THIS WAY, IF IT CAN PLAY HL2 AND PAIN KILLER AND HALO AND UT2004,
THE GUYS ARE DOING SUMTHIN RIGHT, SO IT WONT BE LONG BEFORE THE RENDER BUG IS FIXED ON THAT GAME, BUT HEY YOU ANT MISSING OUT ON MUCH I THINK NFSU1 IS BETTER ANYWAYS.
I've just tried the Worms 4: Mayhem demo with the Alpha 30. The video at the beginning isn't visible (but audible) ... then it's loading and you can see the menü and some graphics -- but then it crashes, back 2 desk. Always at the same point in this flyby in the background.
Greetings,
Raff
i tried juiced demo and the game didn't start: when the config window appear, any resolution i set it tell me i must select a smaller res[:(], the same with 3da
Juiced try start, but after some seconds makes a nice Windows Error Report... :(
IL2 sturmovik forgotten battles works and is fully playable at 800x600x32 medium details
Now I'm using SFFT30. It appears that loading a XviD encoded video file with Media Player Classic (6.4.8.4) and XviD 1.1.0 beta 2 with YV12 colorspace enforced doesn't trigger a BSOD anymore. I observed a new key at HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\3dfxvs\Device0, named VideoOverlay. At least I think it's new, I don't remember seeing it until now, after the second install of SFFT30. It could be that this key makes the difference, but I'm too lazy to install an older version of SFFT or the oficial 1.04.00 to check it out. Maybe next time :)
Another issue is occuring when running GL Excess v1.2v (benchmark mode), using the following tested resolutions: 640x48x16, 640x480x32, 1024x768x16, 1024x768x32, in scene 8 (Shiny Waters at night), a horizontal line flashes across the horizon (where the land intersects water). This doesn't happen at 800x600x16 or 800x600x32. I haven't tested other resolutions. Also, I don't remember this to occur at 640x480x32 or x16, using the oficial 1.04.00 drivers (I never ran the benchmark under 1024x768 using 1.04.00 drivers). I'm not sure if it's a driver issue.
(OFF TOPIC)
@Raff3DC,
Worms 4: Mayhem demo runs in OpenGL Mode using Amigamerlin R11.
Regards,
Oscar
note to previous two posts: the D3D core doesnt have effect on the opengl part of the driver.opengl games/apps will have no benefit from the new D3D core.Amigamerlin R11 is using (unlike the official drivers) mesafx as default opengl renderer,so if you have problems with opengl,you shoud try another opengl driver (and maybe glide3x as well)..
I have problems to play Unreal Tournament 2004 with Voodoo4 4500 in OpenGL. Direct3D is avaible but there are many bugs in textures. Maybe it is best i take a screenshot with that bugs.
Is it able to play that game in Glide-Mode?
QuoteI have problems to play Unreal Tournament 2004 with Voodoo4 4500 in OpenGL. Direct3D is avaible but there are many bugs in textures. Maybe it is best i take a screenshot with that bugs.
Is it able to play that game in Glide-Mode?
About UT2004 and D3D, the best is that you take scrennshoots
I tried UT2003 in Opengl but frankly, D3D was the best (was under Win9x)
You can't play UT2004 in Glide.
Only the first, you can.
QuoteOriginally posted by ggab
Race Driver Demo:
unstable in the grand prix race (it looks up / crash to desktop in 640*480 4 bpp, then u need to restart the pc)
i've tested only alpha 30.
it'd be better to have another member's test...
AM3.1r11 + a30 (v4500, wXP)
link:
ftp://ftp.gamesurf.de/pub/pc/rennspiel/dtm_race_driver/demo/racedriver_pc_demo_eng.zip
ftp://ftp.sunet.se/pub/pc/games/gamesdomain/demos/racedriver_pc_demo_eng.zip
with alpha 29 is better!, no lock ups :) (just 8 min of gameplay)
3DMark2000 has crashed with alpha 30 (is it unstable??)
default test hangs:
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PS: i've retested with a29, and no problem at all...
QuoteOriginally posted by Nightbird
QuoteI have problems to play Unreal Tournament 2004 with Voodoo4 4500 in OpenGL. Direct3D is avaible but there are many bugs in textures. Maybe it is best i take a screenshot with that bugs.
Is it able to play that game in Glide-Mode?
About UT2004 and D3D, the best is that you take scrennshoots
I tried UT2003 in Opengl but frankly, D3D was the best (was under Win9x)
You can't play UT2004 in Glide.
Only the first, you can.
Now i have used MesaFX v.6.2.0.1 for OpenGL in Unreal Tournament 2004. It worked very stable and has produced higher/more stable framerates than sfftalpha30. Quality with OpenGL was also better than with Direct3D. But both modes produces same bugs in textures. Maybe i must set higher texture detail. I will try it out and take a screenshot.
https://www.3dfxzone.it/news/reader.php?objid=1233
Alpha 31
What's new?
A SLI blt fix (Voodoo5)
Some fixes for default textures (Voodoo3/4/5)
:)
Yay, thx 4 info. Testing will start immediately ... ;-)
Just a stupid question: What means "SLI blt"? I think the problem with San Andreas (Single chip or 2xFSAA must be turned on to provide fluent gameplay) is a SLI problem. Does this have to do anything with that?
Greetings,
Raff
P.S: Thx @ osckhar for info. :)
It's like owning a Radeon ati card, monthly driver updates [8D]
Who could have ever thought that so many years after the demise of 3dfx we are still here and getting frequent driver updates :D
Great job SFFT, your driver has come a long, long way and as you have asked for no monetary compensation for your time, effort and skills, we (the 3dfx community)are very appreciative of your work ;)
Thanks man, you deserve it ;)
I agree with voodoo5 the work is outstanding and efforts to keep the dream alive are good 3dfx owners all over the world love the drivers
thank u very much.
Yep, the SFFT Direct3D core is by far the best available -- it's definitely impressive.
I can just join my previous speakers: great job! With your drivers - in combination with MesaFX or WickedGL - the Voodoo5 stays alive and shows big power in some cases you wouldn't have thought it would even work at all!
Greetings,
Raff
Full Ack to the previous statements.
It's amazing,... I don't find the correct words to appreciate your great work.
But I'm courious about a few things:
x) Whats about forceable DXT,
x) and forcable 16bit rendering?
x) Do you have any plans to improve Voodoo5 compatibility (bumpmapping /pixelshader caps)
x) Would the graphics be fast enough if simple pixelshaders were calculated completely in software?
final fantasy7 (and probably 8 as well) still have that problem with some texures being black instead of transparent (voodoo3 alpha31). screenshot from a previous post (https://www.3dfxzone.it/public/uploaded/R21vo/200566185924_ff8-no-transp.gif)
Have you tried Final Fantasy in DX7 Mode.
SFFT
yes.no difference.it seems like some textures have borders that are normally transparent (or not displayed),but something is wrong and they are black.here are some real screenshots:
incorrect (https://www.3dfxzone.it/enboard/../public/uploaded/ps47/200562805930_wrong.jpg)
correct (https://www.3dfxzone.it/enboard/../public/uploaded/ps47/20056281410_correct.jpg)
tested on voodoo3.I think vsa-100 based cards have the same problems (see page 44),I can test it on voodoo4 as well if you want..
QuoteOriginally posted by ps47
yes.no difference.it seems like some textures have borders that are normally transparent (or not displayed),but something is wrong and they are black.here are some real screenshots:
incorrect (https://www.3dfxzone.it/enboard/../public/uploaded/ps47/200562805930_wrong.jpg)
correct (https://www.3dfxzone.it/enboard/../public/uploaded/ps47/20056281410_correct.jpg)
tested on voodoo3.I think vsa-100 based cards have the same problems (see page 44),I can test it on voodoo4 as well if you want..
here in my v4500 (some missing textures in Cloud's eyes):
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Quote
x) Whats about forceable DXT,
x) and forcable 16bit rendering?
x) Do you have any plans to improve Voodoo5 compatibility (bumpmapping /pixelshader caps)
x) Would the graphics be fast enough if simple pixelshaders were calculated completely in software?
Dear Mr. SuperFurryFurryThing:
Would you please be so kind and answer my post. Please Please Please [:(]
i'll try to answer:
"Whats about forceable DXT" - i guess that might be possible, but not easy&fast
"and forcable 16bit rendering?" - what for? though, it shouln't be hard to implement i guess.
"Do you have any plans to improve Voodoo5 compatibility (bumpmapping /pixelshader caps)" - could be done only in software, i mean emulation, and this is really slow.
"Would the graphics be fast enough if simple pixelshaders were calculated completely in software?" - well, question is would be cpu fast enough to do them? I think, yes, but there's a lot of work, and time is always limit.
"i guess that might be possible, but not easy&fast"
It would definitely be a very very big improvement in speed. WickedGL shows how it works. =)
"what for? though, it shouln't be hard to implement i guess."
Easy: To start games on a Voodoo3 that force 32 Bit themselves. Or just to force 16 Bit on the Voodoo5 because it looks barely worse than 32 Bit in many cases.
"could be done only in software, i mean emulation, and this is really slow."
Not neccessary IMHO. It would be enough if the driver pretends that the hardware can handle these features. If this is the case, you don't need external tools like the 3DA anymore.
"well, question is would be cpu fast enough to do them? I think, yes, but there's a lot of work, and time is always limit."
I think THIS is a very complicated job. And I don't think we can ever hope to get anything like that ...
Greetings,
Raff
I use SFFT Alpha 31 core (3dfxvs.dll, 3dfxvsm.sys)with AmigaMerlin 3.1 R11, and I can't run 3DMark 2001SE T&L tests, I get this error message (Windows XP said 3dfxvs.dll damaged, I must restart my computer).
(http://www.kepfeltoltes.hu/050630/3dmarkerror.JPG)
My config:
Voodoo 5 5500 AGP
AMD Athlon XP 1700+
ECS K7S6A
T&L tests? You mean tests when software T&L (voodoo can't do them in hardware) is enabled?
I just tested with same driver (am 3.1 r11 + sfft31) and everything is ok.
You can't disable software T&L under 3DMark 2001SE, software T&L has to do 3DMark or other application.
Maybe I should reinstall driver, but I don't understand how can it be damaged, my system is very stable. Thx.
EASPORT CRICKET 2005 demo works relatively well with SFFT Alpha 31.
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This SShots lacks textures (not head and not foot)
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Oscar
3DMark2000 works perfect with Alpha 31 in 16&32 BITS mode.
Oscar
I can't believe it, Alpha 32 is out, thx SFFT team, you spent a lot of time to make drivers even better.
Alpha 32,
SWAT4 demo continues with bad textures.
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Oscar
What's new?
This release fixes a problem introduced in the Alpha 30 (Voodoo3/4/5)
should we re-test any game in particular?
I'll have a look at final fantasy ;)
Just one question concerning the Voodoo3 version: Why did you replace the MesaFX with the "prehistoric" 3dfx-OGL? If I'm right, this is the case since Alpha 27. I don't get any sense out of it 'cause it's definitely a lot worse than Mesa. Please tell me/us. =)
Greetings,
Raff
i think ull find that mesa is itergrated in to amigamerlin drivers not the barebone sfft alphas try the home page and download the am r11 s.
these are beta direct x drivers mesa is opengl we are not testing ogl there for they are not needed.
correct.SFFT drivers do not contain mesafx icd.
btw,final fantasy 7 still has those texture problemss..
Yeh, but Mesa was included until the Alpha 27, so I was wondering. I know the focus is on Direct3D, but that's no reason to make a step back, don't you think? :-)
Greetings,
Raff
Raff3DC: I just checked old versions of SFFT drivers, there are no mesafx.
like i said alpha 27 was bundled with amigamerlin r6 including mesa fx
so there for alpha 27 does not include mesa just accept it.
The voodoo3 driver uses the glide and opengl files from Amigersport 3, tyhe last Amigersport release for the V3. There are later files for the V5 because there have been later Amigermerlin releases for the V5.
SFFT
Now I'm confused. X-D
Seems to be my mistake. In the past I've installed Alpha 25 and thought it to be the V3 version. But after some benchmarking I noticed that MesaFX was used. But how come? It seems that I've used the V5 driver on my V3 -- and it ran better than ever in OGL. So: Why don't you put Mesa into the V3 package? :D
Greetings,
Raff
Raff3DC: sfft is developing only 2 files 3dfxvs.dll and 3dfxvsm.sys (which are the direct3d drivers), other files do not change from version to version (original 3dfx ones are mostly used). Why not put mesafx here? Because SFFT is developing Direct3D drivers and these alphas are not final product but ment ONLY for Direct3D testing.
Because of this if you want driver for general usage you should take these two files from sfft drivers, put them in latest amigamerlin drivers which is a final product and ment for general usage.
for example. AM3.1 r11 contains alpha29 , that it has a quite stable d3d core :)
(it was tested a lot by the (beta)testers.)
i guess, this the best selection: alpha test with SFFT 30 series, and then release an AM3.1 Release X (with a nice d3d (stable / rock solid [:P] ) core ) :)
Flatout 1.1 runs perfect on Voodoo 5 5500.
Cant i use alpha 32 with glide for my voodoo3 2000 at unreal tournament engine games?
Couse i get a error glide2x,,,, is not there:S
What driver are you using exactly and now ?
SFFT alpha 32 voodoo3 version
I can run in D3D thou but many times FPS drops to 22 from 55 or so
UT should run fine in glide mode with SFFT A32.what seems to be the problem?
http://weebl00.nl/Untitled/error.jpg
Thats what i get when starting UT.
Tactical Ops (Former mod from UT i get it also.)
Hope u can help me:S
PS No advice for Amigesport please, those get stuck after 10 min playinh.
Hmm ...
Try a reinstall of the driver. My Voodoo3 runs fine with UT, the Voodoo5 too.
Greetings,
Raff
:) i hope Paul (sfft) is ok in england (family and friends too)
that fu**ing terrorist's attack in london.......
Reinstall of the driver didnt work
I have an update to it, It starts minimized but it seems that Glide is active minimized, i cant make it maximized thou, any more tips are very very welcome
weird error.try reinstalling the driver (make sure to load it via the device manager)..you can try unpacking this archive (http://www.3dfx.cz/download/sfft.zip) to your windows/system32 folder as well.
Nope, Those things dont work, i dont know if this is it thou: Glide.dll from Unreal tournement itself. maybe it is that? I dont think so thou, couse with amigesprot 3.0 it works all but after ten mins playing it gets stuck.
hope u can further help me with more solutoins :S
if you have glide files in your UT folder,delete them.
doesnt work, Its called GlideDRV.dll
hmmm.first,make sure you have a file named glide2x.dll in your windows/system32 folder (should be over 200KB large).second,unindtall UT,delete the UT folder,and install UT again.see if fresh install displays the same error.
its there and the reinstall didnt work but i asked on IRC and someguy he said he would tweaket my ini and now woth Tactical Ops i play D3D 200+ FPS :) I just need it for Unreal Tournement now.(the tweaky thing) but cant find some1 who did that, TO has other ini then UT (yes its similar but there is a difference) so i wont do it myself since i never did it. Thanks for your efforts anyway for helping me, i will be just asking round and maybe even u can do it if u have UT?
Did you try the latest official patch to version 4.36 or the unofficial one to 4.51?
Greetings,
Raff
I have 436, but its the INI, i wont update to 4.51 since there is this bug wich some servers wont let me join in, i need some1 who could be tweaking the ini
Concerning WoW @ Alpha 32:
(http://img291.imageshack.us/img291/1189/voodoo520gx.th.jpg)
This "wallhack" occurs in every instance, on both Voodoo3 and 5.
When leaving it, the error "attacks" the whole world (which is usually bugfree):
(http://img291.imageshack.us/img291/4296/voodoo537jf.th.jpg)
Would it be possible to fix that? The texturing problems don't disturb that much. :D
Greetings,
Raff
SFFT drivers don't have usable glide2x, it's a wrapper only, it translates glide2x commands to glide3x. It doesn't work with most games (unlike UT :) ), you should try to replace default file with another from any win2k driver. (latest offical, AmigaSport 3.0...)
I have a little change, Flatout runs fine until the pilot fly out the car, then all textures (expect trak's) looses colours, turns to black&white. I don't like black&white. ;)
QuoteOriginally posted by SuperFurryFurryThing
Do any DirectX games run on your machine using this driver i.e. under XP, does Amigerlin produce problems with these games. Are you running 3Dalayze or any such thing when running with these games. Any more information that you can supply to clarify the position would be appreciated.
SFFT
I am Siddique from India (mumbai),
Friends i have cricket 2005 demo game , i install it but when i start the game , game running but i see the texture missing on screen.
i can't see the player's clothes and etc..
please help me to fix the texture missing problem..
can you post your hardware specs?
Detailed error riport:
Config:
Windows 2000 SP4, DX9c
SFFT Alpha 32
Athlon XP 2200+ (T-Bred B)
ECS K7S6A (SiS745)
Voodoo 5 5500 AGP & Voodoo 3 3500TV
Flatout:
Voodoo 3:
Lot of textures are missing, white in the menu, and some in the game too. After playing disappears some textures of cars in menu. (they are transparent) Otherwise game runs fine in 800x600.
Voodoo 5:
During gameplay a lot of textures turns black&white, if driver fly out the car. (?) And the same as Voodoo 3, if I return to menu, some textures of cars (the main menu is 3D too) disappears.
The missing textures are due to the hardware restrictions of the Voodoo3. Max 256x256 textures can be displayed and those on FlatOut seem to be larger. Voodoo5 can handle them.
Btw: I don't have the problem with black and white when the driver leaves the cockpit @ V5 with SFFT.
Greetings,
Raff
Thanks. And what about disappeard (transparent) textures in menu after playing?
Is it possible to fix large texture problem on Voodoo 3 like in MesaFX?
Ps.: Interresting, b&w error disappeard, like textures. :)
Vannilias, Please other driver. Postet allready that i dont want Amigasport 3.0 suggested...
I realized, that AS 3.0 has the same glide2x.dll, sorry.
Here is a link to the latest offical Voodoo 3 driver, working glide2x.dll is about 233kB, you should place it into SFFT Alpha 32:
http://www.traumatic.de/pphlogger/dlcount.php?id=FalconFly&url=http://www.planetfalconfly.de/downloads/voodoo3-win2k-10300.zip
It must work, otherwise you should reinstall your OS.
Sorry, this one will be off-topic, but it's important for me:
QuoteOriginally posted by ps47
weird error.try reinstalling the driver (make sure to load it via the device manager)..you can try unpacking this archive (http://www.3dfx.cz/download/sfft.zip) to your windows/system32 folder as well.
ps47,from what driver have you extracted those glide dlls and the ICD you linked?You all might help me on this subject
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=2004
Thanks. Excuse again the off-topic :)
Vannilias u sure? the SFFT and the WIN2K are the same size etsactly
glide2x: last official 3dfx glide for v3/4/5 and win2000
glide3x: latest sourceforge release fixed by dborca (?) to fix the 16-bit horizontal stripe problem
3dfxogl: latest original 3dfx ICD for win2000.I think mesafx should be used only when necessary by copying the correct files to the games folder (I play many old games that work better with ICD,and only few ones that need mesafx)
QuoteOriginally posted by Rick1
Vannilias u sure? the SFFT and the WIN2K are the same size etsactly
It's impossible, the glide2x.dll in the latest offical (reference) is about 233kB, and 92kB in SFFT. Look at this page: http://www.falconfly.de/voodoo3.htm
If you don't find here what you need, I can't help you, sorry.
it says at me its 233 KB also at falconfly's sfft download:s
3Dfx world is full of surprises. :) That must work. ;)
SFFT driver for voodoo3 uses normal glide2x,so glide2x apps should run normally.the wrapper is only in the v4/5 driver..
It still gets stuck:s posted smt at falconfly about that also
weird.out of ideas.
YEah well soon i get new PC Sempron 2500+ :) and that update only costs 125 EURO :)
@Rick1
are you sure that nothing starts when you run UT or nothing is launched "automatically" during you're playing ?
Maybe he isn't sure. ;)
Yes iam sure. I only have mirc bot and mirc on which should let me play at least 3 hours <- at least that happend when i used win98SE (which i lost so i started using WIN XP)
just a test screen, with info about capabilities:
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Is there anything we should focus our eyes on? I don't see anything outstanding ... (?)
€dit: You could enable D3D guardband clipping, then you've got even one checkmark more. :D
Greetings,
Raff
It would be more interresting to see this program to detect OpenGL futures, but doesn't work. ;)
[:(!] hi i have a problem with the cricket 2005 demo when it loads it comes up with missing textures n all me things r ****** so could you help me my system is :
Intel Celeron Processor
400mhz
256mb RAM
Microsoft XP Professional
Please Please help soon!!!
thx will
Any news about a new release? And what does the screenshot mean? :-)
Greetings,
Raff
seems like the latest alpha releases are not available on the main page any more,whats up?
They are.
yes,everything seems to be ok right now..maybe it was just my browser.
I hope we'll get a new SFFT soon. :) 5 weeks is a long time after a period of multiple releases in only one month. :D
Greetings,
Raff
Hi, I tried playing Sims 2 in hardware mode on my Voodoo 4 4500.
(To enable hardware mode open "\TSData\Res\Config\Graphic Rules.sgr" in an editor, find the lines that say
# force sw, swvp, and no aa
boolProp forceSoftwareDevice true
and replace true with false)
(//../public/uploaded/cp8765/20058130831_Screenshot1.jpg)
Amigamerlin 3.1 R1
(//../public/uploaded/cp8765/200581301045_Screenshot2.jpg)
SFFT Alpha 32
(The ground is constantly fading from black to red, that's why it's different between the two pics.)
(//../public/uploaded/cp8765/200581301349_Screenshot3.jpg)
This is how it's supposed to be.
Seems there are problems with large scale textures, any other errors in game?
QuoteSeems there are problems with large scale textures, any other errors in game?
you're right. Looks like only large textures are affected.
(//../public/uploaded/cp8765/2005813141736_Screenshot4.jpg)
Besides a flickering mouse cursor I didn't notice any other errors so far.
check here: http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1848
Quotecheck here: http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1848
thanks for pointing me to that thread. So I now found out that I had to enable "force MIP map dithering" in V.Control to make the textures appear right. :)
..so everything is ok now?
Quote..so everything is ok now?
unfortunately there are still those artifacts also mentioned in the other thread:
(//../public/uploaded/cp8765/2005813225919_snapshot_2dae7a30_100aa12a.jpg)
(//../public/uploaded/cp8765/200581323014_snapshot_2dae7a30_f00aa0c7.jpg)
(//../public/uploaded/cp8765/2005813225947_snapshot_2dae7a30_500a9f7a.jpg)
when you move around in the scene there are some positions where the artifacts go away (like far away from the house). Also the state of the artifacts changed when I took some screenshots (all taken with the in-game camera) one after the other without moving:
(//../public/uploaded/cp8765/2005813234316_snapshot_2dae7a30_500aa723.jpg)
(//../public/uploaded/cp8765/2005813234340_snapshot_2dae7a30_700aa727.jpg)
(//../public/uploaded/cp8765/200581323445_snapshot_2dae7a30_900aa71f.jpg)
(//../public/uploaded/cp8765/2005813234429_snapshot_2dae7a30_900aa721.jpg)
it can also change when your sims move. But there was also at least one house (with two stages like the other ones) in the neighbourhood where there were no artifacts at all. So I have no idea what the reason might be.
okay, I think I've found at least one reason for the artifacts: it was a bath tub! The one for $700 and the one for $1500 cause those artifacts, but only in hardware mode. Besides, the mouse cursor still flickers but that's not a major problem for me.
Hi, I got an problem i have after i installed JEdi Knight 2, MY whole screen gets strange, I mean the brightnes is really high, I checked monitor settings but that doesnt work, also if i make a screenshot, Its normall if I install another driver, but i need sfft32. Does anyone know a fix of this brightness thingy? Its really annoying. In game it is just noraml (the colours), But since after I played JK2 the brightness is screwed:S
Hope anyone can fix up this,
Rick
You played JK2 with SFFT driver ?
Did you setup your brightness from the setup in the game (video) ?
I think so but ingame it didnt change.
*EDIT* Fixed, Reinstalled game, Brigntnes was still full there.
Now i turned back and its good:)
the Electric! screensaver (you can get it from http://www.geocities.com/paris/leftbank/1140/electric.html) doesn't cycle the color palette when setting DirectX 256 color modes. The image is static, with a corrupted palette. I'm using SFFT32 under Windows2000SP4 fully updated, with DirectX 9C. The video card is a standard Voodoo4 4500 AGP card. Also, if I remember correctly, the last time when the screensaver worked properly, I was using the SFFT30 drivers. A sample image:
(//../public/uploaded/mhanor/200582192640_sample.gif)
Another thing... I have tried Pontifex 2 (The Bridge Construction Set, http://www.chroniclogic.com/) but I couldn't even set the hardware configuration using the config utility. The game or config utility initialize a fullscreen graphic mode, but the screen remains black. It isn't very responsive either. By trying to switch back to Windows, there is a change that the game's/config's image will appear, but that's it, the interface doesn't respond.
Another issue is the corruption that takes place with the color palette in Windows after running/exiting a DirectX/OpenGL/Glide fullscreen application. The problem was present already with applications/games like Fallout, WinQuake, but now it's more acute then ever. Or so it seems to me.
I don't know if the last two issue are sfft related, but the first I think it is.
later edit: yep... there is something with the corruption of the Windows color palette... I tried the VoodooLights 1.2.9 rc2 screensaver and it corrupts the color palette; the color palette is not random... it's like the palette of an older version of windows (win95 maybe); I haven't seen this before with Electric! or VoodooLights; only with older DirectX games, like Fallout or WinQuake. Now that happens even with the two screensavers; sample images:
Normal color palette:
(//../public/uploaded/mhanor/200582115568_1.jpg)
Bad color palette(after running an app/game):
(//../public/uploaded/mhanor/200582115573_2.jpg)
later edit 2:
I have discovered that the color palette does get corrupt only when using OpenGL or Glide modes for fullscreen mode, in VoodooLights. When using Direct3D in VoodooLights, the color palette remains as it is.
later edit 3:
It seems that VoodooLights fails to initialize the OpenGL window mode in the VoodooLights Standard Control Panel (Normal) -> the About tab and in Control Panel -> Display -> Screensaver preview window (it doesn't have anything to do with the Preview button). The screensaver logged the error: "15:31 [21/8/2005]- OpenGL: Failed to create OpenGL context". This didn't happened with SFFT30 or older versions.
You can get the VoodooLights 1.2.9 rc2 from:
http://fileforum.betanews.com/detail/VoodooLights/965588381/1
A few questions/requests:
1. What happens with the uploaded pictures that are not used?
2. If anyone knows that there is a newer version of VoodooLights than the one I've mentioned, please tell
3. Did anyone tried the Voodoo Board FX? A link to it: http://www.voodoofiles.com/7523
Going back to The Sims 2... if I remember right, Voodoo cards always had a problem with color cursors in fullscreen mode. It was the same way with SimCity 4, if you run the game in Windowed mode, the color cursors would be fine (you can run the game in Windowed mode by adding "-w", without quotes, to the end of the shortcut).
Or you can try this:
go to the C:\Program Files\EA GAMES\The Sims 2\TSData\Res\UI\Cursors folder and swap the numbers on the .cur files (ie: arrow_1.cur and arrow_8.cur, 1 is black and white, 8 is color and you swap the numbers on them; arrow_1 becomes arrow_8.cur but you'll have to move the 8 cursors somewhere else to rename them to avoid problems). The University expansion pack has the same folder, you just have to go there instead, but it's only one set you have to change. Some of them you'll have to use your best guess on.
I tested Panzers:Phase 1 with SFFT Alpha32. It runs very well on Voodoo4 AGP, Pentium4-2800 and WinXP SP1.
Slight texture flickering every now and then, except that fully playable.
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Ok im a n00b to all this.. :)
But... I need to run WoW on a Voodoo 3 2000, as you know it is a 16 mb card. My specs are as follows:
AMD Athlon XP 1800+
384 MB PC2100 Ram
Windows XP Professional SP1
S*** loads of cooling
And of course my beloved Vodoo 3 2000
Please give me the link and tell me how to install the drivers and make it let me run WoW. I NEED HELP!
I have tried 3 times now to install the driver twice it has came up with me rebooting when i do it says i can only run (on the desktop) in 640 x 480 with 4 bit colours. The last time it sort of worked... It let me view the desktop in 32 bit colours and 1280 x 960 resolution but still no luck running game. It still comes up with stuff about Dual TMU suport.
In Device manager it says that i have teh 3DFX VooDoo3
Please get back to me FAST! thanks in advance!
4th time lucky, downloading WoW update right at this very moment!
The SFFT Alpha 32 (for V3) works fine with WoW ... well, at least it runs. ;) But don't expect to get fluent gameplay and nice graphics -- it looks bad and runs even worse. If you're in, you will have to decrease line of sight to the minimum ... resolution should run fine up to 1024x768x16. Tip: Overclock the card, there's much potential ... 190 MHz should he possible with fat cooling! 166 MHz with every card.
Greetings from Germany,
Raff
Actually it runs really well... except the "wall hax" lol, i am getting quite high fps in Ironforge on the test realms, (higher than on my parents computer with their 64 mb on board graphics!) I was just wondering if you hguys are giving us a solution to our question of "Will WoW work on my 16 MB Voodoo 3 2000 with no wall hacks, and no instance f*** ups?"
Sam
Is there any reason for the big break? I'm looking forward to testing a new excellent driver, so I'm damn curios what's going on. A big new release? Driver programming cancelled? Please tell us, SFFT! :)
Greetings,
Raff
Driver development is proceeding at a reduced rate. It will be quite a while untill a new version arrives.
SFFT
Quite a while? One month? Or 3, or 6, or so?
you cannot rush art ;)
Hi! :)
Thanks to SFFT for continue the good work!
And now questions:
1 - I have a bug on Arx Fatalis Demo, some texture don't appear (black object or black part of object) but the worst is about cursor: on menus and in game the hand cursor go on a black square.
2 - If I copy the files 3dfxvs.dll, 3dfxvsm.sys in the game directory it will take them or the other under windows?
Thanks for support
Emi
Quote
1 - I have a bug on Arx Fatalis Demo, some texture don't appear (black object or black part of object) but the worst is about cursor: on menus and in game the hand cursor go on a black square.
Missing textures might be because of unsupported texture type or too big texture size. Have you tried to adjust game settings (if there are any)?
Quote
2 - If I copy the files 3dfxvs.dll, 3dfxvsm.sys in the game directory it will take them or the other under windows?
AFAIK no.
arx fatalis is one game buggy as hell.see the readme,there are some tips on how to improve stuff.and check the configurator,I think the game has a special mode for 3dfx cards..
QuoteOriginally posted by SuperFurryFurryThing
Driver development is proceeding at a reduced rate. It will be quite a while untill a new version arrives.
SFFT
Ah, ok. :)
Just keep up the amazing work! It would be one of the biggest sacrifices to the community if you stop developing. With your drivers, 3dfx stays alive ...
Greetings,
Raff
I get very strange errors with newest SFFT and Milkdrop-Winamp plugin. Anyone here who knows a solution?
Pirates of Caribbean Sea crash after a little of loading after clicking on new game.
Important notes:
It use the STORM 2.0 engine
If look the logs (I'll try to attach them if I don't just delete... :(
the game crash after loading some geometry and textures...
I try to rename the geometry and textures where it crash and it skip them try to load next and crash anyway...
I try to use 3D-Analyze but it don't help
Try fullscreen and window mode
very strange no?
Anyone had success in run this game?
Thanks
Emiliano
Has Anyone got the drivers working on a Pentium 4.
SFFT
Yes, latest SFFT alpha releases are working fine here.
My PC :
Pentium4 2800 ( Northwood )
Asus P4C800E-dlx
1024 MB RAM
WinXP SP1
Do you think that there is an chance to get Serious Sam 2 running on a Voodoo5?
of course it runs, and it runs really fast
nope. you need pixel shaders.end of story.(serious sam the second encounter runs fine,but we are talking about serious sam 2 here;))
oh yes, i misunderstood[:I]
does anyone know what is the maximum overlay resolution supported by vsa100?
there are many HDTV video files available (using different video compression algorithms, from mpeg2 to divx/xvid), but all video players (mplayer, bsplayer) refuse to use some kind of hardware acceleration when attempting to run such a video file
all fail to use a YV12 or YUV12 hardware overlay and fall back to a RGB software overlay
Any news about a new release? =)
Greetings,
Raff
QuoteOriginally posted by Gorik
Warhammer 40k: Dawn of war
http://www.dawnofwargame.com/
Status: running with 3DA, sim max textures, different device id
Bugs: without 3DA simply check that videocard haven't TnL unit
the game run on my system enough well, haven't notice of
graphic bugs but don't tested on a modern system.
Logs: Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Dawn of War DEMO.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Gorik/20052259022_Dawn%20of%20War%20DEMO.zip)
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Im sorry, could you specify what setting for vcontrol do you have. I keep getting graphical bugs with the latest release =/ (haven't tried with older releases)
(http://img511.imageshack.us/img511/6383/warhv5pci9or.jpg)
Sorry for posting a shot this big, but reducing size was a bit of a complication at that time. I changed the size now
QuoteOriginally posted by Garth
QuoteOriginally posted by Gorik
Warhammer 40k: Dawn of war
http://www.dawnofwargame.com/
Status: running with 3DA, sim max textures, different device id
Bugs: without 3DA simply check that videocard haven't TnL unit
the game run on my system enough well, haven't notice of
graphic bugs but don't tested on a modern system.
Logs: Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) Dawn of War DEMO.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Gorik/20052259022_Dawn%20of%20War%20DEMO.zip)
4.84 KB
Im sorry, could you specify what setting for vcontrol do you have. I keep getting graphical bugs with the latest release =/ (haven't tried with older releases)
If I remember well it was almost default parameters with 3Dfx Tools (not v-control) with single-Chip or 2X Anti, I tried only demo not all the game I remember I try it in window mode for the cursor-bug in some directx9 games.
Hope to be a little useful
Emi
QuoteOriginally posted by ps47
no,unles someone gets pixel shader emulation working,and that would equal to 1FPS anyway..
I believe it could run fine if a strong CPU does the work. Well, it's a matter of omtimization but I doubt that simple shading like i.e. in AquaNox (PS1.1) would be too slow.
Greetings,
Raff
please ignore that post.I have accidentaly replied for an old post..
as for warhammer (http://www.shifter.sk/helppage/guide.htm#96),it runs quite well (http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1900) (no need for pixel shaders),the menu transparency is wrong and there are some texture errors,but nothing serious..
I see that nobody knows the answer to my last question...
here's another one: does SSTH3_OVERLAYMODE has any effect/meaning to the SFFT drivers when set to "-1", in D3D&OpenGL/Glide? I observed that Koolsmoky's V.Control is able to set -1 to this registry value, for both D3D&OpenGL/Glide
need for speed most wanted is fully playable without 3da
I've noticed that too, fortunately!
I liked the fact that it runs better
than Underground and Underground 2.
But... the game runs slow in some parts
and exits randomly to the desktop :[
Any clue, guys?
A new SFFT! Amazing news, saved my day. =) I'll try it as soon as I've finished work in the evening (in Germany ;-)).
Greetings,
Raff
I found 3dfxOGL.dll in SFFT a33 to be slightly
different in size and date from the one that
comes with AM 3.1 R11, being the SFFT one little
older and smaller.
What's the real difference between them?
Anyone knows?
Yeah, a newer SFFT driver for us 3dfx folk [8D]
Thanks SFFT ;) :D
Hey.. the new SFFT driver alpha 33 worked fine with me!
AMD ATHLON 1ghz, Voodoo4 4500 Powercolor.
I installed 3dfx tools and VControl... They yorked fine!
The driver work fine with a Voodoo5 5500 PCI too!
Greetings from BRASIL!
apparently this topic's replies do not get read by SFFT driver's developers
the Electric screensaver's palette problem is still there... this is somewhat disappointing
gta san andreas is no more working with alpha33: it quit to desktop before the menu
I got the impression that the screensaver problem was an opengl issue, the SFFT drivers are only a D3D update, you can use whatever glide or opengl you want with them.
SFFT
the screensaver Electric! is a 2D-only application that has a color palette issue with SFFT32 and SFFT33
the 3D screensaver, that has a problem with the SFFT32&33 drivers, is VoodooLights
with the SFFT drivers 31 or older, these 2 screensavers run without a problem (I think that 31 was the last driver that worked ok, I don't remember exactly)
I was expecting that SFFT33 will come with this issues fixed
SFFT is a update of the main video driver (which contains the DirectDraw/Direct3D parts, and requests to the video card do not just pass the video driver, even if it concerns OpenGL or Glide. Or at least that's what I know. But, even if I'm wrong, if the OpenGL/Glide dlls in SFFT are all the same since SFFT28 (alt least - tested), then there must be something with the part that's being updated.
The 2D screensaver can't do color cycling (see the screenshot at page 54 of this topic) and the 3D screensaver has a problem with initializing OpenGL (it fails) in the screensaver's preview area in the Display Control Panel. Also, there are some issues of restoring the color palette or corruption of it (I'm not sure which case is it) after exiting full screen applications (which use OpenGL, or Glide; or even VMWare Workstation, which I'm not sure what interface is using in full screen)
Try an opengl dll from an earlier sfft that worked with the latest driver core and see if that works, I am not sure whether the opengl dll that I shipped changed sometime around then that could be the cause.
SFFT
the files in SFFT27,28,29,31,32,33 are all identical except 3dfxvsm.sys and 3dfxvs.dll (and a html file which has different names under different versions or it's missing)
I have tested this using MS's windiff utilitary
Which was the last version it worked ok in.
SFFT
SFFT, is it possible to make the driver run CoD 2, F.E.A.R. and maybe Serious Sam 2 in DX7 mode?
Greetings,
Raff
gta:san andreas works correctly with 3dAnalyzer v234
I've found a new bug in Gothic:
(http://666kb.com/i/112ymbykqcni9.jpg)
Some character's textures are missing and fonts are corrupted – SFFT Alpha 32 worked.
Greetings,
Raff
By the way, everything (includind 3dmark[:p]) is now (Alpha33) faster for Voodoo3 :D
Guys, many thanks for these reports.
I want to underline two things.
The first, don't worry about how much and which files were changed from the previous releases. This topic is a collector of user reports, it is about SFFT driver testing and not about its analysis or development. However, about OpenGL and old files in the current (33) SFFT release, please don't forget MesaFX and Sage(GL) libraries and that those can work with this driver.
The second, this topic is constantly read by SFFT and other. Please reflect over this concept: the main target of these upgrade works is to improve the 3dfx hardware performance first of all with the (newer) games. Then, there are the other applications like the (nice) VoodooLights screensaver that, on the other hand, runs without problems with Voodoo2 and old reference drivers.
Bye bye
Hi to All!
The new 33 work fine for me, I'll continue to test, I followed this procedure:
- Uncompress alpha 33
- Copied the new 2 Files (3dfxvs.dll, 3dfxvsm.sys) in the directory "driver2k" of AMIGA R11
- Launch the setup.exe in the main directory of Amiga R11
I had notice of improve in performance in Harry Potter and Prisoner....
I don't test other D3D games for now, sorry
I follow a same procedure for sage and dxtn.dll included and I find an Improve in dosbox application (but this is OT and I'll speak in the other thread)
Bye Bye
Emiliano
these is the table with the results of the tests I have made last night and today
Drivers Electric 1.3.1 VoodooLights 1.2.9 rc2
3dfx 1.04.00 yes yes
sfft[20-23] nope yes
sfft[24-33] nope nope
"nope" for Electric means "the screensaver doesn't cycle the colors"; "yes" is the opposite of it
"nope" for VL means "the screensaver fails to create the OpenGL context in the screensaver preview area of the Display Control Panel"; "yes" means the opposite
the drivers were clean-installed using the 3dfxUnVer2.inf file and for alpha33 I used even Driver Cleaner Pro 1.3 (besides 3dfxUnVer2.inf). The drivers settings used were the default ones (set at the installation of each driver version, by the installation process). "3dfx 1.04.00" represents the last official 3dfx drivers for v4/5 and win2k...
I know these results contradict what I have said in earlier posts, but these are the results... It took several hours to complete the tests (not to mention attempts without clean-installing the drivers, in reverse order, from 33 to 31, to 29; then clean-installing 27, then 25 -> the problems were still there and I decided to make the tests of which results are displayed in the above table)
Glide, I know that the main goal is to make more games work with 3dfx hardware, but this issues are old and few; if game bugs can be fixed, why shouldn't these be fixed? I'm confident that the gliches affecting these two screensavers may be affecting other apps. Also, I was expecting a little feedback from somebody... anybody... It's not so difficult to install/copy these two screensavers. It's a piece of cake... I'm sure that games are much more challanging at installing/testing/debugging.
I make the comparision between files from different sfft versions to try to understand what has changed and what has not, in my quest to understand what's the source generating the problems.
Also, note that I'm using a standard Voodoo4 4500 AGP video card, not a Voodoo2.
So it would seem that VoodooLights stopped working with the Alpha 24 and Drivers Electric may never have worked with the SFFT drivers. Both work with the last W2K driver from 3dfx though. Is this correct.
SFFT
QuoteIs this correct.
if this is a question, yes... partially yes... with SFFT drivers, VL DOES work in fullscreen OpenGL... it fails to create the OpenGL context in the SS preview area (in Display Control Panel applet) and in VL's Normal Control Panel (the About tab)... I wonder if other windowed OpenGL apps fail
ps: my God... how many times must I repeat myself? :)
I was under the impression that non-fullscreen opengl, was something that was added in mesafx. Or perhaps fixed as it seems to have worked in the last w2k driver from your information.
SFFT
I don't quite understand what you've just said (or what you've meant)
only the official 3dfx drivers (ver 1.04.00) and some old sfft drivers (<24)manage to create the OpenGL context in the Display CP applet and VL's CP Normal
X3 – Reunion ... errm, runs. :D
http://img221.imageshack.us/my.php?image=x3v56jl.jpg
Greetings from Germany,
Raff
For anyone having texture problems, that have started with the Alpha 33, could you try the folowing test.
Test with Texture Management disabled. To do this add the following regsisty key.
A binary key named DisableTextureManagement and set its value to 01 00 00 00 to disable texture management.
Setting the value to 00 00 00 00 will re-enable it, deleting key will also re-enable it.
You will need to reboot after setting the key value.
You can find where to add the regsitry key by serching for the key name MaxTileBuffers and checking which instance the Set3Tile and Set4Tile utilities update. You add the DisableTextureManagement key at the same level.
SFFT
If you could post whether the problem is present with texture management disabled aswell.
Have people given up testing then.
SFFT
nope.just need to get another HDD for testing.
Sorry. I "had to" test my new RAM. Now I'll try the texture management thing. =)
Greetings,
Raff
Is anyone intedning to test under Advanced Server 2003 or later or on P4 processors.
SFFT
Okay,
here are my first test results with my P4 system :
Gothic :
Main menu and ingame text is garbled and unreadable
When exiting the game I got a BSOD :
STOP : 0x0000008E ( 0xC0000005,0xBFA3088C,0xF27854D0,0x00000000 )
3dfxvs.dll - Address BFA3088C base at BF9C3000 Datestamp 43b8f67f
3DMark2000 :
Doesnt start ( tried DX7 and DX8 mode )
3DMark2001 :
no problems
Fear :
Game starts normal, but screen is black, sound is playing
GTA: Vice City
No problems
Aquamark 3 :
no problems ( except some texture flashing / floor disappearing )
With an old D3D benchmark I got some transparency issues, see picture below:
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006112235439_Gamestar.jpg)
57.88 KB
The shown object is a bridge over a river.
My system :
Pentium4EE 3400 Mhz
Asus P4C800E-dlx
1024 MB Ram
Voodoo4-4500 AGP
WinXP SP1
Rolo1 I presume that you are running with Texture Management enabled. How does your 3dmark 2001 score compare with that from the alpha 32. Have any of these tests showed different results from the alpha 32. basically have any of the test results changed significantly from the alpha 32.
SFFT
Yes, texture management was enabled.
I will run 3DMark2001 on Alpha 32 and 33 and post the results here on Sunday evening ( I am 2 days off ).
ok thanks.
SFFT
NFS Most Wanted after 5 minutes, I got black screen. the card is working fine whit other games (NFSU1..)
I got SFFT 33
I have sfft alfa33 driver(with 3dfxtools 2.6.1.110) and P4 voodoo5 5500 AGP winXP directx9.I had test some drivers(amigamerlin3.1r11 3.0 and 2.5SE) but there was bugs both in on OS and 3d games too(WarcraftIII)and displayed ERREUR message.Now I test sfft alfa33,in this moment there are not bug with winXP OS (no erreur messages) since 2 days :D,I don't test it with WArcraftIII but I hope that it won't crashing. I wanted just to ask a question:what is a best method to uninstall and install these drivers[?](that can be I have make a bad manipulations,I don't know). thank you for all explanation. and at next for test results.;)
Here, NFS-MW exits to the desktop randomly
and almost everytime i play. Tried with a32.
The voodoo5 is not on the pc right now to test a33.
Regards
Please SFFT optimalize your driver to NFS MW :) I think its very useful for all V5/V4 users.
The VoodooLites OpenGl control panel problems appear to be a bug in MesaFX, it works fine with the 3dfx opengl dll with the latest driver.
SFFT
SFFT, here are the results :
Alpha 33 : 1715 3DMarks
Alpha 32 : 1866 3DMarks
Alpha 33 : 1714 3DMarks (Texture Management Disabled)
BTW, with Texture Management Disabled Gothic runs without errors and does not BSOD when exiting.
Rolo1 do you know how the write back cache is set up on your P4 motherboard. I presumed that the BSOD and texture corruption was down to the texture management.
SFFT
I use sfft Alfa 33(and 3dfxtools) with voodoo5 5500 agp winXP. I am at third day of test and there are not erreurs messages appears when I work in win OS system or with 3d games (WarcraftIII) and I found a new option:its possible now to play with 32bit good[8D], exept some slowing when there are too many effects in the game[:(] (that can be that because I have only 256Mb of SDRAM[?] ) but I can say that I have play more than 2 hours without bug and is too much beter than hold driver versions.:D
I have another question :it is important to update
the BIOS version[?](I have 1.06 version).if it's true what is the best version[?]
thank you for all and good continuation;)
BIOS shouldnt really matter.dont update your BIOS,especially if you dont know how.
SFFT,
how can I check the write back cache of the motherboard ?
Is that in BIOS or do you know a program for this ?
Write caching tends to be a setup option in the BIOS if it is configurable at all.
SFFT
hi all,and thenks again to Ps47 for precisions;). I hope that you spoke about craphic card BIOS (and not of motherboard BIOS)[:p].
Good,I tried in this days sfft alpha33 combined with latest 3dfxtools(other possibility :VControl) and in this moment there are not major problemes(I have v5 5500AGP Win XP), exept some slowing in my 3d game(WarcraftIII). but I wanted to know :
- someone can explain me how to know if the game use Direct3d or OpenGL/Glide[?]
And thenks for ALL.[8D]
pretty much everything that can be explained can be found on the 3dfx helppage (http://www.shifter.sk/helppage/default_fix.htm),if you dont mind lot of reading.or you can just jump right to the mesafx part (http://www.shifter.sk/helppage/default_fix.htm#mesafx)..
Thenks Ps47, I learned many things of this sites.:D
It is neseccary to say also, that is not very clear how to install correctely the latest sfft driver because there are allways the problem of registery keys(3dfxvs)especially when you have the Win XP driver and you want to install sfft.
I have proceed as follow:
1-install the sfft driver using administrator of peripheral in material page and reboot.
2-Suppress the registery folder(3dfxvs) and reboot.
3-Now you notice that are yello exclamation point in the graphic card in administrator of peripheral,I think that is a good sign:) .(I didn't try the point 2 while having win XP standard VGA driver, it's possible that work also[:p]).
4-Reinstall the Sfft driver as in first and reboot.
I have notice that if yu install 3dfxtools after you have not messages appear during instalation(do you whant to replace this file with this....).
OK I have say what I had to say.:)
thenks for all aditonel precisions.;)
In Delta Force 2 (D3D Mode) you can see through the terrain. The weapon is not visible.
(http://mitglied.lycos.de/gtxe/df2.jpg)
Drivers used: AM 3.1 R11, SFFT 32/33
SFFT,
sorry, but I could not find any information about the setup of the write-back-cache on my mainboard. Nothing in BIOS or manual. Google did not help, either.
QuoteOriginally posted by Rolo01
SFFT,
sorry, but I could not find any information about the setup of the write-back-cache on my mainboard. Nothing in BIOS or manual. Google did not help, either.
thats sounds "old" when i read that :
http://www.pcguide.com/vb/archive/index.php/t-26771.html
edit :
depending the manufacturer of your bios, you can perhaps look on their website
AMI
http://www.amidiag.com/
400 MHz Pentium II or equivalent.
128 MB of RAM.
8 MB 3D video card (TNT, i810, Voodoo 3, Rage 128 equivalent or better) with DirectX® 8.1 support.
It is the minimum system requirement for WARCRAFT III game (use Direct 3d I suppose).
Although I have a system configuration distinctly more
importent(specified down),I have some slowings when I play (800x600 32bit).
I have sfft ALPH33(with 3dfxtools 2.6.1.110), Windows XP ,Directx 9c.
Someone can help me to increase performances [?]
thenks to all;)
in3d try it in single chip mode and see if the performnce is more consistent.
SFFT
rolo1, I suspect that if the driver before the alpha 33 ran on your P4 system, then you probably weren't using write back cache on your board or at least it wasn't causing any problems. I think that this is what is causing the problenms on the P4 boards generally, the MS driver ran under XP but others didn't.
SFFT
Hi again,
Yes SuperFurryFurryThing!,there is a performances improvement with single chip! :D(if I understood well,this optionis is made to increase compatibility:)).
Thenks.;)
It's you the creator of sfft drivers[?]
in3d, you could also try 2 sample AA Mode, it may be fatser in that mode if it runs properly, if it doesn't you can always run in Single chip mode.
SFFT
Why sometimes single chip or even 2x AA faster than both chips?
I can't understand yet...
Regards
some games simply hate SLI.
Hi everybody,[8D]
SuperFurryFurryThing,I tried also "2 sample Anti-Aliasing" with WARCRAFT III and I think that the performances that result are similar to "Fastest Performance"(constructor default),it's slowing. Therefore the "Single CHip Only" is the best mode for this game.:)
But what is the explanation [?]
Thenks fo any commentary.;)
Sorry for didn't post before...
I have this BSOD when I try to launch Dungeon Siege
(no trouble with alpha32)
STOP: 0x0000001E (0xC0000005,0xBB7E7026,0x00000000, 0x00000000)
KMODE_EXCEPTION_NOT_HANDLED
ADDRESS BB7E7026 BASE AT BB7C50000
DATA STAMP 43B8767F 3DFXVS.DLL
I hope I write everything :)
With "Ultima V:Lazarus" Mod it start but don't work.
Thanks SFFT!
Emiliano
Gorik, could you try testing this with Texture Management disabled aswell, I posted the details of how to disable texture management earlier in this thread.
SFFT
win Xp Media Center
-> Duron 1.2 Ghz ,384 Mb Sdram Pc100, Voodoo 5 5500 Agp(wish i had a pci one)...
drivers -> Amigamerlin 3.1 R11
When I play NFS5 at night(monte carlo ,zone industrielle) ,I get a white image only when I have lights on.
Nfs runs in glide mode , 1024*768 full details,with or without antialiasing.
@Me
but if nfs porsche is in glide mode, sfft driver is not the problem.... (it has D3D mode updated)
try with another glide3x.dll (the one in amigamerlin 3.0)
Some more testing results :
Morrowind :
No problems, runs perfect.
Dungeon Siege 2 :
No problems, runs perfect.
Stolen :
Main menu opens, game exits to desktop.
Space Hack :
Runs fine, but has texture errors. Look below.
Disabling Texture Management fixes those errors, game runs perfect after that.
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/200613122935_Space_hack.jpg)
99.4 KB
Settlers 5 :
Game runs, but ground is covered in chess-like textures :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006131221114_Siedler5.jpg)
188.68 KB
Disabling TextureManagement didnt help.
Test system :
Pentium4-2800 ( Northwood-B )
Abit SA7
Voodoo5-6000
WinXP Sp.2
Hi,
I use AM 3.1R11 and I often have this error message when I work under Windows XP,it's rarer with the games.
Therfor,I used my Windows in 800x600 32bit and there ,the screen chage in 640x480 4bit with an error message as follows:
(http://i1.tinypic.com/ngu9ag.jpg)
It is said :
"Microsoft Windows detected and repaired a breakdown of peripheral.
Record your work and start again to restore all functionalities."
Thenks for any sugestion;)
And what happens if you choose 800x600x16 bit or 1024x768x16 or 32 bits instead 800x600x32 bit ?
Alpha 34 releases are on line: https://www.3dfxzone.it/news/reader.php?objid=2453
Good download and testing.
Hi! Is there any chance to get NFSU2 working on V5 6000? The game works, you just can't see the cars [:p].
Regards, Alpar.
its a known problem.I'm sure it will be corrected as soon as the time is right.
I know, it is known. I just thought, it might have been left aside due to leak of intrest in this particular game, in favor of other more important mathers. I just wanted to remind SFFT that there is still inrest in that game. (at least where i'm concerned)
I'm pretty sure he's doing his best.
I've downloaded sfft34 drivers and after clean-installing sfft34, I noticed that the 2 problematic screensavers had the same issues I've described in other posts. But one thing made me to turn to sfft33: some color palette problems in Interplay's Atomic Bomberman. The color palette is not chaotic, as with the Electric! screensaver... The first time I thought that the game selected another theme for it's interface... but that wasn't the case. After installing sfft33 over 34, I saw that the game was being displayed as normal. After that, I've installed 34 over 33 and the problem was there again. I tried and get some screenshots in the game (using Hyperionics' HyperSnap 6.03.1), but the screenshots were not what the game looked like. The game (using sfft34) were displaying an altered color palette, but the captured images were looking normal, as sfft33 drivers were displaying and as sfft34 should display.
One of the screensaver problems seems to be a bug in MesaFx, as it works with original 3dfx opengl dll. I have posted this information before, I think that I have managed to reproduce the palette corruption.
SFFT
mhanor,
Could you post the screen so i can compare
here and check if i have the same corruption?
Thanks,
Matheus
PS: SFFT, Keep it up man. Kudos to you always.
mcmagostini, I'm not sure which corruption you are referring to
Sorry, my bad.
On Atomic Bomberman, i mean.
Just installed the 34 version over the 33. Running XP with a Voodoo 3 2000 running on an old AMD K6-II 500 oc'ed to 550. 256 megs of PC100. Ran GlQuake fine, 96.2 fps. Quake III doesn't want to find the GLide renderer, so it runs in OpenGL, kinda slow. Homeworld doesn't want to run in GLide either. Not sure of the problem. Any advice? UT detects Glide okay. It doesn't run too well though, even on the lowest settings. Need For Speed High Stakes runs well. It also detects GLide. I had some crashes with the 33 driver. Dunno if they're still around for 34. Could just be that it's an old game, and not so XP compatible.
Hi to all,
Here too some troubles with Palette:
StarCraft (expasion + last patch) have red to blue shift, faces and decoration and menus too not only in game.
I proceed with some other test in next days, I'd like know if I have to try in alpha34 the TextureManagement change (just tried for starcraft)
Byex
Emiliano
I can confirm what Gorik is saying, I haven't mentioned what kind of color palette corruption is occuring... the same shifting of red to blue occurs in Atomic Bomberman's installation setup interface and in the game. But the images captured with the latest version HyperSnap look as the image should be displayed on the monitor (but it isn't), I haven't found a program yet that captures exactly what the screen is looking like. I will try and see what options does HyperSnap has, maybe I can convince it to capture what is really being displayed on the screen.
It's alright I have found the colour palette problem, and fixed it.
SFFT
Are there any release notes for new SFFT Alpha?
SFFT,
The fix on the color palette will make a35?
Or you gonna re-release a34 with the fix?
Regards,
Matheus
Rome:Total War, patched to version 1.5, have some bugs with alpha34
(//../public/uploaded/benna/200621818355_menu.JPG)
(//../public/uploaded/benna/2006218183543_loading.JPG)
(//../public/uploaded/benna/2006218183612_ingame.JPG)
this screens was make at 32bit because,with 16bit rendering, the game crashes to desktop after the loading screen
QuoteOriginally posted by AntiMatter_16
Just installed the 34 version over the 33. Running XP with a Voodoo 3 2000 running on an old AMD K6-II 500 oc'ed to 550. 256 megs of PC100. Ran GlQuake fine, 96.2 fps. Quake III doesn't want to find the GLide renderer, so it runs in OpenGL, kinda slow. Homeworld doesn't want to run in GLide either. Not sure of the problem. Any advice? UT detects Glide okay. It doesn't run too well though, even on the lowest settings. Need For Speed High Stakes runs well. It also detects GLide. I had some crashes with the 33 driver. Dunno if they're still around for 34. Could just be that it's an old game, and not so XP compatible.
these are opengl/glide related problems and they have nothing to do with the D3D core.unpack this archive (http://www.3dfx.cz/download/sfft.zip) to your windows/system32 folder to have original 3dfx glide/opengl.this should fix your problems (screensavers,q3 slowing down)..
I installed the DLLs... didn't seem to change anything. Homeworld and Quake III still don't find Glide Rendering. I did get 2 FPS more in Quake I though. =) Do these replace the SFFT34 drivers I installed, or are they independant?
NFS: Most Wanted freeze again...[V]
QuoteOriginally posted by ahavasi
NFS: Most Wanted freeze again...[V]
Where and when? Ran already fine on my machine with the alpha 32.
Greetings,
Raff
QuoteOriginally posted by AntiMatter_16
I installed the DLLs... didn't seem to change anything. Homeworld and Quake III still don't find Glide Rendering. I did get 2 FPS more in Quake I though. =) Do these replace the SFFT34 drivers I installed, or are they independant?
both games dont use glide natively.for quake3 (opengl game),try to copy the last opengl icd (http://www.falconfly.de/opengl.htm) (rename to opengl32.dll) to your q3 folder and make sure to select opengl in the game video options.q3 ran pretty well on my old K6 with voodoo3,but I have win98se installed.old pcs+xp=no good,if memory serves.
homeworld is somewhat problematic,as it doesnt support opengl under win2000/xp.check your homeworld folder,there should be a folder named "drivers" or something like that.inside that folder,there should be another folder named winnt (or something like that) with an 3dfx opengl driver inside.rename the folder to win9x (or windows9x,as I said,I'm not sure what the original name is,basically you need to change "nt" to "9x"),and 3dfx opengl (from the ingame video menu) should be available again.
anyway,all your problems have verry little to do with the SFFT D3D core,so if you continue to have issues,I suggest you create a new thread in the voodoo3 section,because here it is off topic.
Lock on: modern air combat is still not working [:(]
I cant play NFS:MW whit all SFFT, after 5 mins I got black screen. I tried whit my VooDoo 4, and Voodoo 5, and the same problem...
My first experiences with Alpha 34 are good, no texture corruption so far.
Flatout : Runs fine with min. details, some walls seem to be transparent.
Swine : C&C like game, runs fine with no graphic errors, but freezes after a minute or so when run in full screen mode. No freezing so far in windowed mode.
BTW, Swine ( Full Version ) is freely downloadable here :
http://www.gamershell.com/download_11942.shtml
Shadow Ops Red Mercury
in the menu:
(http://mitglied.lycos.de/gtxe/sfft/shadow_ops_01.jpg)
the cutscenes (videos ?) are not visible (black screen).
in the game everything is fine:
(http://mitglied.lycos.de/gtxe/sfft/shadow_ops_02.jpg)
used driver: SFFT 34 with v56k
I am hving a problem with certain games with this driver
I have experienced various glitches in various games. With SFFT ver35 halo works great. This is the family computer and everyone is ahem "mad" at me for ruining their games. Here is a list of games and glitches so far
Unreal Tournement game of the year edition: Cannot play certain levels such as Peak in Deathmatch and other game modes states error :found 4 expected 45677 and other crap.
Tumblebugs: The bugs turn into squares and funky colors.
Sisters game Crayola Magic Wardrobe:not as they may seem. The color white turns turqoise. orange turns to another color. Maybe this is a compatability issue with older directx games?
THere is a problem with unreal tournement the exact error it gives when i go to play the level peak is: Critical error Serial size mismatch, got 2 expected 43859 and other crap anyways here is the link to tumble bugs. http://zone.msn.com/en/root/deluxe.htm?code=110429257&RefId=8302 I repeat this is my family computer they are all "mad" at me for screwing up their games with this driver.
you need to work out whether your games uses DirectX or Glide/OpenGl. you can use whatever Glide/Opengl files you wish with the sfft drivers as these are only a DirectX update, they simply ship the latest Glide/Opengl files from the AmigerMerlin drivers. You may be able to use the Glide/Opengl files from your old driver set with the new DirectX files, and get a better result. I do not deal with the Glide/Opengl driver components.
SFFT
I've tried the sfft35 drivers. The red2blue shift is history, but the Electric! screensaver still doesn't work. It's a 2D screensaver - if you're not aware of this.
Is there a special forum where I can report bugs regarding amigamerlin's glide/opengl drivers?
Tumblebugs utilizes directX. It gives an option in the menu to use direct3d or glide. In the direct 3d mode the game produces blocks as bugs. In glide mode the game refuses to run. Any tips for the reason why unrealtournement no longer works in certain levels? All I know is that unreal tournement worked 100percent until I put this card in my computer and used any 3rd party driver. My ati card played it fine.
I would post sceenshots but the site says I nedd to be logged in!!!!WTF
have you tried that glide/opengl package (http://www.3dfx.cz/download/sfft.zip) I have recommended? that should fix UT (btw have you tried reinstalling/patching the game?).oh,and lets stick to D3D problems here,SFFT is not doing anything with glide/opengl.I will check on tumblebugs for you tomorrow (I'll try to get it working under opengl).any other game I should check (must have a downloadable demo)?
as for images,www.imageshack.us is your friend.
ps47, if you have time and some desire, maybe you can take a look at the Electric! screensaver:
//../public/uploaded/mhanor/20062231190_electric.zip
I tried Rome: Total war with alpha35
now the menus are ok, but the loading pages shows the same bugs of alpha34
unfortunately ingame there are many bugs:
(//../public/uploaded/benna/200622318259_ingame35.JPG)
16bit resolutions make again the game crash
EDIT: the menu bugs appears again ONLY on 1024x768x32
Try testing TumbleBugs without Texture Management. I presume that you should post MesaFX bugs in the MesaFx topic. The electric screensaver problem is unresolved.
SFFT
here is a screenshot. <a href="http://img526.imageshack.us/my.php?image=tumbleblockss8kh.png" target="_blank"><img src="http://img526.imageshack.us/img526/5111/tumbleblockss8kh.th.png" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a>
ok lets try this again http://img526.imageshack.us/my.php?image=tumbleblockss8kh.png
The demo for this can be found at http://zone.msn.com/en/root/deluxe.htm?code=110429257&RefId=8302
Tumble Bugs seems to run fine if you disable texture management by the driver I posted the details on how to do this earlier in this topic, a page or two back.
SFFT
Culd you please explain in great detail how to access/edit the registry in xp?
start->run->type "regedit". ...but since you didn't know that, you should probably stay away from that. Anyway, this is not the topic to discuss such things.
Alpar
Sorry just had a brainfart thats all
QuoteOriginally posted by Combatman
Culd you please explain in great detail how to access/edit the registry in xp?
Back up the registry before changing or removing values, keys... [:p]
QuoteOriginally posted by Mikulaish
start->run->type "regedit". ...but since you didn't know that, you should probably stay away from that. Anyway, this is not the topic to discuss such things.
Alpar
Right.
Remember, this is the thread for SFFT' D3D core.
If you have problems with glide/openGl or others issues ... thanks to open a new thread in the right section because here you will be off topic. ;)
The only thing I do not know is where to put the key now.
Screenshot anyone??
I have attached a zip archive with 2 utilities one to enable texture management tmon.exe and another tmoff.exe that disables texture management, just run tmoff.exe and then reboot when prompted.
SFFT
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) tmutils.zip (https://www.3dfxzone.it/enboard/../public/uploaded/SuperFurryFurryThing/2006225183415_tmutils.zip)
54.61 KB
tested and it works ok.
-have SFFT A35 installed (dont forget to use that opengl package (http://www.3dfx.cz/download/sfft.zip),after installing SFFT,extract it to your windows/system32 folder)
-download the texture management utilities,extract the archive
-run TmOff.exe,reboot
-run tumblebugs in D3D mode,and it will work ok.
btw,final fantasy7 still doesnt work right,no matter what settings (dx7/8,set3/4 tile,TM on/off)
(http://img97.imageshack.us/img97/9951/ff7dx81hm.th.jpg) (//%22http://img97.imageshack.us/my.php?image=ff7dx81hm.jpg)
@SFFT:
I have finally set up everything the way I wanted,and now I have an athlonxp3000/voodoo5 5500mac system ready for testing.if you need to test something,just whistle (and send a link to the games demo) ;)
I finally have the game working flawlessly. I have a new problem that has arrived. Age of empires 3 works ok but the ground and water texures are mismatched glitched or something wierd. Oh well everything else plays ok. I read that other people have this problem in other games as well
here is a screenshot of Age of empires 3 http://img469.imageshack.us/my.php?image=age46by.png
Close combat: First to fight runs with alpha35 and 3dAnalyzer (emulate hw t&l caps)[8D]
3DMark03 runs with Alpha35 plus 3DAnalyze ( emulate Cube Maps ).
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006228194150_3DMark03.jpg)
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Small texture problems at the front of the planes and with transparency at the windows.
Result : 95 3DMarks with Voodoo4 PCI :D
Wow! I remember this to be impossible. Is the Alpha 35 the first driver that is able to start the 3DM03?
Greetings,
Raff
P.S: Nice Fps. X-D
Hmm, not sure about that, Alpha 35 is the first one I tried with 3DMark03.
The FPS are actually not that bad, I got 13 FPS with Voodoo4 PCI.
QuoteOriginally posted by Rolo01
...
Result : 95 3DMarks with Voodoo4 PCI :D
Its better result then Manli GF4MX420 (125/100) : 86
Well, my V5 5500 PCI @ 190/190 and 40 MHz PCI clock reaches 167 3DMarks. :D The PCI bus is the bottleneck.
GF2 GTS 32 MiB @ 230/215: 300 3DMarks. [:(]
Greetings,
Raff
I will receive a v4 next days,:D so i intend to plug it into my Socket 939 Abit av8 board, with a 3500+ venice. I think that it should work.
The v4 is AGP 4x compatible and the mobo also. Has somebody try such a combination ? Any risk ?
Any ideas about how much points i will get with this system ? ( in 3DMark 2003 )
Best Regards.
Radu
you may need to set the agp command fifo to disabled (http://www.3dfx.cz/voodoo4/v4_agp_ogl.png),the card may not work properly without that (opengl very slow performance,lockups).
Any news or releases notes for the Alpha 36? =)
Greetings,
Raff
Quake4 demo refuses to run.
QuoteOriginally posted by Combatman
Quake4 demo refuses to run.
Quake IV runs with OpenGL, SFFT is a Direct3D core. :)
Greetings,
Raff
Hi all,[8D]
I want to try sfft alpha 35 and 36 drivers,but someone can tell me what is the additional program I should install with them (3dfxTools or Vcontrol [?]).
In this moment I play "Direct 3D" games like "World of Warcraft" "Warcraft 3"...
I think that I will begin with a try on "3dMark 2001 se" and compare results with those of AM 3.1 R11 and sfft alpha 33.
Thenks.;)
I've noticed with SFFT 36 that if you start Dxdiag and go to the display tab it says you have a Directx 9 compliant DDI driver. I presume thats there to fool some programs.
QuoteOriginally posted by in3d
Hi all,[8D]
I want to try sfft alpha 35 and 36 drivers,but someone can tel me whatI should install with them (3dfxTools or Vcontrol [?]).
In this moment I play "Direct 3D" games like "World of Warcraft" "Warcraft 3"...
I think that I will begin with a try on "3dMark 2001 se" and compare results with those of AM 3.1 R11 and sfft alpha 33.
Thenks.;)
I'd recommend using V.Control 1.82 Beta. That's what I'm using all the time and it works fine. :)
Greetings from Germany,
Raff
F.E.A.R. starts but the screen is black, the only visible thing is the cursor
The alpha-36 driver's 3dfxvs.dll file has a much larger file size (622 kb) in this release than previous one's, lot's of something has been added [:0]
@SFFT,
Once again, your continued driver development is greatly appreciated [8D]
YES, another major improvement with Alpha 36 !
Settlers 5 now runs without texture corruption :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006312222547_Siedler5_neu.jpg)
62.27 KB
Even the background in the loading screen is now visible ( was black in earlier versions of SFFT driver ) :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006312222643_Siedler5_neu2.jpg)
50.57 KB
Thanks a lot SFFT, very well done !
QuoteOriginally posted by benna
F.E.A.R. starts but the screen is black, the only visible thing is the cursor
F.E.A.R. needs pixel shaders.
i forgot to say i used 3danalyzer to emulate shaders and dx8.1 features
Shadow Ops works fine now, in this modes: noAA and 2xAA:
(http://mitglied.lycos.de/gtxe/sfft/shadow_ops_03.jpg)
but in 4xAA and 8xAA modes the red-green squares look transparent:
(http://mitglied.lycos.de/gtxe/sfft/shadow_ops_04.jpg)
I made this image with digicam, because it was not possible make screenshots.
Great job, SFFT !!!
I used alpha 36 with v56k.
I have nothing game specific to say. I just want to congratulate you, SFFT, for your hard work. Thanks to you my V56K rocks! I can play every game that I want using your drivers. Keep up the good work! You keep Voodoos alive!
Good job with the sfft alpha drivers 36 ! but i still have a problem with nfs porsche .when i choose to play on "zone ind." or "monte carlo x" (night races) all that should be lighted becomes white.(this only happens on glide , I tryed in direct 3d and no such error).
I didn't tested the nfs underground 2 but the old sfft drivers (23 I belive , don't remember exacly) I could only see the map and the speedmeter and the rest was black(the car moved but I could only hear the sound and see the map :) ).
I've seen that was fixed a direct 3d texture error (in warcraft 3 for example sometimes the textures become "blurier" they were corrupted I belive.Finnaly I could see the MOHAA's movies. (sorry for my english).
My sys ( a week machine :) ) : KOB kt133a fsx +Duron 1.2 +384 Mb RAM PC100+ VooDoo 5 5500 agp +audigy 4 :).
Im tried SFFT 36. SFFT, your drivers are good, but please. fix that problems whit WoW (texture corruptions), NFS:MW,and HL2,--> I cant change anything in the advanced options, its freeze sometimes.
doh.where should I start.
@Me:
-glide problem has nothing to do with SFFT D3D core.try using original 3dfx glides (see here (http://www.shifter.sk/helppage/default_fix.htm#cardtable))
-same goes for mohaa,its an opengl game and it has nothing to do with SFFT D3D core.SFFT driver uses mesafx as opengl icd.
@ahavasi:
-that HL2 problem is a bug in HL2,not in the SFFT driver.all dx7 cards have this problem.it can be easily fixed,see here (http://www.shifter.sk/helppage/guide.htm#41).
edit: darn,the link is gone,here is the file (http://www.inc_exe.szm.sk/autoexec.cfg) you will need.
Suppose that SFFT core has nothing to do with Opengl. My question than: howcome I can minimise CSrtike 1.6 using Amigamerlin and go back in the game, and using SFFT minimising the game causes it to crash to desktop saying "cannot set opengl context" or something like this? In both cases i was using the latest opengl icd from 3dfx and the same glide2x, 3x, and V5 5500 AGP. So just as a quick conclusion I would use "little to do" instead of "nothing to do".
Alpar
I found a new problem in alpfa 36 driver:
In the game TrackMania Nations MipMaping is disabled now. Changing LOD-Bias didn't help.
I remember Alpha 34 had not this problem.
PS47, I already tried LOW, and HIGH options and problem is HL2 usually freeze whit RUNTIME ERROR. I have the original version on steam, and its did NOT run, only the cracked version is running (whit this errors...)
ahh and I forgot, the original version of HL2 is freeze (Before load the menu) whit blue death. (windows say 3dfxvs.dll problem)
Even if a part of this message is off the topic i'll respond to my question above (in page 65).In Porsche you must set the headlights on vertex and the white textures are not a problem anymore(this only on glide).
Now ... The nfs underground 2 has the same error with sfft alpha drv 36 , hole sreeen is black besides the map and the speedmeter , you can play but you can see nothing .
Fifa 06 & Fifa manager 06 have also problems . They crash when I want to play a match(fifa) or when I want to see a 3d match(fifa manager).
I tested some more games with Alpha 36 and Voodoo4 :
Sid Meiers Pirates! :
Texture problems ( background becomes transparent when starting the game ), into works but when selecting new game it exits to desktop.
Halo :
On first start the outside and inside of the ringworld are completely black :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006320221427_Halo3.jpg)
48.89 KB
But after playing the game and returning to main menu there are textures :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006320221527_Halo4.jpg)
47.32 KB
Beside that there are the known transparency errors with screens and windows in the game ( white areas ).
Rallisport Challenge :
Runs fine with 3DAnalyze 2.25 ( emulate HW T&L caps ), but trees are transparent :
Image Insert:
(https://www.3dfxzone.it/enboard/../public/uploaded/Rolo01/2006320221734_Rallisport1.psd.jpg)
68.11 KB
Enclave runs very fast with SFFT alpha 36, but only with polygon glitches. (no matter if Z-Buffer optmisation on/off, or Guardband clipping)
Performance is better whith activated guardband clipping.
(http://666kb.com/i/11av0k6batxq9.jpg)
Quote
Rallisport Challenge :
Runs fine with 3DAnalyze 2.25 ( emulate HW T&L caps ), but trees are transparent :
This is an engine limitation, imo. Trees are always transparent if you don't use 3d trees.
for enclave,I have deactivated advanced geometry (or something like that,its in the games graphics settings) and the transparency problems were gone..
I have the same chesslike texture problems with settlers5
Rolo did you solve this problem using 3d Analyze or how did you solve this problem?
Any one else got a hint on how to get Settlers5 working correctly on a Matrox Millenium g450 agp 32mb duelhead card??
Tnx for any advice you can give
Sorry to tell you, but fooling around with 3D-Analyze didnt help me.
On VSA100 cards the chesslike textures were gone with SFFT alpha 36.
I guess it has to do with how the driver handels DX9 textures.
Did you ask in a Matrox support forum ? Maybe someone there knows a driver that can help you...
Hi, I have a voodoo 5500 pci on my athlon 64 3200+ rig and i tested the alfa 36 on winxp. I tested some aplications. Here's the result.
- On winxp, sometimes, when I open an aplication the cursor changes to a black square, mas this happen very quickly.
- 3dmark01 se in the race test (high quality) with 32bpp, the textures are corrupted in some places, like the sky, and white squares around explosions.
- Gta 3. 1024x768 runs very slowly and with dual chip the road textures are corrupted.
- Age of empires 3. A black square apears behind the cursor. The floor textures are misplaced.
- The Regiment. Game runs but there are missing textures.
- Mafia. Runs great even with AA.
I succeded to run Rise of Legends Demo on my v5 pci with alpha36 (emulating HW T&L with 3danalyze) without grafical errors; unfortunately it runs one time only and now crashes before the menu so i can't post any screenshot
I'd like to report a problem about Disciples 2 (D3D mode). Occasional artifacts appear throughout the game, and the game crashed to me after playing for about 15 mins. This is what windows event log says:
------------
The driver 3dfxvs for the display device \Device\Video0 got stuck in an infinite loop. This usually indicates a problem with the device itself or with the device driver programming the hardware incorrectly. Please check with your hardware device vendor for any driver updates.
------------
Data (Words)
0000: 00000000 004e0003 00000000 c004006c
0010: 00000000 00000000 00000000 00000000
0020: 00000000 00000000
------------
I have a V3 2000 with Alpha 35, and I see A36 is out already. I will probably have to update but somehow I doubt this will solve the problem since it hasn't been reported yet.
EDIT: I tried updating to Alpha 36 through device manager, but Windows tells me it can't find a better driver than currently installed (Alpha 35) and doesn't install Alpha 36 from the dir specified. Any way to fix this?
EDIT2: The crash problem seems to disappear if Disciples 2 'D3D compatibilty mode' is used. However, the random artifacts in-game are still there which is pretty disturbing.
click on "Driver Disk" and select the folder containing alpha36
There's no such option on Win XP SP2 (or I can't find it). You can only update, uninstall and roll back drivers.
Open the device manager, double click your graphic card and choose "Update driver". In the next menu, DONT choose automatic, choose the option for advanced users ( the lower one ).
After that, choose again the lowest option ( dont search, pick manually ), now the hardware assistant comes up. Choose "disk" and select the path were you extracted the drivers.
Now they should be installed.
Ok got it, I've always been installing drivers by using the advanced installation and indicating the folder containing the drivers.
I have tried the alpha37 on my voodoo5 pci + Athlon64 3200+@2500 and the 3dmark01se race(high detail) 32bpp continues to display visual anomalies. Age of empires 3 continues to display wrong textures. GTA3 is very slow. Something in the icd changed because when you use the push pull force powers on jedi academy the game crash. I know you don't develop opengl but I want to know if you can play quake3 engine games with 32bpp without AA, without sound anomalies. I have an X-FI extrememusic card. Thank you for you effort ..
the 3dmark race is a known bug,happens with all 3dfx cards.just ignore.
the ICD in SFFT driver is actually mesafx (maybe problems with the compression codec that is included with A37? dunno,but MU online never looked better).I suggest you try wickedgl for jedi academy.I'll check age of empires3 (demo) tomorrow..
[punk mode]final fantasy 7 still has texture problems.I wont be able to die happy 'till this is fixed[/punk mode]
Jedi Academy don't work with wickedgl. the a36 mesafx works fine with the game. It's the same version, but the date is diferent. MU online? what's that game? one other thing, mesafx don't like very high resolution textures. I've tried serious sam second encounter in D3D and it works very good
GREAT JOB SFFT!!!
(//../public/uploaded/benna/2006413145010_ut99.JPG)
SFFT alpha37 on Windows XP 64 bit[8D]
ut runs very good in d3d mode (glide mode doesn't work due missing glide2x.dll) but only 16bit is working[:(]: choosing 32bit makes no changes
another strange fact is running in windowed mode makes a fps drop[?]
Actually, after some testing, I have found out that Disciples II is unstable in both D3D normal and compatibility mode. It hangs randomly, and there are quite a few graphic glitches in-game. This problem occurs with all latest driver versions (A35, A36, A37).
Any release notes for the Alpha 37? :)
Greetings,
Raff
QuoteOriginally posted by Ree
Actually, after some testing, I have found out that Disciples II is unstable in both D3D normal and compatibility mode. It hangs randomly, and there are quite a few graphic glitches in-game. This problem occurs with all latest driver versions (A35, A36, A37).
Have you Tried it with Amigamerlin 3.1 R11 [?]
QuoteOriginally posted by Raff3DC
Any release notes for the Alpha 37? :)
Greetings,
Raff
There are not. But I can write for you those small
what's new notes:
- Improved compatibility with DirectX 9 games;
- New Unified Architecture for Voodoo3/4/5;
- Bug fixing due to users feedback.
Hoping this's useful,
Bye Bye
QuoteOriginally posted by in3d
QuoteOriginally posted by Ree
Actually, after some testing, I have found out that Disciples II is unstable in both D3D normal and compatibility mode. It hangs randomly, and there are quite a few graphic glitches in-game. This problem occurs with all latest driver versions (A35, A36, A37).
Have you Tried it with Amigamerlin 3.1 R11 [?]
No I have not, but SFFT shoud work as well, it's D3D targeted after all.
QuoteOriginally posted by Ree
...I have found out that Disciples II is unstable in both D3D normal and compatibility mode...
I suppose that you used 3dfxTools 2.6.1.110 with A35,36&37 for this kind of manipulations.
I think that AM give best results for this manip, because it possesses an integrated 3dfxTools
(more complete driver).
Any confirmation [?]
I've tested the Heroes of might and magic V demo.Here is the result -an error- :
00004897 ERROR: CreateTexture failed with X: 1024 Y: 512 Levels: 1 Usage: 1 Format: 21 Pool: 0. CODE: D3DERR_INVALIDCALL. DESCRIPTION: Invalid call
00004987 ERROR: NGfx::SetMode failed with X: 800 Y: 600 BPP: 16 FULLSCREEN: 1 (REG 1, F-REG 0 TGTS 0). CODE: E_FAIL. DESCRIPTION: An undetermined error occurred
00007060 ERROR: CreateTexture failed with X: 1024 Y: 512 Levels: 1 Usage: 1 Format: 21 Pool: 0. CODE: D3DERR_INVALIDCALL. DESCRIPTION: Invalid call
00007180 ERROR: NGfx::SetMode failed with X: 800 Y: 600 BPP: 16 FULLSCREEN: 1 (REG 1, F-REG 0 TGTS 0). CODE: E_FAIL. DESCRIPTION: An undetermined error occurred .
My Sys: Kob KT133a FSX , Duron 1.2 Ghz, 384 SDRAM(@100Mhz), Voodoo 5 5500 Agp ,Audigy 4, win xp media center 2005 , sfft 36
QuoteOriginally posted by in3d
QuoteOriginally posted by Ree
...I have found out that Disciples II is unstable in both D3D normal and compatibility mode...
I suppose that you used 3dfxTools 2.6.1.110 with A35,36&37 for this kind of manipulations
No. Disciples 2 can be run in D3D or software mode. The game has actually 2 D3D modes (compatibilty and normal). You choose which one you want by using Disciples 2 config editor.
From my experience both D3D modes are unstable (random hangs) and display random artifacts/glitches/overlappings in-game.
hi. I installed the driver. First, I try to run WoW, and I got an error message (my card doesnt support dual TMU) Than I tried NFS:MW, I got black screen.
And I cant install 3dfx tools, because I got this error: Cant Register color.dll...
I made new tests with alpha37 and windows x64
unreal tournament runs only in d3d and windowed, but with the new d3d8 renderer (http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=3564) i can play also in fullscreen mode, with other resolutions than 1024x768 the renderer crashes (same in windows 32bit)
(//../public/uploaded/benna/200641810331_ut99fullscreenoptions.JPG)
(//../public/uploaded/benna/2006418103332_ut99fullscreen.JPG)
America's Army runs ok
(//../public/uploaded/benna/2006418103412_aao.JPG)
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=3632
[:I]
* I see transparency errors in Resident Evil 1 (by Capcom). Using Windows XP with Alpha37 with Voodoo3 PCI 2000. Resident Evil executable is configured as "Windows 95/98 compatible" (or it won't start at all). The game's rendering engine is configured as "creative rendition verite" (so it will run in Direct3D) (don't setup as "3dfx" because it works only with 3Dfx voodo 1). The game will run at 640x480.
The bug: everywhere the transparent parts of the backgrounds are black/opaque. I've tried different desktop resolution/depth before launching the game, with no luck. It doesn't work with Alpha36. It used to work a few years ago (with Windows 98 and 3dfx's standard drivers).
* I have very bad performance with ZsnesW (Win32 version of this Nintendo SNES/SFC emulator). Windowed mode runs fine (more than 60 fps out of 60) but fullscreen mode is very slow (12 fps, choppy sound, unplayable).
Fullscreen should run faster or equal than windowed mode with same resolution. There's a real problem here.
Also, switching from fullscreen to windowed mode or from windowed mode to fullscreen sometimes gives a colors palette problem (all messed/corrupted).
QuoteOriginally posted by Rastignac
* I have very bad performance with ZsnesW (Win32 version of this Nintendo SNES/SFC emulator). Windowed mode runs fine (more than 60 fps out of 60) but fullscreen mode is very slow (12 fps, choppy sound, unplayable).
Fullscreen should run faster or equal than windowed mode with same resolution. There's a real problem here.
Also, switching from fullscreen to windowed mode or from windowed mode to fullscreen sometimes gives a colors palette problem (all messed/corrupted).
which ssft versions do u try?
the transparency problem is a known bug,occurs in final fantasy7 as well (and probably ff8 too,I'll check).not much we can do..as for the SNES emulator,no idea.
for mouse cursor problem in AOE III, try to run the game in Windowed Mode, in my case, it fixed the problem, hope this can help
Didn't you noticed misplaced textures in AO3
QuoteOriginally posted by narciso
Didn't you noticed misplaced textures in AO3
Sure I noticed it, it can't be fixed by just using Windowed mode...
but for the problem with mouse cursor, windowed mode does help
FF7 and FF8 need "paletted textures" to run correctly.
Hi all.
I'm using my Voodoo3 3000 on my 'home theatre' machine, and it works pretty good.
Using AmigaSport 3.0 I've got good video results, but when I hooked my TV the PC monitor went berserk, it constantly scrolled the image upwards (and it popped from the bottom again).
I lived with it, and recently moved to SFFT alpha 37. Now the PC monitor can work WITH the TV.
So far so good. But, I want to use MPC (Media Player Classic) to show subtitles, and it won't operate in VMR 7/9 renderless modes with the Voodoo, so I can't load the subtitles.
Is there a way to operate it correctly?
And if it doesn't work with MPC, should I use another player, or WMP with DirectVobSub?
Thanks for all your good work,
misterhatoola.
QuoteOriginally posted by Cocones
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=3632
[:I]
[OFF TOPIC]
Cocones, you are welcome here but please don't post again links related to another topic for your convenience only.
Thanks in advance,
Bye bye
QuoteOriginally posted by misterhatoola
Hi all.
I'm using my Voodoo3 3000 on my 'home theatre' machine, and it works pretty good.
Using AmigaSport 3.0 I've got good video results, but when I hooked my TV the PC monitor went berserk, it constantly scrolled the image upwards (and it popped from the bottom again).
I lived with it, and recently moved to SFFT alpha 37. Now the PC monitor can work WITH the TV.
So far so good. But, I want to use MPC (Media Player Classic) to show subtitles, and it won't operate in VMR 7/9 renderless modes with the Voodoo, so I can't load the subtitles.
Is there a way to operate it correctly?
And if it doesn't work with MPC, should I use another player, or WMP with DirectVobSub?
Thanks for all your good work,
misterhatoola.
yes, MPC with DirectVobSub (AKA: video01.avi + video01.srt)
bsplayer it works great too
QuoteOriginally posted by ggab
QuoteOriginally posted by Rastignac
* I have very bad performance with ZsnesW (Win32 version of this Nintendo SNES/SFC emulator).
which ssft versions do u try?
I tried alpha36 and alpha37. Same problem with these two drivers. I've also tried different ZsnesW versions (latest WIP, older versions, etc). No luck.
QuoteOriginally posted by Rastignac
QuoteOriginally posted by ggab
QuoteOriginally posted by Rastignac
* I have very bad performance with ZsnesW (Win32 version of this Nintendo SNES/SFC emulator).
which ssft versions do u try?
I tried alpha36 and alpha37. Same problem with these two drivers. I've also tried different ZsnesW versions (latest WIP, older versions, etc). No luck.
i have tried AM3.1r11 + sfft37 in my v4500 +latest zsnesWIP, all right.......
in 640*480 DS F
make sure u have installed VIAhyperion for via or GARTdriver for nforce chipset...
http://dl.google.com/earth/GoogleEarth.exe
presents weird textures errors as soon as you zoom a lot any city......
QuoteOriginally posted by Nightbird
FF7 and FF8 need "paletted textures" to run correctly.
- It used to work a few years ago (under Windows 98 with 3dfx's standard drivers). I can't understand why it can't work today (something different with WinXP ? Something different with newer DirectX ?). Where is located the problem ? I can't guess. I'm just curious.
- Is it possible to convert "paletted textures" on the fly ? (if the game wants to use a "paletted texture", just convert it as a "normal" texture and load it in the card's memory. (The texture will be bigger, but it should work).
Thanks.
QuoteOriginally posted by ggab
make sure u have installed VIAhyperion for via or GARTdriver for nforce chipset...
I have Via Hyperion drivers up-to-date (or the version just before the lastest). My card is a PCI card, so the AGP driver's version won't be a problem.
Hi! I found a quite serious bug in Alpha 37. Using a V3 3000 after rebooting after driver installation the desktop is stuck at 640x480 (or 800x600, just don't recall), 4 bit color depth. I tryed on a fresh installation of XP SP2, on an Epox 8k5a2, 512Mbyte Kingmax DDR, Sempron CPU. I repeated this several times with the same result. Alpha 35 works perfectly.
Same here. Voodoo 3 2000. I cant get it to work while I installed it fine :S
Re Voodoo3 problems with the Alpha 37, I have attached a new inf file which I believe should sort the problem, can you try this out.
SFFT
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) 3dfxvs2k.zip (https://www.3dfxzone.it/enboard/../public/uploaded/SuperFurryFurryThing/20065114051_3dfxvs2k.zip)
9.97 KB
I tryed the driver with the new .inf and everything is ok now. Thanks SFFT!
Some feedback with the Alpha 37 and my V5 PCI:
- F.E.A.R. still shows a blackscreen after starting, sound is present
- Serious Sam 2 still shows a blackscreen too
- Xpand Rally and GTI Racing (demo, same engine): almost the whole screen is flickering in yellow
- Evolution GT (demo): The starting video is extreeeeemely slow, then the game crashes into eternal darkness
- Tomb Raider Legend (demo): Doesn't reach fullscreen
Our Voodoo's ice is getting much thinner when it comes to newer games ... [:(]
Greetings from Germany,
Raff
QuoteOriginally posted by Rastignac
QuoteOriginally posted by ggab
QuoteOriginally posted by Rastignac
* I have very bad performance with ZsnesW (Win32 version of this Nintendo SNES/SFC emulator).
which ssft versions do u try?
I tried alpha36 and alpha37. Same problem with these two drivers. I've also tried different ZsnesW versions (latest WIP, older versions, etc). No luck.
Same problem here... =[
Tried single-chip, 2xAA... no go.
@ mcmagostini:
try installing sfft37 again with this INF file:
http://www.filelodge.com/files/room16/401864/mod3dfxvs.zip
QuoteOriginally posted by ggab
@ mcmagostini:
try installing sfft37 again with this INF file:
http://www.filelodge.com/files/room16/401864/mod3dfxvs.zip
Thx, i'll give it a shot.
But what i always do is install AM r11
and just exchange 3dfxvs.dll and 3dfxvs.sys
each time SFFT release new driver.
Any comments?
EDIT 1: Tried removing AM r11 and reinstalling SFFT a37
with your mod inf. no go again. Same poor performance
with ZsnesW in fullscreen. =[
EDIT 2: Installed old AM 3.0 and everything is fine with ZSnesW again.
Any clues???? Anybody?
hmmm,A38 is out.any changelogs available?
Impressive! :)
World of WarCraft is absolutely "clean" with the Alpha 38 – no texture corruption anymore! But I don't know whether it worked already with the Alpha 37 (or less).
Keep up the good work! And now please try to get F.E.A.R. and Call of Duty 2 to work ... they have a DX7 mode included. [8D]
Greetings from Germany,
Raff
Great news!
But, the issue with ZsnesW is still there. =[
Keep going!
I had the same ZSNESW performance issue w/ my V3 3K and Alpha 36, but in 37 the issue was fixed (at least for me). I'm going to try with 38 to see what happens.
Great work ;)
The problem with ZsnesW can be half-solved with set4tile.exe / set4tile.exe
With Set3tile: windowed mode = more than 60 fps; fullscreen = less than 10 fps.
With Set4tile: windowed mode = more than 60 fps; fullscreen = less than 50 fps.
So, there's still a big performance difference, but that's better.
Hmm ... I have a serious problem with the Alpha 38 when using my Voodoo3 2000 PCI. In many games there are almost no textures. Look:
Comanche 4 Demo
(http://666kb.com/i/11g53pwux6pz5.jpg)
Gothic 2 – DNotR
(http://666kb.com/i/11g53ttmcaby9.jpg)
Doesn't look nice at all. ;) But I remember all of these games to be ok in the past, with other drivers.
I've tried Texture Management On and Off with the same result. Beside that: could you explain what TM exactly does? I'm curious about that. :)
Und what are these strange exe's lying around in the driver's folder for? Set3Tile, Set4Tile SetDX7Mode and SetDX8Mode. Could you give a short explanation for them ... and a recommendation which to use when?
Thx in advance and greetings from Germany,
Raff
I've done a few more tests dealing with ZsnesW strange problems.
- Before starting ZsnesW, use set4tile.exe (because set3tile.exe causes major performance drop).
- Let's test this mode: full screen / 1024x768 / keep ratio / no filters.
- You get less than 50 fps (out of 60), and high cpu eating.
- Now, stay in that mode and add a graphical filter. The logic says "it should be slower" (because more things to compute = slower). So we will test the different filters (2xSai, 2xEagle, etc) to see their impact.
- With some of these filters, you've now got 60 fps (out of 60) with lower cpu eating.
It seems than the difference is the color depth. The rendering seems to use a difference depth depending on the use of filters or not.
- No filter = ZsnesW does 8 bits rendering (256 colors).
- With filter = ZsnesW does 16 (or more) bits rendering.
The performance difference seems quite big between the two.
Thanks.
I tried Battle for Middle Earth 1 with SFFT Alpha 38 ( WinXP ) and noticed that the letters in the menu and on the buttons are messed up ( not readable ). This was working in Alpha 36 I think.
When entering a game ( intro works ) I got this error box :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2006525215125_error.jpg)
112.84 KB
When I tried to run Call of Duty 2 I got this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2006525215212_error2.jpg)
24.15 KB
System :
Pentium4-EE-3400
1024 MB
Voodoo4 PCI
Commanche 4 works as well as it has done with any of the drivers, there are always some textures missing on a Voodoo 3, although it works ok on a V4/5. You may have an installation problem, it doesn't look that bad ona V3 when I tested it.
Some games won't run in fullscreen in D3D mode if you don't run in 4 tile mode. Harry Potter and the Chamber of Secrets shows this behaviour. This may account for Unreal Tournament only running in a window.
SFFT
Well, it's around 5 years ago when I played Comanche4 on my Voodoo3 ... and there were some green textures. :D
Alpha 39 is out! Any release notes (so that I know what to test)? =)
Greetings,
Raff
You are supposed to test all of it, its called regresion testing.
SFFT
I have a lot of BSOD (blue screen of death) with Alpha38 (with a Voodoo3 PCI 2000 with XPSP1).
Sometimes, I'm just working (2D stuff, like Firefox, cmd.exe, eudora.exe) (nothing 3D) and my computer reboots itself (quick bsod + instant reboot). I can't do anything. (And I have no trace at all: nothing is written because the computer dies at once).
Most of the times, the computer just reboots during XP's boot. I switch on the computer, XP begins to boot, and when the desktop should appear, the machine reboots (quick bsod + instant reboot). And then it reboots ad libidum (during hours if I don't stop that). I must then do a few hacks to "cure" the computer (like forcing XP into VGA, so it boots, and then reinstall SFFT's drivers).
I'm now using Alpha39, and the same things occurs. I'll try to have a good trace / dump, but that'll be hard...
QuoteOriginally posted by Raff3DC
Impressive! :)
World of WarCraft is absolutely "clean" with the Alpha 38 – no texture corruption anymore! But I don't know whether it worked already with the Alpha 37 (or less)...
We can know what is the System config. and OS you use for this please ?
Thenks.:)
alpha39 solved a bug present in previous releases:
sometimes Worms Armageddon had a palette distortion in menus and ingame, tipically rainbow sky and inverted weapons colors
that bug appeared while playing
Good job!
Hi again,
I put some of my 3DMark2001 SE scores, All settings are by default!
Amigamerlin 3.1 R11 (Fastest Performance): 1608 3D marks.
Sfft alpha 33 (+ 3dfx Tools -> Fastest Performance): 1249 3D marks.
Sfft alpha 39 (+ 3dfx Tools -> Fastest Performance): 1289 3D marks.
SFFT Alpha 38 & 39 refuse to run LFS2 with 1024x768x16 4xAA. PC reboots instantly. On any other SFFT from 29 to 37 the game runs perfect with my voodoo5 5500 pci.
What is LFS2
SFFT
Lfs2 = Live for Speed S2
Very realistic racing game.
http://www.liveforspeed.net/
QuoteOriginally posted by ggab
i have tried AM3.1r11 + sfft37 in my v4500 +latest zsnesWIP, all right.......
in 640*480 DS F...
AM3.1r11 + sfft37 [?]
How to make that ? It is possible with sfft 39 ?
Thenks.
Edit:
I noticed that Sfft alpha 39(+ 3dfxTools) is more stable in Windows XP (no crashes), but the screen is
a lot more tiresome for the eyes than Am3.1 r11.[xx(]
I used the same screen resolution for the two: 800x600 32bit 85Hz.
How can you explain that ?
I would like to know what does Set3Tile /Set4Tile and TmOn/TmOff .
Also i'd like to know that I still have a black screen in nfs u 2.
My sys:KOB KT 133a FSX , Athlon XP 1800+ , 256 SDRAM @ 133 Mhz, Audigy 4, Win Xp Media Center 2005. (//public/uploaded/Me/200669141533_rezultat.jpg)
I'm sorry for the error ,i wanted to ask if you are to solve this problem with nfs u 2.Also I'd love if heroes V would run on a voodoo 5 5500.
Here is a benchmark result:
(https://www.3dfxzone.it/public/uploaded/Me/200669142810_rezultat.jpg)
My sys:KOB KT 133a FSX , Athlon XP 1800+ , 256 SDRAM @ 133 Mhz,Voodoo 5 5500 AGP, Audigy 4, Win Xp Media Center 2005.
I've discovered something ,maybe you will find it usefull... When I turn on/off the light glow , in nfs u 2 options menu , I can see for a second the car ,then the screen turns back again , like the this black screen covers the screen but the frames are rendered , because i turned on all FSAA 4 samples , minimap dithering and the menu is slower! Maybe I gave you some ideas !
My sys:KOB KT 133a FSX , Athlon XP 1800+ , 256 SDRAM @ 133 Mhz,Voodoo 5 5500 AGP, Audigy 4, Win Xp Media Center 2005 , sfft 39
earlier versions of the driver might work. I had the same problem with many programs when I updated to SFFT 39. Try using 38 or 37
I've tryed but they are not working...
My sys:KOB KT 133a FSX , Athlon XP 1800+ , 256 SDRAM @ 133 Mhz,Voodoo 5 5500 AGP, Audigy 4, Win Xp Media Center 2005 , sfft 39
Go to Top of Page
NFSU2 doesnt work yet.wait for some future release..
Half-Life 2 runs without texture corruption! But I can't say since which driver because it's a long time since I've tested it the last time. Nice work! Now I only want to know why it freezes very often, then I'd be happy ... X-D
Another nice thing: Need for Speed Porsche runs perfectly now. With the Alpha 38 I noticed lack of textures (white surfaces) when driving night courses with lights turned on. €dit: Oh, sorry, it wasn't the driver's fault. The game ran in D3D instead of Glide. D3D is ok, Glide has the bug ...
More to come, I'm testing.
Greetings,
Raff
For anyone reporting rebooting / BSOD problems that they belive are caused by the driver. Can you turn off the automatically restart option in the control panel/system/advanced/startup and recovery section. When the machine BSOD's there should be data displayed on the Blue Screen. If this data identifies the driver causing the BSOD as 3dfxvs.dll or 3dfxvsm.sys can you post all of the number displayed. These would be the stop code the arguments in brackets after it, the Base address of the module and the address that caused the fault. Can you also specify which version of the driver that you are testing with. you will need to manually restart the driver after a crash, as the machine will sit at the blue screen forever if you leave it alone.
SFFT
Well, I have auto reboot disabled ... but there are no BSOD's! Playing LFS 2 with 4xAA (Alpha 39) produces a blackscreen on my PC. The GPU crashes and Windows XP resets it ... unsuccessfully (= I can confirm the problem). Same crap when playing HL2 ... freeze, no matter what AA enabled.
Greetings,
Raff
It is the driver. I reverted back to sfft38 and all is well
CombatMan specifically what problems are you claiming are in the alpha 39 that aren't in the alpha 38. Kindly list them. I can't tell what you are referring to from your posts.
SFFT
It wold be nice if in the near future the sfft drivers could be made compatible with xp media center. Also some extensions for media center would be great !
My sys:KOB KT 133a FSX , Athlon XP 1800+ , 256 SDRAM @ 133 Mhz,Voodoo 5 5500 AGP (rev A. ,bios version 1.18), Audigy 4, Win Xp Media Center 2005.
impossible.AFAIK,all MC drivers must be WHQL certified..
please fix that problem in nfsu2 :P nfsu 2 is the best racing game I ever played. most wanted is good too, but not enough...
in nfsu2, I had the black screen 2
I tested Half-Life 2 : Episode 1 with SFFT Alpha 36,37,38,39 :
Main Menu works fine, but after starting a game the screen goes black. Sound is playing but you can see nothing, just the same as in NFSU2.
That "blackscreen" phenomenon is quite common in newer games. F.E.A.R. shows the problem too (on a Kyro 2 as well, btw). And another game, if I recall correctly ... Serious Sam 2. Is it maybe the same problem that needs to be fixed once ... and all games coul run? =)
Greetings,
Raff
For some reason in certain games such as combat flight simulator and my sisters 2D games are affected such as dora the explorer and blues clues but all else displayed fine. Weird.
Combatman, do you mean Microsoft combat flight simulator, if so which one. What versions of the drivers have problems, and what version don't. Can you describe the problem in a bit more detail, is it just graphic corruption, what card are you using.
SFFT
Hi all,
I tried Pro Evolution Soccer 5 with my V5 using Sfft alpha 39 driver, and the result was impressive.:D Here is the summary :
-In 800x600, Medium details, Full screen: the screen is cut on the right and the game/Intros are very slow.
-In 800x600, Low details, Full screen: the screen is correct, the game/Intros speed/performances are good (I think that it is possible to improve performances by using Vcontrol, I didn't try it), I didn't notice any graphic/textures corruptions in both game and Intros. There is only a smal thing that I have noticed, I am going to explain that with images, but before that I start with the best:
(http://img207.imageshack.us/img207/8796/56mk1.jpg)
(http://img207.imageshack.us/img207/3904/87vo.jpg)
(http://img145.imageshack.us/img145/89/63ct1.jpg)
Another one
here (http://img93.imageshack.us/my.php?image=78dt.jpg)
The only problem is that in some cases of Intros (before or after the part...ect), The screen is too dark (some times it blinks between dark and clear, or some textures are dark and other clear) like that:
(http://img205.imageshack.us/img205/5062/93uk2.jpg)
or this (http://img145.imageshack.us/my.php?image=103op.jpg)
SFFT a39
Voodoo 3300
n-force 4 ultra
athlon 3200+
Windows x64
Direct 3D:
Very well supported, Need for speed 2000 plays fantastic, Sonic Heroes have minor problems (I think that the textures bigger than 256x256)
(http://i35.photobucket.com/albums/d198/MaMuS/sonic2.jpg)
(http://i35.photobucket.com/albums/d198/MaMuS/sonic1.jpg)
UT is playing ok in 1024x1024... but when I put it on windowed mode, it becomes slow and have some bug's (off screen)
(http://i35.photobucket.com/albums/d198/MaMuS/ut_d3d_win.jpg)
OBS: The desktop is seted in 16bpp
Open GL
Really, Really bad.. too slow, i've tryed to do something on Valve Hammer Editor, but no way. Very slow :(.
Glide
No support yet, I think.. What is the problem with glide? You would need to rewrite it for a 64bit compatibility?
it's really good for those first alpha realeses! Keep the good work man!
Glide and OpenGL aren't SFFT's "realm". He's working on the D3D core. :)
Greetings,
Raff
With sfft39Combat simulator#1 just a black scrren cant see the terrain. Can see it for a second when choosing options or pausing the game. Worked fine with sfft37
@ In3D
a similar problem happens with GTA San Andreas, try enabling AntiAliasing
QuoteOriginally posted by benna
@ In3D
a similar problem happens with GTA San Andreas, try enabling AntiAliasing
I tried PES5 using "2 Sample Anti-Aliasing" (3dfx Tools), but the result is the same. Except that the game slowed down.:D
I noticed lately that Sometimes I have a little lag during the game Intro. (the screen look is like cut horizontally, and there is a lag between the two parts of the screen).
Sometimes I got Bluescreen whit 3dfxvs.dll error in NFSU 1. But, in NFS Hot Pursuit 2, I got World Reflections on the cars :), its Possible to Enable Road Reflections in NFSU1 ?! at the moment when im trying to enable, my computer is freezing...
road reflections is a pixel shader based effect so it can't be enabled with a voodoo5
Tried PES5 with sfft 39 but the game exits
to the desktop when i enter a match.
The menus and options play ok, but when is
to render the 3D it exits.
It maybe cause i have patched the game
with Superpatch 3.0
But... I tried to run through 3D-Analyze 2.36
and it ran OK! Used the same settings that in3d:
low @ 800x600...
medium gives the same cut screen to the right
low @ 640x480 gives cut screen at the bottom
Regards
I tried SFFT Alpha 39 with Codename Panzers: Phase 2 Demo and got a BSOD. Menu worked fine but after starting a game I got this :
0x0000008E ( 0x0000005, 0xBFA284AC, 0xF27BAA1C, 0x00000000 )
3dfxvs.dll - Address BFA284AC base at BF9C3000, Datestamp 447b6199
Tested on Pentium4-EE-3400 with V4-4500 AGP on WinXP SP1.
SFFT,
could you tell me/us why the AAlchemy 8164 isn't compatible with "normal" D3D drivers? Well, it's huge ... but the card is still VSA-100-SLI-based. Which driver changes would have to be done to get it working under WinXP? I'm just curious. :)
Greetings,
Raff
i found some texture corruption in falcon4 allied force using alpha39
Get to thank SFFT once more because
the slowish issue with ZsnesW is gone
with Alpha39.
Keep up!
Best Regards.
While playing World of WarCraft (with Alpha 39) a long time yesterday, I noticed that there are absolutely no MIP-Maps ... which results in cruel shimmering even with 4xRGSSAA enabled. Is that new? I don't know with which driver release this was introduced. But I also have to say that in some cases (indoor) it looks even better than mip-mapped & bilinear with negative LOD ... ;)
Greetings,
Raff
is there any driver that allows a voodoo 4/5 to run Metal Gear Solid 2?
With the new SFFT39 i get im Halo a black screen after the intro.
I can here the sound in background, but there is no image, the screen remains black. I used also the config file.
Any advice ?
Regards.
Radu
Hmm, thats strange. I tested Halo with SFFT 39 and a V4 PCI, it worked fine.
Star wars: empire at war freezes while loading with alpha39, maybe because it can't play the intro movie correctly
GTR 2 Demo: freezes when entering the menu (the two "starting screens" look fine), no matter which driver settings are chosen. Shaders are set to DX7, windowed mode freezes too. I also had to set desktop resolution to 800x600x16 to eliminate the "32 MiB required" screen (same with GTR 1). The predecessor runs fine with our Voodoo5's. Maybe a driver fix could continue that in part 2? :)
Greetings,
Raff
I played Killer Instinct GOLD with the Nintendo 64 emulator
"Project 64" using V5/Sfft 39 and I had some textures corruption and the game was verry slow, I played 5-10 mn and my PC restart automaticaly during the game :(
Any advices ? There are other emulators beter ?
Thx.
QuoteNintendo 64 emulator "Project 64".
Any advices ? There are other emulators beter ?
- Be sure to have the latest PJ64 version, with the latest INI configuration files.
- Look for the "games compatibility list" for PJ64.
- Don't use a "Direct3D video output plugin" but use a "Glide video output plugin". Better, faster, perfect.
For the halo thing anti aliasing can cause this black screen problem. Try turning antialiasing off. Same thing happened to me with AA for some reason but now it works with AA for some unexplained reason. But then again im using SFFT38
Red Orchestra Ostfront 41-45 on SFFT alpha39
(//../public/uploaded/benna/20068315613_Immagine2.JPG)
P.S. the MP40 i was holding wasn't captured by screenshot, but it's drawn correctly ingame
FlatOut 2: Almost perfect with SFFT Alpha 39. :)
Some little color aberration and no MIP-mapping (= bad shimmering) aren't nice, but acceptable. Optional blooming effects cause the screen to be almost 100% white and 4x AA results in freezes (2x works).
Greetings,
Raff
Friends,
according to you... which SFFT drivers are better starting from 30 to 39?
Thanks :)
Does somebody develop drivers anymore ? You may put the sources in this forum maybe others will help ... Who knows ?
Let me summarize my tests with a Voodoo5 6000 and SFFT Alpha 39:
- No MIP-mapping in World of WarCraft, FlatOut 2 and TrackMania Sunrise
- texture corruption in the Gothic series (texture management off should solve this)
- 8x SGSSAA freezes in TrackMania Sunrise and FlatOut 2, up to 4x works
- Half-Life 2 freezes after some time
- Complex shadows in Dungeon Siege 2 look nice – but the world around is rendered false when enabled
- Small texture corruption in NFS Most Wanted's sky
These are some bugs that I noticed in working games. All of them (except the 8x AA error of course) occur on a V5 5500 PCI, too. SFFT, it would be nice if you could fix them! And what about support for Call of Duty 2 (DX7) and other new games? :)
Greetings from Germany,
Raff
how you can run NFS UNDERGROUND series on the voodoo5 ??
i have one V5 5500 PCI bios 1.18, SFFT38 and i can't run nfs underground 2... neither with 3d-analyser...
Any clue?
thanks!
[]
Paulo
NFSU 2 doesnt work yet.
Well, it does ... but a black screen only with visible map and tacho sucks if you want to win some races. ;)
But NFSU 1 and Most Wanted run. :)
Greetings,
Raff
Tribes Vengeance have some textures errors while using the jetpack
(//../public/uploaded/benna/200683116370_tribes.JPG)
I have one question - is there any way of SFFT or someone else, that perhaps would help him, could implement (improve) some form of hidden surface removal (not at all necessarily configurable) for Voodoo cards?
Because the sheer fillrate required in the modern games (e.g. Quake4) is killing them...
Is there anyone that helps SFFT or is he on his own?
What about all the neat projects that were active some years ago like Glide_XP and all the drivers from other people like Mikepedo, x3dfx,...couldn't those people all join SFFT's great efforts?
(I'm really interested about that HSR because it's the only sure way to really boost performance...)
Some screenshoots from the "ROGUE TROOPER" game.
The games is playble, dispite of some texture problems ( probably the textures are bigger than 256x256 )
Image Insert:
(https://www.3dfxzone.it/public/uploaded/m14radu/20069312217_rogue1.JPG)
80.76 KB
Image Insert:
(https://www.3dfxzone.it/public/uploaded/m14radu/200693122131_rogue3.JPG)
119.24 KB
Specs: A64 3500+@2500MHz, 1Gb DDR, Voodoo5 5500 PCI.
Best Regards,
Radu
VSA-100 can handle textures up to 2048x2048. :)
Greetings,
Raff
Ok. I've downloaded the new SFFT Drivers, and it's working fine. I'm still not tested games.
However, what that exe's does? (Set3Tile.exe; Set4Tile.exe; SetDX7Mode.exe; SetDX8Mode.exe; TmOff.exe; TmOn.exe) This files comes with previous driver releases, but, what it does?
Especially what TmOff/on does?
Thank's! I'm going to test some games now... =]
[]
Paulo
Nice new driver, SFFT! :)
MIP-mapping in World of Warcraft, FlatOut 2 and TrackMania Sunrise works again! But max. AA (4x on V5 5500 and 8x on 6000) still causes freezes in the last two games ... And in Dungeon Siege 2 are still cursor errors when in SLI. I'm still testing.
@ interterranhp:
I don't know exactly what texture management does (I've asked that some months before, too), but I can tell you that it can cause texture corruption when enabled. The Gothic series is such a case. TM Off + reboot solves the problem.
Greetings from Germany,
Raff
The driver is working fine!
I tested with this games:
Unreal Tournament
Unreal: (all the series... NaPali, Awakening, etc...)
FlatOut runs fine, with Amigamerlin drivers sometimes the game crashes...
Counter-Strike both 1.5 and 1.6
Quake III
Quake III: Team Arena
SimCity 4
UT2003 still not playable here... the error is the same...
--
Video: 3dfx Voodoo Series (Amigamerlin 3.1 R11 gave the same error...)
Your graphics card is not supported - please consult the FAQ
History: CheckDeviceCaps <- UD3DRenderDevice::Init <- UGameEngine::Init <- InitEngine
--
But, there's a game that never runs on SFFT drivers: Grand Prix 3, known as GP3..
the error is the same, too: 3dfxvm.dll (BSOD)
Thank's Raff3DC for the explanation!
Bye!
[]
Paulo
Hm, UT2004 runs fine on my machine ... :)
SFFT, another bug that exists for some time now: Live for Speed S2 crashes with a BSOD when enabling 4x AA on a V5 5500 (and 8x on 6000 I think, but I've not tested this yet). Knowing the other max-AA-problems in FlatOut 2 and TrackMania Sunrise I wonder if it's just one bug that concerns all these games? Seems to be an SLI error ...
Greetings,
Raff
lol... i don't know...
My UT2003 is different than the others... the menu, etc...
mine don't have any type of benchmark (flyby, etc..)...
Maybe it's a 'alternative' version?? i dunno why it's different.
My UT2003 style menu: http://unrealextreme.de/_mygamesite/mgs.pages/ut2k3base/index.php?mod=gameinfo&action=show&id=1
The 'normal' UT2003 style menu: http://chaotic.beyondunreal.com/docs/images_2k3/menu_keybinds.jpg
I 'haved' the UT2003 'normal' demo, and it's come with benchmark's, etc... and it runs in my K6-2 and this Voodoo5 5500 pci... so, i bought the UT2003 and it gave to me that error... and it not come with 'benchmark's', etc...
Well... FlatOut is running very fine!
Thank's
[]
Paulo
Lol? That's not UT2003 :D ... are you sure you're not playing any "illegal" alpha, beta version or something? The logo ("UT 2") is weird, too ...
Greetings,
Raff
uh... ok!
I took a SS from 'my game'... hehe...
(http://i23.photobucket.com/albums/b393/interterranhp/th_ut2003.jpg) (//%22http://i23.photobucket.com/albums/b393/interterranhp/ut2003.jpg)
Hmm... SFFT, sometimes FlatOut stay like this:
(http://i23.photobucket.com/albums/b393/interterranhp/th_flatout.jpg) (//%22http://i23.photobucket.com/albums/b393/interterranhp/flatout.jpg)
(http://i23.photobucket.com/albums/b393/interterranhp/th_flatout2.jpg) (//%22http://i23.photobucket.com/albums/b393/interterranhp/flatout2.jpg)
But Raff3DC, the game still not the 'same' ut2003 that I seen... hehe
Thank's
[]
Paulo
@ all
Please post more details when experiencing a BSOD, especially the error codes. SFFT may use this information.
Impossible. The errors when using max. AA make the BSOD look like if you have done too much memory oc ... no visible letters.
Greetings,
Raff
I had a BSOD myself with Codename:Panzers Phase 2 :
STOP: 0x0000008E (0xC0000005,0xBFA2A03C,0xF2DBBA14,0x00000000)
3dfxvs.dll - Address BFA2A03C base at BF9C3000, DateStamp 45019d46
Testing continues...
DScaler with DeInterlacing Mode "Scaler Bob" is flickering ugly with SFFT40 (just as my Radeon does). The TV-Picture is much better with SFFT37...
QuoteOriginally posted by sirkoz
I have one question - is there any way of SFFT or someone else, that perhaps would help him, could implement (improve) some form of hidden surface removal (not at all necessarily configurable) for Voodoo cards?
Because the sheer fillrate required in the modern games (e.g. Quake4) is killing them...
Is there anyone that helps SFFT or is he on his own?
What about all the neat projects that were active some years ago like Glide_XP and all the drivers from other people like Mikepedo, x3dfx,...couldn't those people all join SFFT's great efforts?
(I'm really interested about that HSR because it's the only sure way to really boost performance...)
BUMP [8)]
NOLF runs strange, too ... 32 Bit is always faster than 16 Bit! And I wondered why it runs like on a Voodoo3 ... until I switched to 32 Bit. Another SLI bug, I assume. Switching the resolution ingame from 32 to 16 Bit causes the "famous" colored square to be visible. Tested with V5 5500 AGP and Alpha 40 (39 behaves the same).
Greetings,
Raff
nfsu2 still doesnt run [:(]
Train simulator does not work with sffft 38 the computer just reboots.
Wow....
Cool~~~~[8D]
QuoteOriginally posted by roflkopp
DScaler with DeInterlacing Mode "Scaler Bob" is flickering ugly with SFFT40 (just as my Radeon does). The TV-Picture is much better with SFFT37...
Ok, I discovered that, VSync has to be activated on SFFT37 for a good TV Picture. If you play a game with VSync disabled, you have to reenable VSync in V.Control, disable the Voodoocard in the displayoptions and re-enable it (only possible if you use an other primary display card) I think, SFFT40 has the same problem...
is there any idea of how to correct the train simulator problem?
Try testing the train simulator with the Alpha 40 driver.
SFFT
I try to play Flatout2, using the new SFFT40 driver.
The menus are ok, but in the game i can see the cars. The same behaviour as in the NFS Underground game.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/m14radu/20069178576_flatout2.JPG)
27.5 KB
BTW, according to this link the game run without problems.
http://forum.voodooalert.de/thread.php?threadid=12052
Did i miss something ?
Regards.
Radu.
:D
FlatOut 2 runs fine. You just have to disable "Nachbearbeitung" (in german) in the setup menu. The option on the right of triple buffering. :)
Greetings from Germany,
Raff
Danke Raff !
It's the so called "post Processing" option whitch has to be disabled !
I'm impressed of how good the game runs. [:0]
Even at 1024x768x32 it is playble. ( decent fps ):D
Good work SFFT !!!
I tested the game with an Venice A64@3700MHz, 1Gb Ram with my v5 5500 PCI.
Regards.
Radu.
:)
Yay, another SFFT driver! But PLEASE, SFFT, start to write some release notes! Just one or two points of what's been improved since the last release. Otherwise I assume that you're fixing problems that have been listed here.
Greetings,
Raff
Hi Raff3DC,
about your request, I'll try to do clearness.
The usual software life cycle involves the "what's new" notes at release time. But this step follows both code developing (this's SFFT work) and user (alpha) testing steps. Now, when a SFFT alpha is pubblished, we are after code developing and before testing so requested release notes cannot be ready at this time. We can post programming informations only but those are not useful for most of Voodoo users.
That's all.
Tnx for your contribution.
- For all:
Please continue to write your feedback about current SFFT alpha release.
TIA.
Hmkay, thanks. So here is my feedback with Alpha 41 (just the negative things): ;)
- FlatOut 2, TrackMania Sunrise and LFS S2 Alpha still freeze with max. AA (8x on V5 6000, 4x on 5500)
- Lithtech engine (NOLF, AvP 2): 32 Bit is still faster than 16 Bit. Today I've investigated the problem a little closer and found out that it's only when using NO AA. With 8x AA 16 Bit is faster. Beside that there is some texture corruption in these games (look at the screen below, Texture Management was on)
- Dungeon Siege 2: Complex shadows still cause graphics anomalies, SLI doesn't seem to work properly
- Still texture corruption in the Gothic series (TM was on)
- Unreal II: Almost everything is white with maxed amount of shadows (quite senseless, but I wanted to mention that anyway ;-)
- World Racing runs with one frame within ~20 seconds
Now I'll start testing with Texture Management off. I expect all texture problems to disappear. But I'm yet curious what it exactly does. :)
Greetings,
Raff
My first tests with SFFT Alpha 41 :
Half-Life 2 : Episode 1 runs !
Some glitches during the intro ( wireframe mode ), but ingame runs fine !
Great job, SFFT !
Intro :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200692516412_HL2_ep1_intro.jpg)
84.26 KB
Ingame :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200692516437_HL2_ep1.jpg)
74.75 KB
How many Fps and with which VSA based card? :)
Concerning Texture Management and texture problems: TM off solved them, as expected. Now it's time to check, whether enabled TM gives speed ...
Greetings,
Raff
@ Raff
I didnt count the FPS, but it was playable on a V4-4500 AGP.
Another good news :
Codename:Panzers Phase 2 Demo finally works ! No more BSOD !
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2006928115812_Panzers_Phase2.jpg)
92.26 KB
Well done, SFFT !
One question :
I experienced the problem with quite some games that I see no BSOD, no error, the game simply exits to desktop.
Is there any way to provide helpfull information for SFFT in those cases ? Maybe some kind of tool running in the background...
Call of Duty 2 with Alpha 41 on a V4 AGP :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200610122126_CoD2.jpg)
89.55 KB
Hi all.
Sorry if I missed topic for new features somewhere but I would like to ask for something. Could be possibly added support for 16:10 resolutions to SFFT drivers? I (guess not only I) would be very grateful. I have no idea how difficult task it could be so pls, don't throw rocks on me eventualy..:-)
I tried to look if this subject was discused before but haven't found anything..
Thank you.
Is anybody else going to do any testing on the alpha 41.
SFFT
Hi,
SFFT Alpha 41
V4 4500 PCI
NFORCE4 x2 3800 @2500MHz
SWAT4
Now without texture errors. :D
(http://www.3dfx.ch/gallery/d/16318-4/SWAT4_Alpha_41.JPG)
(http://www.3dfx.ch/gallery/d/16323-3/4.JPG)
Oscar
Yeah, that's impressive. :) Nice work, SFFT!
Greetings,
Raff
with alpha40 worms armageddon shows screen flickering, with alpha41 the error is gone
Hi,
Collin McRae_4 does not work. Here some SShots.
(http://www.3dfx.ch/gallery/d/16328-1/Collin_McRae_4.jpg)
The game lock up and later 5 secs shows up this BSOD.
(http://www.3dfx.ch/gallery/d/16331-1/BSOD.jpg)
Oscar
Richard Burns Rally Demo:
The game does not start
Image Insert:
(https://www.3dfxzone.it/public/uploaded/osckhar/20061011205922_Errir.jpg)
16.71 KB
Oscar
Try lowering the desktop resolution to the minimum (i.e. 800x600x16), then there is a chance that Richard can drive his car. :)
Greetings,
Raff
QuoteTry lowering the desktop resolution to the minimum (i.e. 800x600x16), then there is a chance that Richard can drive his car.
Nope, I did that and nothing... :(
Oscar
Osckhar,
did you try Richard Burns Rally with your V4 4800 64 MB ?
That might help. Codename Panzers:Panzers Phase 2 ( Full Version ) did not even start on a V5 PCI or V4 AGP, but it ran fine on the V4 4800 64MB.
You could try testing Richard Burns Rally in 3 tile mode and in 4 tile mode it may work in one of the two. As the memory layout is different in each
SFFT
SFFT, could you please explain what these things exactly do? :)
Greetings,
Raff
QuoteYou could try testing Richard Burns Rally in 3 tile mode and in 4 tile mode it may work in one of the two. As the memory layout is different in each
I have tried both modes and it does not work. I also tried the V4 with 64Mb with same result.
Oscar
So it either requires more a lot more than 32 meg of memory or the error message is wrong then. I am sure that there is already information on what Set3Tile and Set4Tile do on this topic somewhere.
Basically 4 tile mode supports 3 flipping surfaces and 3 tile only supports 2 flipping chains but has more texture memory available.
SFFT
QuoteSo it either requires more a lot more than 32 meg of memory or the error message is wrong then.
I tried with a special V4 equipped with 64Mb with same message error.
Oscar
I noticed something with Battle for Middle Earth 1 :
With SFFT Alpha 39 the Intro looks like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2006101222621_Middleearth_SFFT_39.jpg)
110.34 KB
With SFFT Alpha 40 and 41 there are texture errors again, just like it was with much older SFFT´s :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200610122272_Middleearth_SFFT_41.jpg)
105.53 KB
Tested with Voodoo4 AGP on Pentium4-3400 with WinXP SP1.
Try running Microsft Train simulator in single chip mode it should not Blue Screen.
SFFT
tried it still reboots. thought it was thje driver. tried it with sfft 38 and 40 still a no-go
Thats funny I ran the demo journey in train simulator over the weekend on a V5 with no problems. Mind you I have fixed some relevant bugs over the weekend.
SFFT
Some SShot from Para World demo (dated September 2006)
V4_4500 PCI
NFORCE 4
X2 3800+ @2700MHz
1Gb TCCD
SFFT Alpha 41
(http://www.3dfx.ch/gallery/d/16471-1/11.jpg)
(http://www.3dfx.ch/gallery/d/16476-1/331.jpg)
(http://www.3dfx.ch/gallery/d/16478-1/44.jpg)
(http://www.3dfx.ch/gallery/d/16480-1/55.jpg)
ps. Excellent job SFFT. ;)
Oscar
SSAA works properly in Gothic 1 and 2! I don't know with which SFFT this had been fixed but I remember times (one year ago) when my V5 5500 couldn't show 4x AA (but 2x). My 6000 is able to show all modes up to 8x – nice work! :)
Greetings from Germany,
Raff
SFFT, please have a look at this one: http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=4772
I think we discovered a major problem when using newer SFFT's with the goddess of graphics cards.
Greetings,
Raff
..I have just tried to set up my v5mac as primary card (no other card is present in the system),I have installed the latest SFFT driver,rebooted,installed the latest standalone 3dfx tools from Falconfly's (everything went fine,no errors),but something is not right,all opengl/glide options under 3dfx tools are not available (completely missing).seems like the SFFT driver did not create some registry entries correctly (maybe mistyping in the inf file? Amigamerlin 3.0 doesnt have this problem).
can someone confirm this?
(http://img215.imageshack.us/img215/6459/toolsvn4.jpg)
Thats right ps47,
I use my v5 5500 PCI together with an 7900GT and have the same problem.
With the amigamerlin R3.11 is ok, and with the SFFT 40 and 41 the OPENGL options is not available.
The same behaviour on my second rig with the V5 6000.;)
I will try also with SFFT 36.
P.S. Tryed again the game "Rogue Trooper " but the same texture errors. [:(!]
Did somebody manage to play the game ?
BR.
Radu.
Hi all,
I have the same thing with SFFT alpha 39 (all opengl/glide options under 3dfx tools are not available).
(http://img59.imageshack.us/img59/5961/sanstitre1ln3.jpg)
All is OK with Amigamerlin 3.1 R11.
Edit: But I wondered, why I don't have all the options like in ps47 last post? For ex. the second page that includes General, Adapter, Monitor...ect ?
Here it goes well.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/osckhar/200610239393_sfft_alpha_41.jpg)
115.19 KB
Oscar
..yep,definitely an inf bug.I was able to import the opengl/glide settings to the registry manually and voila,3dfx tools work fine again.I have saved everything into two regfixes,if you want to try them out,here they are (http://inc_exe.szm.sk/sfft_reg.rar) (note: make sure your settings are stored in the same location as mine,device0 in this case.basic knowledge about registry tweaks is recommended)..
I noticed something strange in The Sims2 :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20061023204719_Sims2.jpg)
112.19 KB
No ground textures are visible, everything is flashing from red to black. I remember it worked better some releases ago, but that must have been before SFFT Alpha 37, this one showed to same behaviour.
Hi,
I tried the same. Sims 2 with SFFT Alpha (40) in Hardware rendering.
There are also the same errors.:
The textures on ground and walls in houses are flickering from black to red.javascript:insertsmilie('[:(!]')
Angry [:(!]
After I switch to "force MIP map-dithering" in 3dfx-Tools or vcontrol it seams to be solved. javascript:insertsmilie(':)')
Smile :)
It also seams its better to set LOD-Lever a little bit to "better image" than "faster performance"
Now I'm testing the AdOns and looking for more performance...
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
Voodoo 5 5500 AGP
*My System*:)
have you guys tried switching the texture management on/off? the utilities are included in the driver archive (tmon.exe,tmoff.exe)..
hi
i emulate dreamcast on V5500 (chankast) work full speed
but have problems on drivers ;/
i tested all SFFT allways bad Texture rendering :(
(amigamerlin`s drivers same too)
look for screens
Virtua Fighter 3TB
(https://www.3dfxzone.it/public/uploaded/ralf/20061026183341_1.JPG)
Rev2
(https://www.3dfxzone.it/public/uploaded/ralf/20061026183447_2.JPG)
Soul Edge 2
(https://www.3dfxzone.it/public/uploaded/ralf/20061026184040_3.JPG)
QuoteOriginally posted by ps47
have you guys tried switching the texture management on/off? the utilities are included in the driver archive (tmon.exe,tmoff.exe)..
Yes,
i tried, but nothing different happens after switching texture management on or off.
But it does not matter.
The Option "force MIP map-dithering" in 3dfx-Tools together with 'sims 2' works fine. Performance could be better.
Can somebody give me a tip to perform better especialy in 'sims 2'? (see *my system*)
Do somebody explain me what exactly tmon.exe and tmoff.exe does?
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa40 + 3dfx-Tools
*My System*:):):)
Thats strange, "force MIP map-dithering" did change nothing here ( I used VControl ). But toggling Texture Management on/off did the trick :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200611193856_Sims2_2.jpg)
99.45 KB
Looks much better than software mode and runs great on a V4 !
QuoteOriginally posted by Rolo01
Thats strange, "force MIP map-dithering" did change nothing here ( I used VControl ). But toggling Texture Management on/off did the trick :
Looks much better than software mode and runs great on a V4 !
Very strange. Perhaps its because of my Voodoo5 instead of your Voodoo4.('[?]')
Question [?]
Which driver do you have installed? SFFT..?
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa40 + 3dfx-Tools
*My System*:)
You will probably need to reboot after running TmOn and TmOff for them to take effect.
SFFT
@ Rene_mastar
I used SFFT Alpha 41 and yes, a reboot is necessary after changing texture management.
QuoteOriginally posted by Rolo01
@ Rene_mastar
I used SFFT Alpha 41 and yes, a reboot is necessary after changing texture management.
Strange![}:)]
I run "tmon.exe" and "tmoff.exe", reboot and nothing happens.
Can somebody explain me how exactly "tmon" and "tmoff" works?
Where can I download SFFT Alpha 41?
All links I tried jet (https://www.3dfxzone.it/dir/news/3dfx/sfft_alpha41_voodoo3_4_5/)
are death or are linked back to 3dfxzone.it.
It almost seams that SFFT Alpha 41 is not available anymore?[V]
..I do not hope so..
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa40 + 3dfx-Tools
*My System*:)
To Turn Texture Management off run TmOff.exe only and then reboot, then do your testing, if you want to turn texture management back on then run TNON.exe and then reboot. The links to the driver download don't appear to work any more, can someone look at this please.
SFFT
Alpha 41 mirrors are correctly working: so please repeat your download and let us know if you can access file now.
Bye Bye
Xiah running on v5 5500 pci and SFFT Alpha41
some texture errors and quite low framerates (framerate isn't good with x800 too)
(//../public/uploaded/benna/2006112195924_xiah1.JPG)
(//../public/uploaded/benna/2006112195949_xiah2.JPG)
(//../public/uploaded/benna/200611220025_xiah3.JPG)
O.K.,
I have found SFFT Alpha 41 and testing "Sims 2" on my system again over weekend.
I hope "tmon" and "tmoff" are working now.
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa40 + 3dfx-Tools
*My System*
Any news about the changes in v42? ;)
Greetings from Germany,
Raff
look for this
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=4881
[:p]
Great job with the drivers.Keep going and we'll reach what no one belived at the start of this.:D
I tested Heroes v with 3dAnalyse ,because game crashed without it.I emlated the bump and the cube maps.The menu worked perfect but when I tried to play a map or to begin a campaign the game crashed.
Here are some screenshots.
(https://www.3dfxzone.it/public/uploaded/Me/20061160926_homm5_sc1.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/200611601011_homm5_sc2.jpg)
My sys:
Athlon Xp 1800+ , Kobian Kt133A FSX , 768 Mb SDRAM @ 133Mhz , Voodoo 5 5500 AGP(bios 1.18) ,Audigy 4 Bulk , Win Media Center 2005
QuoteOriginally posted by SuperFurryFurryThing
To Turn Texture Management off run TmOff.exe only and then reboot, then do your testing, if you want to turn texture management back on then run TNON.exe and then reboot. The links to the driver download don't appear to work any more, can someone look at this please.
SFFT
I have tested "tmon.exe" and "tmoff.exe" with SFFT Alpha 41 and "Sims 2" on my system.
Bud nothing changes, even if I reboot the system after "tmon.exe" and "tmoff.exe".[:(]
Possibly there is any mismatch with these switches and my system.
Or they won't work on Voodoo 5 AGP with "Sims 2".?.[:(]
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa41 + 3dfx-Tools
*My System*:)
[:(!][xx(][V][:0][:(][?][}:)][:(!]
Image Insert:(https://www.3dfxzone.it/public/uploaded/rene_mastar/2006116131738_20061023204719_Sims2.jpg)
112.26 KB
Got a BSOD again with SFFT Alpha 42 and Codename:Panzers Phase 2 Demo, where Alpha 41 worked fine :
STOP: 0x0000008E (0xC0000005,0xBFA1DCF0,0xF21BEA18,0x00000000)
3dfxvs.dll - Address BFA1DCF0 base at BF9C3000, DateStamp 454bb787
Test system :
Voodoo4 4500 AGP
Pentium4-3400
WinXP SP1
Sorry for the pics :D.
Here are the right ones.
(https://www.3dfxzone.it/public/uploaded/Me/200611623915_homm5%20sc1.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/200611623952_homm5%20sc2.jpg)
And the driver was sfft alpha 42.i should rectify the game crashes after the game loads the map.
My sys:
Athlon Xp 1800+ , Kobian Kt133A FSX , 768 Mb SDRAM @ 133Mhz , Voodoo 5 5500 AGP(bios 1.18) ,Audigy 4 Bulk , Win Media Center 2005
First impressions with SFFT Alpha 42 and Voodoo5 6000:
Gothic:
- 32 Bit is faster than 16 Bit (up to 1024x768)
- the colored square now only appears in resolutions > 1024x768 and only in 16 Bit
- despite the square, even 1600x1200 with 16 Bits runs fine ...
... contrary to 32 Bit, where everything above 1024x768 is extremely slow
Max Payne 2:
- no square visible!
- everything above 1024x768(x32) is extremely slow (single chip speed!)
LFS S2:
- the colored square now only appears in resolutions > 1024x768 and only in 16 Bit
- despite the square, even 1600x1200 with 16 Bits runs fine ...
... contrary to 32 Bit, where everything above 1024x768 is extremely slow
- 8x AA still causes a BSOD
- still graphic corruption when switching the camera (until a change in the graphic options)
As you see, the card has still major SLI problems. It seems to me that 32 Bit in resolutions above 1024x768 is buggy in general. As I've tested in Max Payne 2, single chip mode shows the same speed! Would be nice if you could investigate the SLI errors a little closer, SFFT. :)
Greetings from Germany,
Raff
1. Sam & Max – Culture Shock Demo runs very nice on my V5 6000! :)
=> http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=4899
2. Pro Evolution Soccer 6 Demo works with SFFT Alpha 42. But very slow and in every resolution there's a missing (= black) part of the screen. AA doesn't solve this, it's just getting even slower. Windowed everything is visible ... but then it's completely unplayable. €dit: Ok, Low Quality runs fine up to 1024x768!
I'm still testing ...
Greetings,
Raff
QuoteOriginally posted by rene_mastar
QuoteOriginally posted by SuperFurryFurryThing
To Turn Texture Management off run TmOff.exe only and then reboot, then do your testing, if you want to turn texture management back on then run TNON.exe and then reboot. The links to the driver download don't appear to work any more, can someone look at this please.
SFFT
Pic "Sims 2" on Voodoo5 AGP.
[:(!][xx(][V][:0][:(][?][}:)][:(!]
Image Insert:
(https://www.3dfxzone.it/public/uploaded/rene_mastar/2006116131738_20061023204719_Sims2.jpg)
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I have tested "Sims 2" in Hardwaremodus with SFFT Alpha 42.
The effect is the same:
# tmon.exe and tmoff.exe are not working with Voodoo5 5500 AGP and "Sims 2" (restart: no effect)
# the textures are turning from black to red ( only "force MIP map-dithering" did the trick bud extremely slower[:(] )
# performance could be better
;)Some guys said on Voodoo4 performance its better;)
[?]How could it be?[?]
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa42 + 3dfx-Tools
*My System*:)
Try running SIMS 2 in single chip mode. That should be like running it on a V4, and see if you get the same results. You setup single chip mode via the tools, althgough you should reboot after setting it to make sure that it has been set.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
Try running SIMS 2 in single chip mode. That should be like running it on a V4, and see if you get the same results. You setup single chip mode via the tools, althgough you should reboot after setting it to make sure that it has been set.
SFFT
This is something I would test, even for a long time ago...
..bud what is the switch for single chip mode named?[?]
Where could I find it in 3dfx-tools? (or vcontrol?)[?]
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa42 + 3dfx-Tools
*My System*:)
Its on the main screen in the tools as I recall, its related to selecting Anti-Aliasing. There is a default fastest perfromance option, or 2 samaple AA or 4 sample AA, and one marked single chip mode. I think that these are the options on a V5.
SFFT
QuoteOriginally posted by SuperFurryFurryThing
Its on the main screen in the tools as I recall, its related to selecting Anti-Aliasing. There is a default fastest perfromance option, or 2 samaple AA or 4 sample AA, and one marked single chip mode. I think that these are the options on a V5.
SFFT
Yes, these are the available options on the main screen.
[?]..In my opinion this option is to select Anti-Aliasing in single chip mode only[?]
I will try.
Perhaps this option also does something else in dual-VSA100 too.
Then I will post my impressions here.
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa42 + 3dfx-Tools
*My System*:)
@ rene_mastar
When you open the device manager and check your graphics card, what does it look like ?
Like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2006119233612_voodoo.jpg)
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Or does it say 3dfx Voodoo5 ?
If it says Voodoo5 then SFFT driver is not properly installed, that would explain why Texture Management is not working for you.
QuoteOriginally posted by Rolo01
@ rene_mastar
When you open the device manager and check your graphics card, what does it look like ?
Like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2006119233612_voodoo.jpg)
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Or does it say 3dfx Voodoo5 ?
If it says Voodoo5 then SFFT driver is not properly installed, that would explain why Texture Management is not working for you.
Back again.
The switch "single chip mode" in the available 3dfx-tools-options on the main screen does not seams to make any differents in rendering on Voodoo5 AGP and "Sims 2".[:(]
[ equal errors like in option "fastest performance" ].
2 sample AA and 4 sample AA are working[^], bud performance is very low. Especially in 4 sample AA.[}:)]
[properly because fillrate / 4 ]
The graphics card in the device manager is named: "3dfx Voodoo Series" and the SFFT-driver-version is 5.14.42.1 (SFFT Alpha 42).
Perhaps trying an older SFFT Alpha driver?
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Alpa42 + 3dfx-Tools
*My System*:)
I play today Painkiller.
The game run well, at 1024x768.
When i change the resolution to 1280x1024 the screen flickers.
The same behaviour is happend also in game "Grand Prix Legend".
Any ideas ?
BR.
Radu.
I can confirm this. Seems to be our SLI error again. Every resolution above 1024x768 in Direct3D causes bad performance and flickering.
Greetings,
Raff
NFS Carbon does not run on v5/xp/sfft42. :(
Hm, Half-Life 2 still freezes with SFFT Alpha 42. I always have to reset ... [:(] Happens either with my V5 5500 PCI and V5 6000.
Greetings,
Raff
@ Raff
Where does it freeze ?
I remember HL2 ran well with SFFT 41 on my V4 AGP, as well as Episode 1 with Alpha42...
It doesn't matter where I am ... it just freezes. Often after a few seconds ... never longer than a minute.
Greetings,
Raff
for me, its freezing too. when the game makes quick save, or sometimes simple... lol and the SFFT driver has got HL2 Ep1 background...........
If HL2 runs on a V4 and not a V5/6 then try it in single chip mode, and see what happens. Also try it in 3 time mode (more texture memory). How exactly does it freeze, does windows XP, BSOD with a message that the display driver has stopped responding. Can you kill the task via task manager?. Is it game frozen or the whole machine. If someone could post the settings that it runs on a V4500 that might help, is it running in 3 tile mode or not when working.
SFFT
It freezes the whole machine, I always had to reset. It didn't "wake up" again. I also remember testing @ single-chip mode in the past, but I didn't try that with Alpha 42. Maybe I'll do it today. :)
Greetings,
Raff
If you are running XP there is a watchdog timer that will everntualy Blue Screen and tell you that the display driver has stopped responding. I think that it takes perhaps 30 seconds or so. If this doesn't happen it suggests that the freeze may not be down to the graphic card. You don't get the watchdog on Win2K.
SFFT
Latest driver with a voodoo5 pci don't run any glide games. SFFT41 runs them well. Check that situation. Thanx.
confirmed! ut99 starts with a black screen[:(]
Can you try testing with the glide2x.dll from the Alpha 41. there are different glide dll's in the alpha 42. They may be incompatible with some glide games. I suspect that it is simply the Glide2x.dll shipped with the alpha 42.
SFFT
What make glide dlls from a42 different? You mean different from
the old glide dlls? Because the modified date is from November/2006
BTW, the a41 glide2x.dll is the old wrapper to glide3x.
Best Regards.
Test sfft42 glides and see for yourself.
I can't confirm the Glide problem. Using my V5 AGP in my Voodoo system Unreal Tournament (v4.36 GotY) runs fine with alpha 42.
Greetings,
Raff
Well the glide shipped with the Alpha 42 is a standalone glide2x, rather than the glide3x wrapper. If you have comnpatibility issues with a particular glide game then try the glide2x wrapper from the Alpha 41. I have tested the new glide2x dll with a glide game, the only one that I could find and it ran correctly, which it never did with the Glide2x wrapper!. I guess that it isn't clear which is the better solution. I will have to look for source for a glide2x wrapper aswell. If we could test glide and OpenGl compatibility as compared with the Alpha 41. There should be limited 32 bit application Glide and OpenGl support under XP x64 sawell with these glide dll's.
SFFT
There is one game I couln't ever start with the wrapper used in older SFFT's: Need for Speed 2 SE (@ Glide). With older Glides it worked. Now I'll try it with the "new" one. €dit: Doesn't work either ...
But I've found a bug in the standalone gilde2x: Forced 32 Bit doesn't work properly in UT. Instead of 32 Bit you get nothing or artifacts ... That was ok in Alpha 42 (or when using its Glides).
Greetings,
Raff
I can confirm the bug. With the standalone glide2x if you force 32bpp rendering causes artifacts in unreal and other unreal engine games.
Hi all,
Here is what I hade while using Sfft 39 for SWAT 4 :
(http://img461.imageshack.us/img461/4098/1po6.jpg)
Some one can confirm that I need 3D-Analyze ?
I will upgrade to Sfft 42 soon.
Thanks.
Edit: Sfft drivers are still exclusively oriented for D3D games or ?
Why 3DA? Just click "Oui" and it should run ... doesn't it?
T&L as a requirement is (IMO) pure nonsense. Every CPU can do T&L (and always did it until the first GeForce introduced HW T&L). It's just slower, depending on the CPU. But there's no doubt that SWAT 4 will run slower on a Voodoo, compared to a GeForce2.
Greetings,
Raff
Hi again,
when I upgraded from sfft 39 to 42, it was asked to me durring the installation of the driver if I want to replace the existing file "Glide3x.dll" (target) by the new one (source) which is less recent.
Why I have this msg and what I have to choose "yes" or "no" ?
Except that I already choose "yes" [:p]
v4500 agp + a42
FFVII demo, now run ok! great *_* !!!
i've tested the demo version only.....
really? for guns and glory,this is great,that bug was bothering me since day one (and it was still present in A41 if memory serves),too bad I cant test it myself right now,my duron750/via kt133 test machine kinda died (cpu&mobo seems to be dead,that stuff was second hand&really cheap,now I know why)..keep up the good work :)
hi.
i´m running windows vista.
my config is:
Atlhon XP 2000+
Voodoo 4 4500 PCI
Asus A7N8X-X
512MB DDR 333mhz
I tried to install the SFFT Drivers on Windows Vista, but i got a Blue Screen when i restarted my Computer.
So i tried the 3dhq 1.09 beta 10, and Amigamerlin 3.1 RC1 (witch is using the same core as SFFT drivers, if i´m not wrong.)
Got blue screens with all those.
The only driver i tried that got my Voodo 4 4500 working on Windows Vista was Amigamerlin 3.0 for WinXP.
But now i can´t play World of Warcraft. I think the reason is because Vista comes with DirectX 10, and Amigamerlin only supports directx 8.
My question is: do you intend to make SFFT drivers work on Windows Vista and support DirectX 10?
I am aware of no reason why the drivers shouldn't work on the 32 bit version of Vista, as XP format drivers do work under Vista, although without Aero support. I suspect that it is simply a bug, I havn't tested the driver under Vista yet. I presume that you tested with the release version of Vista and the Alpha 42 driver. I doubt that DX10 will be an issue for old games, and DX10 games are not going to work on a Voodoo anyway.
SFFT
Quotea42
FFVII demo, now run ok!
It seems that Resident Evil 1 now works also !! The transparency problems are gone for good... Fine. Good work.
confirming FF7 and FF8,all transparency&texture problems are gone.niiice ;)
Quoteconfirming FF7 and FF8,all transparency&texture problems are gone.niiice ;)
Good, very good...:)
so SFFT, does it mean that the Driver won´t ever work on vista?
I´m using Vista x86 RTM (the latest version so far), and i tried the SFFT alpha 42 (the latest version so far, too). and only the Amigamerlin Driver got my card working. but now i can´t play World of Warcraft. I had to let XP onb the other hard disc to play it.
Couldn´t you give it a look and maybe develop a new version of the driver to work under vista?
no,it means exactly the opposite-the driver will work on vista in the future,but some bugs need to be fixed first :)
are there any new version in development?
this driver is work-in-progress.I'm pretty sure SFFT will release the next verion as soon as he feels like it..
patience is a virtue,young padawan.
"09.01.2007 - SFFT Alpha 43 Driver - Voodoo3/4/5 - Windows 2k/XP/XP64"
Yeah !
"Yeah" indeed. :D
6k users: Is the "SLI f*ckup" in high resolutions gone? Unfortunately I'm not able to test 'cause my 6k is ... in repair. But I'll check it with my 5500.
Greetings from Germany,
Raff
Great...is there anything known about changes? maybe a changelog?
Greetings from Germany
Tobi
@ Raff
Please let me know how to check the SLI-problem, I will test it with my 6000 and report here.
Just start a D3D game like Max Payne 2, Dungeon Siege 2 or NFS 5 and set 1600x1200. Max is the best example: In 1024x768 absolutely fluent gameplay ... but in 1152 and above it's just a slide-show. My tests indicate that a V4 4500 AGP is faster then ...
Raff
Alpha43 on WindowsXP SP2
Civilization 4 Warlords
(//../public/uploaded/benna/2007110134852_war1.JPG)
(//../public/uploaded/benna/2007110134924_war2.JPG)
4x AA works again in FlatOut 1/2 and TrackMania Sunrise on V5 5500! :) No freezing anymore. But LFS S2 Alpha (newest demo version) still won't start ...
Greetings,
Raff
Okay,
here are my first impressions of Alpha 43 :
Panzers Phase 2 works again !
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007111183347_Panzers_Phase2_A43.jpg)
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Well done, SFFT !
Final Fantasy 8 is also working as well.
Bad news :
The SLI-Bug is still there, Max Payne 2 is VERY slow in 1600x1200, seems it is running in single-chip-mode.
If you are running Unreal Tournament 2003 or 2004, there is a hack in the Alpha 43 driver to fix the palette corruption on returning to the desktop after running these games.
You need to add a registry key to the driver registry branch settings. The driver key is called EnableUT2KHack and is a dword key. The value of the key should be set to a non-zero value.
You can find the driver registry key branch by searching for a key called MaxTileBuffers and checking to see whether running Set3Tile.exe and Set4Tile.exe change the value of the key, you will need to refresh the display in regedit to detect the changes. if they change the value of the key then the key is in the driver registry
key branch. Setting a zero value for this key disables the Hack.
SFFT
QuoteOriginally posted by Rolo01
Bad news :
The SLI-Bug is still there, Max Payne 2 is VERY slow in 1600x1200, seems it is running in single-chip-mode.
The real bad thing is that it's running even slower. ;)
QuoteOriginally posted by SuperFurryFurryThing
If you are running Unreal Tournament 2003 or 2004, there is a hack in the Alpha 43 driver to fix the palette corruption on returning to the desktop after running these games.
You need to add a registry key to the driver registry branch settings. The driver key is called EnableUT2KHack and is a dword key. The value of the key should be set to a non-zero value.
You can find the driver registry key branch by searching for a key called MaxTileBuffers and checking to see whether running Set3Tile.exe and Set4Tile.exe change the value of the key, you will need to refresh the display in regedit to detect the changes. if they change the value of the key then the key is in the driver registry
key branch. Setting a zero value for this key disables the Hack.
SFFT
Hm. I've never had such a problem. But it seems to me that the "driving" letters in the main menu are fixed now ... no corruption anymore But I don't know whether it was Alpha 43 or already earlier ...
Greetings,
Raff
Strange bugs in Half Life 1.1.1.1 (voodoo 3 3000 pci).
D3D mode:
(Stalkyard map)
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In openGL mode Half Life crashes.
Try disabling Texture Management (look into the driver's folder and then reboot).
OGL isnt SFFT's lair. Use the WickedGL to get best fps. :)
Greetings,
Raff
looks like you have messed up something with your drivers,you should make a clean instal of SFFT A43,see my first post here: http://www.falconfly-central.de/cgi-bin/yabb/YaBB.pl?board=drivers;action=display;num=1166626980 ,that will help you get opengl running.
QuoteOriginally posted by SuperFurryFurryThing
If you are running Unreal Tournament 2003 or 2004, there is a hack in the Alpha 43 driver to fix the palette corruption on returning to the desktop after running these games.
You need to add a registry key to the driver registry branch settings. The driver key is called EnableUT2KHack and is a dword key. The value of the key should be set to a non-zero value.
You can find the driver registry key branch by searching for a key called MaxTileBuffers and checking to see whether running Set3Tile.exe and Set4Tile.exe change the value of the key, you will need to refresh the display in regedit to detect the changes. if they change the value of the key then the key is in the driver registry
key branch. Setting a zero value for this key disables the Hack.
SFFT
SFFT, thanks a lot for this very useful info :)
Good testing to all,
Bye bye
Set3tile,TM Off:
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(https://www.3dfxzone.it/public/uploaded/Ork/2007112204052_t3tmoff.jpg)
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Set3tile,TM ON:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Ork/2007112204212_t3tmon.jpg)
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Set4tile,TM Off:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Ork/2007112204317_s4tmoff.jpg)
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Set4tile,TM ON:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Ork/2007112204414_s4tmon.jpg)
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WHQL voodoo 3 driver (D3D):
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(https://www.3dfxzone.it/public/uploaded/Ork/20071122191_whql.jpg)
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Half Life 1.1.1.0 in WickedGL work perfectly, but 1.1.1.1 crashes.
the last 3dfx opengl icd should work under opengl as well.
Woo...
Great work~~~;)
Does it work with Vista?
SFFT driver? no as far as I'm aware,seems like there is some bug that prevents correct function,I assume SFFT will have a look at it once vista is officially out..
I have not seen any results of testing on Vista with the Alpjha 43 posted, so I don't know whether it works or not.
SFFT
did you change anything in the core?
if not, then it wont work.
Like i told you, the Amigamerlin 3.0 works, now the 3.1 R1 does not. Something was changed in the core between these two versions that makes it uncompatible with Vista.
The core changes with every version, but if the alpha 14 core doesn't work then it must have been a change made a long time ago. They must have changed something odd in Vista as it works with all of the other OSes from W2k to Server 2k3.
SFFT
I've tryed the sfft alpha 44 driver
- heroes v still crashes in the loading phase
- nfs underground 2 is still black...
A small hint maybe for heroes v... I remember that on a radeon 9200 it wouldn't start without DXT texture enabled...
My specs :
Athlon XP 1800+, Kobian KT133a FSX, 768 MB SDRAM @133Mhz(CL3), Voodoo 5 5500 Agp, Audigy 4, Win Xp Pro
lol
Hi,
Just tested the SFFT44 !
NFS5 porsche, shows only texture corruption.
(http://img256.imageshack.us/img256/743/nfsporschert7.jpg)
The SLI Problem in higher resolution is still there.
I notice also that the shadows in the 3dMark2001 ( car chase and lobby test ) are not ok. ( the shadow color is purple ! )
Pariah - run ok.
Rogue Trooper - same texture errors as the last time.
Counter Strike - system hang -> reboot !
Br.
Radu.
What happens to the corruption when you disable texture management?
Greetings,
Raff
isnt porsche a glide game..?
There is no change when i disable the texture management.
The corruptions are still present.
BTW, what exactly do the texture management on / off, Set3Title, Set4Title, SetDX7Mode and SetDX8mode ?
Ok, i can imagine what they do ( the name is sugestive ), but is there a detailed description of these features ? What exactly they do and how they work.
Br.
Radu.
QuoteOriginally posted by ps47
isnt porsche a glide game..?
Can be run with both Glide and D3D. :)
QuoteOriginally posted by m14radu
There is no change when i disable the texture management.
The corruptions are still present.
BTW, what exactly do the texture management on / off, Set3Title, Set4Title, SetDX7Mode and SetDX8mode ?
Ok, i can imagine what they do ( the name is sugestive ), but is there a detailed description of these features ? What exactly they do and how they work.
Br.
Radu.
I've asked that before, with no answer. [:(]
Ok, now I'll test A44 with my V5 PCI ...
Greetings,
Raff
Hi
Just install SFFT in V56k and results:
Missing OpenGl/Glide from 3dfx Tools
<a href="http://img249.imageshack.us/my.php?image=missingopengltb2.jpg" target="_blank"><img src="http://img249.imageshack.us/img249/1927/missingopengltb2.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a>
Battlefield 1942 texture errors
<a href="http://img131.imageshack.us/my.php?image=batllefield1942gq3.jpg" target="_blank"><img src="http://img131.imageshack.us/img131/338/batllefield1942gq3.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a>
My favorite F1 2002 working good. Normally Using SFFT 32 driver
Regards
Kokohemmo
Hi
Sorry about messing up with imageshack. I forgot to say, that those test was in SFFT 44 driver
Regards
Kokohemmo
The only thing I have tested with Alpha 44 so far is World of Warcraft. The new driver introduced a problem that causes the screen to go black for maybe a half second when some specific effects or menus are visible.
Greetings,
Raff
Q: BTW, what exactly do the texture management on / off, Set3Title, Set4Title, SetDX7Mode and SetDX8mode ?
A: Found in this topic pages 13 to 18 from SFFT
The setDx7Mode and setDX6Mode files, causes the driver to run either as a DX7 driver or a DX8 driver. You can run as either a DX7 or DX8 driver under DX8 and later. The driver behaves differently DX8 should be faster. Some ganes run better under DX7 mode such as Viercong. Some run better under DX8 mode such as Vice City. DX8 mode should be the better option try DX7 mode if you have problems under DX8 mode.
The driver will default to DX8 mode, but as the SetDX7Mode and SetDX8Mode file set the value in the registry, it will remain set untill changed using SetDX7Mode or SetDX8Mode. You need to run the SetDX8Mode or SetDXMode and then reboot to really know what mode you are in, unless you can spot the differences in the modes when they are running.
Changing the number of Tiled Buffers.
If you run Set3Tile it will increase the texture memory available although it will disable tripple buffering Set4Tile simply sets the mode back to the standard layout.
Hi all :)
I tried Warcraft 3 with SFFT 44 and I have the video problem of "lines in staircases" and it's annoying and especially tiresome for eyes, It's visible for exemple for the green cercles around units and for quantities in numbers of Life/Mana where it's dificult to see how many there are without sticking to the screen.
I am not sure if this problem happens only with sfft 44 (I tried with some old sfft but I don't remember :S), but It's cool if someone tel me how I can solve that.
If you need more infos, let me know ;)
Game resolution: 800x600x32.
Thanks.
SFFT45 are here !
Very similar to the bug reported by Ork (page 82)
Counter Strike (D3D engine v46 1.1.1.0) doesn't display correctly
SFFT 42 was the lastest release without this problem
test with V3 2000 pci and winxp sp2
(https://www.3dfxzone.it/public/uploaded/chatocl/20073814746_counter.jpg)
chatocl try testing with the reistry key setting that I suggested using as a fix for UT 2k3/4 pallette corruption, and see if that fixes it.
SFFT
I have this problem (SFFT44):
When I leave Warcraft3 to the desktop, after few secondes my screen's brightness increases suddenly and remarkably. I have to restart my PC to have it as before :s
QuoteOriginally posted by in3d
I have this problem (SFFT44):
When I leave Warcraft3 to the desktop, after few secondes my screen's brightness increases suddenly and remarkably. I have to restart my PC to have it as before :s
If you enter PowerStrip, in the color settings, it resets the monitor
to its default without need for a restart. At least it used to work for
me when i had this kind of brightness accident, hehe.
Give it a shot.
GlideGreetings.
In3d as I suggested above try the registry key setting I suggested as a fix for UT 2k3/4 for the corruption of the pallete on exit problem as this sound similar to the UT 2k3/4 symptoms i.e. corruption of the desktop on exiting the game.
SFFT
I tested Alpha 45 and found no problems to report so far.
Until a few minutes ago I got a BSOD while surfing the net, not playing any game or 3D application.
0x000000EA(0x85CBC300, 0x87662CD8, 0x875010B0, 0x00000001 )
3dfxvs
System :
Pentium4-3400 with V4-4500 AGP
WinXP SP1
I Tried the UT regedit hack
It didn't work
Please note: The corruption is in the game, not when leaving it.
Chatocl
I notice a strange error.
After running about 2 hours, the system hangs. A BSOD occurs after that.
In order to check if it's another system device witch cause this BSOD, i reinstal the amigamerlin driver. No problem with this, so that the problem came from the SFFT45 driver.
( with the SFFT44 the system works also fine )
Regards.
Radu.
I've tested some games with sfft alpha 45 driver(tm on & off).
Heroes v still crashes.
Nfs Underground 2 is still black :( .
Civilisation IV has black textures in the nfsu2 stile :D.
Hitman Contracts hasn't black textures when aproaching to dors & walls, works fine with full details.
Counter Strike 1.6 has corrupted textures...
(https://www.3dfxzone.it/public/uploaded/Me/2007311154448_cstike16_3t_tmon_dx8.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/2007311154611_under2_3t_tmoff_dx8.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/2007311154334_civ4_3t_tmon_dx8.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/2007311154545_hitman_3t_tmon_dx8.jpg)
My sistem specs:
Kobian Kt133a FSX, Athlon 1800+, 1Gb SDRAM@133Mhz, Voodoo 5 5500 Agp, Audigy 4, Win XP Pro
There is not much testing going on.
SFFT
Just ask!;)
I don't have many games to test, i hope it will be enought
Worms Armageddon and Carmageddon TDR2000 works fine
America's Army 2.8 shows black textures and square "lens flare" effects
(//../public/uploaded/benna/200732118433_aa.JPG)
Il2 Sturmovik Forgotten Battles (in D3D mode) have flicking textures that switch from normal to very bright
(//../public/uploaded/benna/2007321181150_il2fb.JPG)
Unreal Tournament 99 start with black screen in Glide mode
Unreal Tournamanet GOTY Edition works for me on a V5 with the Glides supplied as part of the driver set and IL2 Sturmovik forgotten battles works in D3D Mode if you use a low enough resolution and detail settings.
SFFT
Probalby my register needs a clean:)
Confirm il2 fb works well with low details, but it's strange that flickering appears only on high details
Americas Army shows black textures also in 800x600 and very low details
By the way, shortly i will reinstall the drivers and redo the tests;)
But Il2 wouldn't be a problem. It runs far better on Opengl
Yesterday I tried to run some newer games ... no go at all.
F.E.A.R. => menu invisible, mouse flickers, ingame the whole screen is white, but the game runs (sound responds to actions)
Serious Sam 2 => the video at the beginning is invisible but flickering, then nothing
S.T.A.L.K.E.R. => error message when starting (ok, I didn't expect it to run ;))
C&C 3 final => error message "you need DX9, blah"
Test Drive Unlimited => loads the game, screen turns black and it goes back to desktop
Hm. [:(]
Greetings from Germany,
Raff
Hey Raff !
Did u get your card back ?
( of course, the v5 6000 ) :D
Radu.
I tested Pro Evolution Soccer 6 with my Pentium4 and Voodoo4 AGP :
With SFFT Alpha 43 I see the Konami logo when loading and the title screen looks like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007329194623_PES6_a43.jpg)
33.34 KB
With Alpha 44 and 45 I see no Konami logo and the title screen is black :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007329194713_PES6_a45.jpg)
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Ingame everything is fine, tested with Alpha 45 :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007329194754_PES6_a45_2.jpg)
110.02 KB
XIII, an unconventional first person shooter by Ubisoft starts with 3D-Analyze 3.16a, but shows lots of transparent textures :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007329203911_XIII_a45.jpg)
29.26 KB
This was tested with Voodoo4 and Alpha 43 and 45.
An hl2 episode one image
(https://www.3dfxzone.it/public/uploaded/Me/2007329234738_Clipboard01.jpg)
I set the regs so nfs porsche should run in d3d and...:D
(https://www.3dfxzone.it/public/uploaded/Me/2007329234220_porschetmonn.jpg)
My sistem specs:
Kobian Kt133a FSX, Athlon 1800+, 1Gb SDRAM@133Mhz, Voodoo 5 5500 Agp, Audigy 4, Win XP Pro
Sorry to tell you, but the V5-6000 SLI bug is still there.
I tested it with May Payne2 in 1600x1200.
Something is strange :
With Alpha 45 Max Payne 2 shows massive slowdowns already when playing the intro !
It looks like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20073302099_Mp2_a45.jpg)
24.98 KB
As if the screen is parted and part after part is rendered...
I did not recognize this in earlier SFFT´s.
QuoteOriginally posted by m14radu
Hey Raff !
Did u get your card back ?
( of course, the v5 6000 ) :D
Radu.
Aye Radu!
Nope, it's still in California and waits for Hank's healing hands. Unfortunately he has much work to do. I expect her to re-arrive on christmas. ;)
Thanks for the SLI info, Rolo. Well, this way it's easier for me to do without my personal goddess. If SLI worked properly now, I'd get on Hank's nerves all the time. And then an update of the V56k benches would be done ... to show the world the real potential. :D
Greetings,
Raff
Hi
Rolo01, where you find that 3D-Analyze 3.16a version ?
Regards
Kokohemmo
I downloaded it when it was new quite some time ago.
I can send it your way if you like.
to all voodoo 6000 users:
I had a square on the screen in DirectX-Games (not Glide or OpenGL) in the last time.
It looks like a mouse-pointer and SLI bug.
At first I tried an older SFFT-Driver -> dosn't help.
Then I have uninstalled DirectX9c and have reinstalled it again (DirectX9c-Feb2007).
Now the square disappeared!
I'm using Win2k, v56k Rev3700, Epox 8k5a3+, SFFT45
Perhaps someone else had the same problem...
Do you have Max Payne (2) or NfS Porsche? Try playing in 1024x768. Should run extremely fluent. Then change to 1280x1024 or even 1600x1200. If it is not a sideshow, you are my hero. ;)
Greetings,
Raff
I tried Max Payne in 1024x768 32bit max. details-> "extremely fluent" :-)
1280x1024 32bit/16bit -> slideshow :-(
Alpha 46 are here !
I'm using sfft46 and I see problems with font handling. With complex TTF fonts (big TTF files: 150KB, 200KB, 6000KB, 800KB), font rendering is very very slow. Clicking on a TTF file (to view it with XP's font viewer) gives a frozen computer (100% cpu, frozen mouse cursor). It takes ages to display the font examples. And very often, after a few viewed fonts, it leads to a full system crash (XP's warning box "your system is about to crash due to video driver", then a nice bsod).
I've tried to disable font smoothing. With cleartype enabled, the rendering is very very slow. With standard font smoothing, the rendering is very slow. Without any smoothing, the font rendering is still slow.
Here are a few bsods:
Blue screen in 3dfxvs: stop 0x000000EA with 0x82A72A30, 0x82D25918, 0xF8958CB4, 0x00000001.
Blue screen in 3dfxvs: stop 0x000000EA with 0x829F8BE8, 0x82CD9220, 0xF895CCB4, 0x00000003.
Thanks.
I have tested the sfftalpha46 driver.
Sacred runs fine.
Need for speed Underground 2 is still black...
Heroes V crashes ...
CounterStrike 1.6 & porsche have texture corruptions..
(https://www.3dfxzone.it/public/uploaded/Me/200741323919_cs1.6.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/200741323713_porsche.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/2007413231341_shot0002.jpg)
My Specs: Kobian Kt133a Fsx, Athlon 1800+, 1Gb SDRAM@133 Mhz, Voodoo 5 5500 Agp, Audigy 4,Philips 170S,Logitech G15 & X-530, Win Xp Pro.
The same kind of texture-problems I have with Battlefield 1942, NFS MW after resolution-switching, sometimes in S.W.I.N.E. But these problems were with earlier SFFT-Driver too.
S.W.I.N.E. is still crashing after a few minutes, no bsod, no error message, just freeze.
Win2k, v56k Rev3700, Epox 8k5a3+, SFFT46
Some other bugs with sfftalpha46...
When holding left click and draging it remains some traces...
Nfs Porsche still has texture corruptions in d3d (dx7 & dx8 mode).
Bloodline Masquerade seems to run ok (althogh a little bit slow on my config with all details at minimum).Bump mapping works also. but when changing mode from 3rd view 1st person view we can see the white poligon lines of the vampire.i could not provide a shot when this happens because it is an animation and gives me another image (of an intro movie...).
(https://www.3dfxzone.it/public/uploaded/Me/200741513382_desktop.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/2007415134220_porsche.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/2007415134622_masquerade%20bloodlines.jpg)
My Specs: Kobian Kt133a Fsx, Athlon 1800+, 1Gb SDRAM@133 Mhz, Voodoo 5 5500 Agp, Audigy 4,Philips 170S,Logitech G15 & X-530, Win Xp Pro.
I reinstalled the amigamerlin 3.1 r11 drivers and guess what... the same texture corruptions even with the sfftalpha39 driver:d. ai think the xp kitt and directx 9 apr 2007 are guilty for this. i will return to my old media center but only in a month i think (last night i installed again my os :( ).
Have you tried disabling Texture Management?
Greetings,
Raff
Is possible 2 rus 3DM2001 on new SFFT alpha drivers ?
Same thing with tmoff...
QuoteOriginally posted by max1024
Is possible 2 rus 3DM2001 on new SFFT alpha drivers ?
Try and let us know ;)
To all:
Is possible to give feedbacks about GLide based games, comparing SFFT current release performance and compatibility to those of some previus versions like SFFT Alpha 45 or minor?
Thanks in advance.
Bye Bye
I tried alpha46 under WinXP x64 and the results are very impressive
UT99 works perfectly in Glide mode[:p], the framerate is 60fps constant but i hadn't activate vSync[:0]; in windowed mode the game turns in software rendering without any advice
Also FreeSpace2 works well in Glide rendering, but it have some LOD problems: far ships appears black, when closing the textures appears fading
Other DX games works like under WinXP x86
I keep having problems with Glide under WinXP x86, even after i used Driver Cleaner; maybe i should format...
QuoteOriginally posted by max1024
Is possible 2 rus 3DM2001 on new SFFT alpha drivers ?
Yes, it is :
Image Insert:(https://www.3dfxzone.it/public/uploaded/Rolo01/200742020188_3DMark01.jpg)
63.29 KBRuns fine on Voodoo4 AGP.
If I recall correctly, it was always possible. But on my main rig it never worked ... dunno why. Just a black screen after loading the gametest, then I had to reset. My V56k machine runs fine.
But: Windows 98 SE is faster than XP in terms of 3DMark speed.
Greetings,
Raff
Btw: World of Warcraft runs without big bugs on a Voodoo3 with Alpha 46. When I had tested the game maybe one year ago, there were many texture problems (on Voodoo5 too). They are gone with present drivers, but the shadow maps are white instead of black and you can't see the ability icons ... I think it's due to hardware limits.
Look here:
(http://img81.imageshack.us/img81/6226/35395443ca3.jpg)
Greetings,
Raff
QuoteOriginally posted by Glide
To all:
Is possible to give feedbacks about GLide based games, comparing SFFT current release performance and compatibility to those of some previus versions like SFFT Alpha 45 or minor?
Thanks in advance.
Bye Bye
After Alpha 42 any Glide app. nor even initializes. I'm using a V3 2K (my 3K burnt [xx(]) w/ Win2K SP4 + Update Rollup + all fixes. DirectX 9.0c version is the most recent one before April's update. The "problem" probally resides on the main drivers, because de Glide libraries are the same.
I've attached (https://www.3dfxzone.it/public/uploaded/Hunter/2007422232531_glide_crash.zip) a DrWatson log in wich I was trying to run ePSXe with Lewpy's plugin (works ok w/ Alpha 42 or below).
You should be able to run any glide combination you want with the sfft drivers. The ones that are shipped with it are the only ones I have found that run under Win XP 64 and also are the only ones I have seen that run Arifix Dogfighter ok. You can always run other glides if you have problems with specific applications.
SFFT
- Rolo01:
Thank you for your report about 3DMark 2001.
About GLide games on Win32 OSes, as SFFT writes, we can replace GLide libraries packed with Alpha 46 using other stable releases. It isn't a big problem because we will not have new Glide games ;)
Good posting,
Bye
QuoteOriginally posted by Glide
About GLide games on Win32 OSes, as SFFT writes, we can replace GLide libraries packed with Alpha 46 using other stable releases. It isn't a big problem because we will not have new Glide games ;)
Good posting,
Bye
Yes, I tried it but without success. I tested SSFT 46 either with the offical 3dfx Glide libraries (the last ones released for 2k/xp) or the ones shipped w/ the drivers. I also tried the Koolsmoky releases. The point is that
any Glide 3x library works w/ SSFT 43 and above. It simply crashes (with an ilegal task). In other hand, every single library I've tried w/ 42 and below does work perfectly. ;)
It's quite weird [xx(]. A question: Is the Glide access somewhat managed by the display driver or the applications can access it directly? Isn't it supposed to be a independent API?
Well that is odd, the supplied drivers definitley work, under 32 bit aswell as 64 bit, I seem to recall that the Glide Xp releases used with AmigerMerlin work aswell under 32 bit. It has been a while since I tested them. The supplied ones are based on Koolsmokeys anyway, so Koolsmokeys should work. If other glides have problems with bad Handle issues, then they may not work. the Process Handle interface is no longer supported, so older versions of glide may be broken. The glide interface is not driver independant no user mode interface to hardware can be. I suspect that you may not be testing with the glide dll's that you think you are. At least 3 of them should work. I can't say that I tested the last 3dfx w2k releases, I think that I tested XP compatible ones, as I seem to recall that the Process Handle Interface doesn't work under XP anyway, at least I think that I saw that claimed in one of the Glide sources, which incorporated code to get round the issue.
SFFT
Glide 3x versions I tested:
3.10.00.0658 - The last on supplied by 3dfx for Win2k;
3.20.0.1016 - Latest Glide XP release. It gives me a "HWCEXT_GETLINEARADDR Failed" error message;
3.10.00.2610 - Koolsmoky latest "official" release;
3.10.00.2610 - Koolsmoky based included w/ Alpha 46, but with compiling date of 03/09/07.
These four crashes with 43 and above (yes, I tried w/ all of them, both Glides and display drivers) but do not with 42 and below. Maybe under 2K environments the display driver (or Glide?) needs this old Procces Handle Interface to correctly manage Glide routines, whereas under XP alternate access methods can be used, since de Handle Interface doesn't work properly. Do you remember of have done any significant change on display driver or Glide 3x library after 42th release? :D
Thanks for the good work, the Direct3D/Draw core updates are great.
The problem is that I have tested these on Win2k, or at least 3 of them and they work. What card are you using, and how are you testing them, i.e. with what programmes. I presume that if you are using a native glide application that they will be using glide2 anyway, and my opengl testing (which uses glide3x) works. The later glides emulate the process handle logic internally so should work without its support in the driver, and as someone has pointed out UT99 works on X64 without the Process handle interface, using the same glide dlls that are used on XP and W2k.
SFFT
I just have 2 applications that can uses Glide atm: ePSXe (with Lewpy's Glide 3x plugin) and a Nintendo 64 emulator (Project64/1964/etc) using Glide 64 plugin (wich also uses Glide3x). Both of them show the same odd behavior.
Well, to test I delete "3dfxvs.dll" and "glide3x.dll" from System32 and "3dfxvsm.sys" from System32/Drivers directories, substituting them with the desired version to test. So I reboot the system and run DxDiag tool to check if the drivers were correctly recognized and are in use. The only combination that produces a successfully result is Alpha 42 or below w/ any Glide 3x library.
Is it possible that some registry entry is the villain here?
PS: I'm using a Voodoo 3 2000 AGP, since my 3k burnt for god.
This driver works better than the windows xp driver.
Some games that wouldn't work before will run now.
Other games that worked fine have serious problems with this driver.
I get incorrect textures drawn on the characters in the game.
This example image is from one game that didn't work at all before the driver update. It appears fine in windowed mode, but in full-screen it appears as shown on the right.
(https://www.3dfxzone.it/public/uploaded/Radware59/20074285251_Reiko.jpg)
Running Windows XP home edition DirectX 9.0c
Pentium III 1 GHz Matsonic MS7177C Motherboard
Voodoo5 5500 64 MB 512 MB Sdram
It might be best not to mention the game titles here. I could e-mail them if necessary.
Are there any adjustments that might correct this kind of problem?
If not, I hope at least this info can be of some value to future improvements.
try disabling texture management with this small tool (directly from SFFT): https://www.3dfxzone.it/public/uploaded/SuperFurryFurryThing/2006225183415_tmutils.zip
btw,posting the names of the games IS a good idea ;)
Maybe it's because the games is rated Adults Only, judging by the
picture... Maybe some game about some mansion of some big guy
who rules some famous adult magazine. [:p]
QuoteOriginally posted by mcmagostini
Maybe it's because the games is rated Adults Only, judging by the
picture... Maybe some game about some mansion of some big guy
who rules some famous adult magazine. [:p]
I think so, specially when i saw the picture.
@ Radware59
At least, you can write what are the system requirements.
SuperFurryFurryThing> Hi. Is there some specific reason why SFFT driver lacks 1680x1050 resolution? Other 16:9, 16:10 and not so common reso's are available. I tried my best with Powerstrip and with registry tweaking but always I got out-of-range or strange distorsion like here:
(http://img175.imageshack.us/img175/2286/cposdkoug3.jpg)
Maybe You know something why You omitted this resolution? Thanks.
QuoteOriginally posted by Hunter
I just have 2 applications that can uses Glide atm: ePSXe (with Lewpy's Glide 3x plugin) and a Nintendo 64 emulator (Project64/1964/etc) using Glide 64 plugin (wich also uses Glide3x). Both of them show the same odd behavior.
Well, to test I delete "3dfxvs.dll" and "glide3x.dll" from System32 and "3dfxvsm.sys" from System32/Drivers directories, substituting them with the desired version to test. So I reboot the system and run DxDiag tool to check if the drivers were correctly recognized and are in use. The only combination that produces a successfully result is Alpha 42 or below w/ any Glide 3x library.
Is it possible that some registry entry is the villain here?
PS: I'm using a Voodoo 3 2000 AGP, since my 3k burnt for god.
i have the same problem, identical 100%.
v4500 agp, winXPsp2, sfft46 + any Glide 3x library
ok guys,if I undertand this correctly,all apps that use glide3x directly do not work with SFFT A43 and newer?
I tested Diablo II : LoD ( 1.11 ) in Glide with Alpha 46 and got this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200757205652_error.jpg)
25.12 KB
After that I put Koolsmokeys Glide3x.dll ( 3.10.0.30303 ) in the game folder and the game ran flawlessly.
I then removed koolsmokeys dll and started Diablo2 again, resulting in a BSOD :
0x000000EA ( 0x87648B30,0x8673D738,0x85B43E40,0x00000001) in 3dfxvs
As usual, this was with Pentium4 and Voodoo4 AGP on WinXP SP1.
ok,did a quick test and it seems youre right,with A46 glide and opengl seem to be broken no matter what glides and icds,I have tried glquake (opengl) and hitman 1 (glide3x) and they did not run no matter what (quake suggesting softwaremode with wglcontentcreate failed and hitman just exiting to desktop).so I have loaded A42 and wham,everything worked.I'll try A43-45 as well,just to be sure what release is the first one with broken glide/opengl..
Well Opengl and Glide are certainly working on my Voodoo 5500. It may be a specific card type problem.
SFFT
well, we need more testing in particular with voodoo 5500/6000...
and in Single chip mode?
og,tried A44,both glquake and hitman1 with HWCEXT_GETLINEARADDR mesage when using the latest original glide/opengl dlls.when using dlls included with the driver,glquake gets the wglcreate error,hitman1 crashes back to desktop with no message.same behaviour with A43.
the system was a p3 650/MSI 6168 with integrated voodoo3agp 8MB and xpsp2,as I said before,everything runs perfectly fine when using the A42 driver (no matter what glides),so right now it really seems like something is broken in A43 and newer releases..
I'm going to test a voodoo4 as well (tomorrow or so).
Hello, I just bought a Voodoo5 AGP from EBay, and have been experimenting some compatibility problems with the drivers, like SFFT 33 version works almost perfect, AM works very buggy, even the screen saver doesn't show itself right. When I upgrade to newer versions of SFFT I use to have more problems. For example, with SFFT 45/46, I cannot start any OpenGL at ALL. Version 40 seems to work, but when I play Jedi Academy and I try to use pull or push force, the game crash the machine return to Windows with an error message. The last and most troubling thing is that when I programmed to turn off the monitor after 20 min, and obviously the screen saver is running; the machine can't turn off the monitor and go back to the desktop, but if the screen saver is not running it turn off right.
I would appreciate any suggestions
Saludos
Ricardo.
I forgot my configuration: P III 800 Mhz 640 MB Ram, an Inel Motherboard with Slot 1 socket, and a Voodoo5 5500.
Hello there [|)]
as the summer is comming over here, i decided to switch the radeon9800pro for a way much much colder (and silent) Voodoo4 3500 PCI 32mb..
I am currently playing FF8 (i know, a bit too late..) and with the Amigamerlin drivers I had (one year old, i used to use a V3 3000) I was getting those black textures issue... So I installed the latest sfft release, and it got solved.. thnx! you rule big time!
I have some questions tho..
Regarding FF8, is there a way to FORCE a more healthy 800x600 resolution? My screen is showing a ugly wireframe everywhere.. (it did also with the radeon..)
Another thing will be, on the 3dfx Tools menu seems like the Direct3D section has way less options to choose than the amigamerlin..
(http://i138.photobucket.com/albums/q267/ernzzz/sfft1.jpg)
(http://i138.photobucket.com/albums/q267/ernzzz/sfft2.jpg)
and only AA for D3D.. is this normal? would that mean that i have installed the drivers wrongly?
Also i have found a little bug.. it is with The Matrix 3D Screensaver v2.1.. This is how i currently configure it..
(http://i138.photobucket.com/albums/q267/ernzzz/sfft.jpg)
With the amigamerlin drivers it worked.. now with sfft it just shows a black box.. http://i138.photobucket.com/albums/q267/ernzzz/matrixerror.jpg
No matter if i check or uncheck the 3dfx option.. the error is the same..
So thats it.. thanx for developing this drivers.. i will try to stay tuned [^]
(AMD AthlonXP Barton 2800+, 256mb ddr ram, Gygabyte Ga-7N400L, Windows2k, maxtor hd, creative sb128pci & live5.1pci, realtek ethernet card, oldish hp-rewritter.. and of course the v4 3500 pci)
It seems like the same problems reported earlier: broken glide support
with newer SFFT drivers.
OFF: Could you post a link to that screensaver, please?
Greetings.
Isnt Matrix3D an OpenGL Screensaver ?
In that case you could just copy an older glide3x.dll and opengl32.dll into the application folder, that should solve Glide/OpenGL errors.
hey! thanx for the fast replies..
i have uploaded the screen saver here mcmago:
http://rapidshare.com/files/31643154/Matrix3D.scr.html
It is a ".scr" file, placed on the windows folder (c:\winnt\) so it had some version of glide3x inside (i suspect amigamerlin)... i replaced it with the glide3x that came with the latest sfft.. and now i get a general windows error box, instead of a black window...
I did the same wih the glide3x.dll and opengl.dll that came with mesafx 6.1.0.8, and also the opengl.dll from mesafx 6.2.0.2.. and the error box i got changed to "HWCEXT_GETLINEARADDR Failed" ...
Anyway, dont you worry about this, its just an oldish screen saver..
I was more concerned in what is forcing FF8 to run at higher resolution.. like forcing Direct3D to upsample the resolution or something.. is this possible? or is there a working D3D->opengl wrapper that let you do this?? (for directx9..)
ernzzz, there is a unofficial patch that let you use 800*600 and 1024*768... i'll have a look in my house pc's HD
it seems that openGL apps also have problems with alpha46, 45, ...
ggab> For FF8? Are You sure?
sorry... it's for version 7 and in software renderer only...
regards, gabriel
QuoteOriginally posted by ggab
it seems that openGL apps also have problems with alpha46, 45, ...
Quite impossible, since the opengl32.dll is the same as before (MesaFX 6.3.0.1).
It is
very important to use the right Glide3x.dll for the right game ... and for the right opengl32.dll. If a game doesn't work with the MesaFX and a specific Glide3x.dll, change it, could help. :)
Greetings from Germany,
Raff
nope.as I said before,opengl works no matter what glide/opengl I have when using A42,and its broken no matter what glide/opengl I have with a newer release.I wanted to do a bit more troubleshooting (tested only voodoo3,still no tests done with vsa-100),but I dont have as much free time at hand,need to go to work ya know..lets hope I can work on it next week.
as for final fantasy 8,its 640*480,no way around this until someone releases an unofficial patch (one already exists for FF7)..
as for the missing opengl tabs in 3dfx tools,try this (at your own risk):
QuoteOriginally posted by ps47
..yep,definitely an inf bug.I was able to import the opengl/glide settings to the registry manually and voila,3dfx tools work fine again.I have saved everything into two regfixes,if you want to try them out,here they are (http://inc_exe.szm.sk/sfft_reg.rar) (note: make sure your settings are stored in the same location as mine,device0 in this case.basic knowledge about registry tweaks is recommended)..
I got a BSOD again with SFFT Alpha 46 and Codename Panzers : Phase 2
STOP: 0x0000008E (0xC0000005,0xBFA33FF7,0xF1D0CA04,0x00000000)
3dfxvs.dll - Address BFA33FF7 base at BF9C3000, DateStamp 461d0b10
Tested on Pentium4, WinXP SP1 and Voodoo4 AGP
I was very happy to find new 3dfx drivers online. My old machine is a P3 600mhz, 256ram, which was (against my advice) upgraded to WinXP. It has a Voodoo 5 5500 PCI, back when this was my primary machine (it is now my parents' computer) I was always shocked how well it did with newer games, especially Grand Theft Auto 3.
I installed the latest SFFT yesterday afternoon, I believe the machine had been using default VGA drivers from windows prior to that. So far I've noticed quicker desktop performance, but it appears Windows is taking longer to load when the system is turned on - is this normal, or is it likely unrelated?
EDIT:
So here's the full specs-
Dell Dimension XPS T600 (1998 model)
Windows XP Pro SP2 (Came with Win98SE)
Intel Pentium III 600mhz
256mb SDRAM
Voodoo 5 5500 PCI (the system came with a Voodoo 3 3500 AGP, I upgraded later)
Some EvolutionGT screenshots...
all low details...
(https://www.3dfxzone.it/public/uploaded/Me/2007523235629_gtevo.jpg)
all high details + antialiasing 4 samples...
(https://www.3dfxzone.it/public/uploaded/Me/200752401355_Clipboard02.jpg)
(https://www.3dfxzone.it/public/uploaded/Me/200752401446_gt2.jpg)
My specs : Kobian Kt133a FSX, Athlon 1800+, 1Gb SDRAM @ 133Mhz, Voodoo5 5500 AGP, Audigy 4 Bulk, Logitech X-530 & G15
Looks good !
Is the game playable at decent framerates ?
News: SFFT A47 is out.
Keep it always up, sfft!
Any changelog?
Regards.
Got another BSOD with Alpha47 and Codename Panzers : Phase 2 :
STOP: 0x0000008E (0xC0000005,0xBFA33F47,0xF1D36A04,0x00000000)
3dfxvs.dll - Address BFA33F47 base at BF9C3000, DateStamp 465978fa
Tested as usual on Pentium4, Voodoo4 AGP and WinXP SP1
Next BSOD, this time with Ankh - Heart of Osiris :
STOP: 0x0000008E (0xC0000005,0xBFA236BB,0xF1BE6A14,0x00000000)
3dfxvs.dll - Address BFA236BB base at BF9C3000, DateStamp 465978fa
https://www.3dfxzone.it/dir/news/3dfx/sfft_alpha47_voodoo3_4_5/
Look at the big picture ... something is wrong. :D
But I'm glad to see you're still developing. Please keep it up! I'm currently looking forward to getting back my V56k, then I'll do a comparison of the last releases. :)
Greetings from Germany,
Raff
ok,seems like the opengl issues are gone (opengl/glide works again no matter what glides and icds).great work :)
but I have a BSOD with frank herberts dune (both A42&A47,didnt test any other versions):
(http://img530.imageshack.us/img530/6968/img0268nu9.jpg)
voodoo3 8MB,running xpsp2
QuoteOriginally posted by ps47
ok,seems like the opengl issues are gone (opengl/glide works again no matter what glides and icds).great work :)
I don't get it. The Glides and the opengl32.dll are exactly the same as the ones in Alpha 46. Is it really possible that there is a connection between the D3D core and these DLL's? SFFT, did you change anything? I can't believe it. :D
Greetings,
Raff
QuoteOriginally posted by Raff3DC
QuoteOriginally posted by ps47
ok,seems like the opengl issues are gone (opengl/glide works again no matter what glides and icds).great work :)
I don't get it. The Glides and the opengl32.dll are exactly the same as the ones in Alpha 46. Is it really possible that there is a connection between the D3D core and these DLL's? SFFT, did you change anything? I can't believe it. :D
Greetings,
Raff
the d3d core itself is not connected to opengl/glide.however,the registry entries and some other parts of the driver are,so if an error gets there opengl can get broken..its not the first time I'm seeing this,the last full version of the evolution driver has opengl issues as well,they are fixed in the latest lite release,and both drivers use the same opengl/glide dlls..
ok,new 3dfx rig is ready and running,epox8k5a2+/athlon3000+/voodoo5 5500agp,using xpsp2 and SFFT A47,so far so good,everything seems to run like butter,D3D,opengl and glide alike.
however,all opengl settings are still missing from the 3dfx tools,I had to import them to the registry manually (the opengl branch is simply not created by the driver install)..
edit: found another bug in A47-it is not possible to enable D3D FSAA (opengl FSAA works normally via 3dfx tools or vcontrol),no matter what tool or utility.no such problem with A42..
QuoteOriginally posted by ps47
edit: found another bug in A47-it is not possible to enable D3D FSAA (opengl FSAA works normally via 3dfx tools or vcontrol),no matter what tool or utility.no such problem with A42..
I can confirm that. Changing FSAA settings with VControl has no effect with Alpha47.
I encountered some old and new problems :
- SLI-Bug in 1600x1200 is still there
- 3DMark2000 does not work anymore ( yes, I ran it in compatibility mode )
- 3DMark2001 does not work anymore
Game01 of 3DMark03 works fine.
Ah, thanks Rolo for testing the SLI ****up. SFFT, pleeeease fix it! :)
About 3DMark: interesting. I thought it's due to my mainboard that the benches don't work anymore ... it's quite crappy. See this as confirmation that they don't work on my machine either. ;)
Positive things I encountered over the last ~5 releases (that I remember now):
- Half-Life 2: No texture errors anymore, mip-mapping works again
- World of Warcraft: dito
The new Tomb Raider Anniversary Demo doesn't run. But it's a realistic goal to get it working. According to the Readme, it can even run with non-T&L cards!
Greetings,
Raff
Both 3dmark 2000 and 3dmark 2001 work ok. I have tested them both with the Alpha 47. I am skeptical of not being able to set AA in D3D mode, although I will check this, how are you determining that it has not been set, can you check if the registry keys are being changed. I would suggest that you both re-install your drivers having removed any previous ones, and the tools and re-install you 3dfx tools, and then try again.
SFFT
When I started the 3DMarks the main menu worked OK. But when starting a benchmark I only got a black screen. Did you do something special ?
Anyway, I will remove and re-install this evening.
I had exactly the same symptoms! Sometimes windows reset the driver, but in most cases I directly had to reset.
Gree
Very strange :
Yesterday 3DMark2000 and 2001 worked OK here, but I changed nothing !
I dont know what was wrong the day before, but SFFT is right when saying those 2 benches work with Alpha 47.
Setting D3D AA via the tools also works.
SFFT
alpha 47 + v4500agp + xpsp2
i got:
BSOD... 3dfxvs
STOP:
0x000000EA (0x84D62508, 0x85E8D388, 0xF78C2CB4, 0x00000001)
Launching a glide3x application...
thanks
just tried A47 again,stil no luck with FSAA.the key gets modified (1.showing the default setting=fastest performance,the key value is "2".FSAA 4x is "4",FSAA 2x is "3"),but no FSAA is applied (same as FSAA off,no slowdown,no image smoothing).I have already mentioned,all opengl/glide settings are still missing (see 2.the glide folder should have quite a few subfolders,just like d3d),and opengl FSAA tab as well (3.the glide folder under features is missing completely).3dmark 2001se works fine (but that has never been an issue even if it wouldnt,nobody has ever won that game anyway)..
(http://www.imageaddicts.net/uploads/3dfx7ab9b.jpg)
Why do you think D3D FSAA isn't working?. What are you testing it with. If you have set the resistry key succesfully, and then reboot, and the run up a direct 3D application you should see AA being used try Freelancer as a test, that usually shows a difference. As to the Opengl / Glide keys these aren't written by the driver anyway, so you may have screwed up something in your machines registry at some point. The inf file may set defaults for some of these keys you could check the file, if not then they are written by the tools, and I would try re-installing the tools.
SFFT
as for FSAA,its pretty simple,when using A47,I enable FSAA,launch a D3D game,and see no FSAA.I do the same thing with A42,and voila,it works.its pretty easy to tell if there is FSAA aplied when you look at the screen (jagged edges are smooth,and FPS are lower).tried a few games,same behaviour.clean install of A47 driver,then reinstaled A42,installed A47,still the same.
as for the opengl/glide registry keys,the only way is to import them to the register manually (they should be created by the driver,3dfx tools are not creating anything,they just look up the registry and display anything they find.and I doubt its only my machine,at least 3 more people have the same issue),I have created two reg files that do it,the first one reactivates opengl/glide settings,and the second one the opengl/glide FSAA tab (ignore the fxfsaa file,just some alternative mode of FSAA I was trying out some time ago): http://www.inc_exe.szm.sk/sfft_fix.rar
something good on the end: dungeon keeper2 runs stable and without choppy sound with A47 (was crashy & had weird sound with A42) :)
The driver does not write the OpenGl keys. The inf file may set defaults, so I would suggest that you check the inf file. To see if it should be setting them up, if it does then you have an install problem. Try testing the D3D AA after having set the key and rebooted the machine. try Freelancer or soemthing similar at a reasonably low resolution say 800x600 16 bit and see if you get AA enabled.
SFFT
ok,I have been playing around for quite some time now,and its still the same as before-I'm simply unable to activate any form of FSAA under D3D with A47.same goes for those opengl settings-the inf file looks fine,but once the driver is installed the entries are not created in the registry..
I got D3D FSAA working using Freelancer as I described using the Alpha 47, it works fine.
SFFT
I've updated the driver from Alpha 46 to Alpha 47:
- 4x AA is enabled in 3dfx Tools
- then I started 3DMark2001SE (demo not benchmark): 4xAA worked
- I tried FlatOut: No AA visible
- I tried 3DMark2001SE again, AA was gone :-O
- in Regedit I moved the string "SSTH3_SLI_AA_CONFIGURATION" form HKEY_LOCAL_MACHINE\SYSTEM\ControlSet001\Services\3dfxvs\Device0\D3D to HKEY_LOCAL_MACHINE\SYSTEM\ControlSet001\Services\3dfxvs\Device0
- now AA is working correctly
Seems like all enviromental variables for D3D now must be located there.
Aye,
I can't enable FSAA too. I'll try gtxe's fix.
Greetings,
Raff
didnt work for me.ok,time for another clean instal of xp..
With my "fix" it's not possible to change the AA-setting via 3dfx-tools!
It's because 3dfx-tools does not change the variables in "HKEY_LOCAL_MACHINE\SYSTEM\ControlSet001\Services\3dfxvs\Device0".
You have to do it manually.
ok,it works exactly the way you described.and changing the same variable under "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\3dfxvs\Device0" works too..anyway,that doesnt change the fact that something aint right.
confused..
Hi,
Anyone runing V4 4500 AGP under CoreDual-Vsata and Core2Duo? I am having a lot problems with blue screens (3dfxvs.dll error). V4 can not handle 3DMark2001SE or Need For Speed Underground. Is tod say, with any D3D game I got blue screen. I have tried differents Alpha Drivers without luck.
Oscar
Oscar,
is that an Asrock board ?
If so, then you are experiencing the same problems like Raff.
He is a 3dfx user here as well.
I will try a V4 on another Asrock board soon, the Conroe865PE.
Yes Rolo,
It is an Asrock. I have tried the 775Dual-vsata with not luck too.
Thanks,
Oscar
maybe you can try previos versions.... like alpha 42 / 43...
and how about amigamerlin R11's build?
Gabriel
try this:
(http://www.3dfx.cz/voodoo4/v4_agp_ogl.png)
but I'm not sure how to do it when running the SFFT driver,the entries are not in the registry so you will have to import them manually.I'll check on this later..maybe AM3.1 has these entries?
or try unchecking "agp enable" via Vcontrol.
QuoteOriginally posted by ps47
try this:
(http://www.3dfx.cz/voodoo4/v4_agp_ogl.png)
but I'm not sure how to do it when running the SFFT driver,the entries are not in the registry so you will have to import them manually.I'll check on this later..maybe AM3.1 has these entries?
or try unchecking "agp enable" via Vcontrol.
Oky, I will try it this night. :)
Thanks for the advice,
Oscar
QuoteOriginally posted by Rolo01
Oscar,
is that an Asrock board ?
If so, then you are experiencing the same problems like Raff.
He is a 3dfx user here as well.
I will try a V4 on another Asrock board soon, the Conroe865PE.
Yep, I encountered the same problems with my 4CoreDual-VSTA (VIA PT880 Ultra). No matter which AGP settings I changed, the card always kept dying.
UT ran for some matches, if I recal correctly. But it was slower than usual, I think.
QuoteOriginally posted by ggab
maybe you can try previos versions.... like alpha 42 / 43...
and how about amigamerlin R11's build?
Gabriel
SFFT Alpha 37 didn't work in my case.
QuoteOriginally posted by ps47
try this:
(http://www.3dfx.cz/voodoo4/v4_agp_ogl.png)
but I'm not sure how to do it when running the SFFT driver,the entries are not in the registry so you will have to import them manually.I'll check on this later..maybe AM3.1 has these entries?
or try unchecking "agp enable" via Vcontrol.
But if doing so, the card uses PCI bus speed, right? Then the big advantage of (overclocked) AGP4x speed in combination with a real fast CPU is gone. [:(]
Greetings from Germany,
Raff
hi
sorry but i dont speak english
i have abit ib9 core2 duo 4300 v5 5500pci
amiga 3.1 R1 functional but amiga 3.1 R11 OR sft4x no
help pls thx
3dmark 2001 black screen few seconds..ib9-intel 965chipset. amiga3.1R1 driver adpter: v5 pci
amiga 3.1 R11 driver adpter v5 agp
QuoteOriginally posted by Rolo01
Oscar,
is that an Asrock board ?
If so, then you are experiencing the same problems like Raff.
He is a 3dfx user here as well.
I will try a V4 on another Asrock board soon, the Conroe865PE.
Roland,
I have tried the Conroe865PE without luck. I have the same problem that using 4Coredual motherboard or 775Dual-vsta...
oscar
Well, the boards seem to suck ...
___
Concerning the SFFT: Is it possible to (re-)activate some 2D-acceleration-features? Windows XP isn't fluent (start menu) and pictures make the screen hang, even with a high-end DC-CPU. Some minutes ago, I started to play Outcast again. Well, the fps were as if I used a P133 MMX. ;) Then I installed my GeForce 7300 GS and it runs extremely nice. Which features have been disabled?
Greetings from Germany,
Raff
hi all. koolsmoky new driver functional core2duo intel965 chipset v5 5500pci.
but many more bugs
Tried the
ssf alpha 47
with a Voodoo 5500 PCI/Mac (flashed to 1.18) under Windows XP 64 Bit Edition. Installs, but after the restart windows hangs and you can just see the mouse pointer. After that it didn´t move on.
Something is still not working for 64 Bit ...
Ok, I´ve tried a second voodoo card (5500er pci - without DVI). The same problem occured ...
OK guys, thanks for feedback.
- joblack
can you specify your motherboard and/or chip-set?
hi glide
i have abit ib9 core2 duo4300, v5 5500pci
amiga 3.1 R1 or new koolsmoky driver functional but amiga 3.1 R11 OR sft4x no
help pls thx
QuoteOriginally posted by kukucs
hi glide
i have abit ib9 core2 duo4300, v5 5500pci
amiga 3.1 R1 or new koolsmoky driver functional but amiga 3.1 R11 OR sft4x no
help pls thx
Same problem here with lastest SFFT Alpha driver with my ¡975 Intel system.
Oscar
SFFT 48 + 3Dfx Tool SFFT is online. [8D]
Now, my Intel system works nice with Alpha48. I have tried 3DMark2001SE, NFSU without problem.
Oscar
Dear Sir,
I have a favor to ask of you. and I wish "3dfx Voodoo5 Help.Kor" of file into the SFFT alpha drivers.:)
Please See the attached file and addition for next version.
Best regards.
P.s Kor (Korea)
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) 3dfx Voodoo5 Help.zip (https://www.3dfxzone.it/public/uploaded/Seo%20hosuk/20078209144_3dfx%20Voodoo5%20Help.zip)
20.36 KB
thx new sft48 driver ,nice work v5
Hi ! I've tested last night the sfft alpha 48 & 47 on a voodoo 3 2000 Agp and I can't change the resolution.It works only in 640x480 with 4bit colour depth on sfft 48 and supports 800x600 (4bit) on sfft 47.
One question...The tool is that new exe that installs the driver?
My specs : Kobian KT133a FSX, Athlon 1800+, 1Gb SDRAM, Voodoo 3 2000 AGP, Audigy 4 Bulk, Win Media Center 2005(sp2).
P.S. :My Voodoo 5 5500 Agp needs a repair cause 'she' lost a condenser (c47)... :(
Hi All.
- Seo hosuk:
Thank you for "3dfx Voodoo5 Help.Kor" file. It'll be part of next SFFT Alpha package.
- Me:
About SFFT Tools, those work just like a driver control panel. You must run their installer after usual driver setup. Read https://www.3dfxzone.it/dir/news/3dfx/sffttools/ for more info.
Good testing,
Bye bye
Would like to try the tools, but unfortunately the installer doesn't support a german OS....
OK. I've tested The SFFT alpha 48 driver with my Voodoo 3 2000 AGP (original bios)and I couldn't change the resolution and depth ...After I installed the driver I restarted the computer and the resolution was 640x480 4 bit and it could not br changed...I installed the sffttools (thanks for the infos) and I restarted the computer again... No changes...The resolution is unchangeable. My monitor is an Philips 170S(12 ms LCD). The default resolution set by windows after I install the win driver and restart the sys is 1280x1024 32 bit.
My specs : Kobian KT133a FSX, Athlon 1800+, 1Gb SDRAM, Voodoo 3 2000 AGP, Audigy 4 Bulk, Win Media Center 2005(sp2), Philips 170S(12ms)
P.S. :My Voodoo 5 5500 Agp lost the c74 condenser (waiting for a repair)... :(
Okay, here are my first impressions of Alpha 48 :
Pro Evolution Soccer 6 : Works fine, loading menu is visible again
Codename : Panzers Phase 2 works again :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200782721521_Panzers_Phase2_A48.jpg)
59.83 KB
Nice work, thank you very much SFFT !
3DMark2000 show a strange behaviour, on my Intel machine it works fine, but on the Athlon XP it looks like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007827211228_3DMark2000_A48_AMD.bmp.jpg)
109.06 KB
Ankh 2 has missing textures :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/200782721840_Ankh2_A48.jpg)
130.18 KB
Trying to install the SFFT tools on a german XP shows this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007827211038_error.jpg)
22.26 KB
Same error in an italian XP
I can confirm the problem with a german XP.
Greetings,
Raff
I have found an incompatibility between SFFT and latest ATI Catalyst
After a fresh format, when installing SFFT as secondary device and catalyst as primary, after a reboot voodoo5 is unusable: an error occours in Screen properties -> settings saying something like "SFFT driver is designed for a previous version of windows" and "the standard VGA driver has been loaded", and the only resolution available for the voodoo5 is -1 x -1[xx(]
I tried also latest Amigamerlin with same results
This error occurs (probably) since Catalyst 7.5
Please SFFT fix it!
P.S. now i'm using Catalyst 6.10 and SFFT48 without any trouble
The problem comes from Ati/AMD, not SFFT. It occurred in the past too. You have to use older Catalysts ... [:(]
Greetings,
Raff
Ok thanks:)
I tested SFFT Tools but it don't recognise my card, probably because i use it as secondary device
a problem which occurs afaik with al sfft drivers: voodoo5 6000 aa screenshot support is broken. The driver only does screenshots without aa.
i got this blue screen of D.
3dfxvs
the unit has stop in an infinite loop
STOP: 0x000000EA
(0x85DA58D8, 0x85DEE660, 0xF78C2CB4, 0x00000001)
when i launch a glide3x app.(3 seconds only of gameplay) (default glide3x driver)
v4500 agp, wxpsp2, alpha48
thanks
4xFSAA issue in LFS2 Alpha 1024x768x22 fixed.
[-]
D3D-registry-keys issue (wrong path)
BMW M3 Challenge crashes when loading a track.
(http://img338.imageshack.us/img338/2562/untitled6pl0.jpg)
how to crash SFFT48 (something like ggab posted above):
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=358&whichpage=55 (bottom)
I couldn't find how to link to the exact reply
I have some minidumps, if someone needs them
SFFT alpha 49 released!
https://www.3dfxzone.it/dir/news/3dfx/sfft_alpha49_voodoo3_4_5/
same issues, as above, with SFFT alpha 49
the OGL is the same as SFFT 48, but the alpha 49 driver hangs or gives BSOD under the same conditions as alpha 48
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=358&whichpage=55 (@bottom)
i just install the new driver.
two things:
The Geometry assistant option is disapear.
When i click on the 3dfx icon, and 3dfx Hub there is no reaction... i miss the screen with the card info, VSA number and memory information...
Br.
Radu.
Maybe I'm wrong ... but I remember that the geo assist option never existed/worked on 2k/XP. I used to enable it under Win 98.
Greetings from Germany,
Raff
Okay,
I found some time for testing Alpha 50, here are the results :
A major improvement : Battle for Middle Earth is finally playable !
Here are some ingame screens :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071028123640_Middleearth_SFFT_50_ingame.jpg)
78.95 KB
Mines of Moria, some white textures, but playable !
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071028123753_Middleearth_SFFT_50_ingame2.jpg)
106.56 KB
Battle scene, lots of texture problems.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071028123853_Middleearth_SFFT_50_ingame3.jpg)
93.89 KB
Nice ingame screen...
In the opening landscape, there are texture errors in Alpha 49 and 50 :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007102812408_Middleearth_SFFT_50.jpg)
121.15 KB
In Alpha 48 there were no errors on the landscape, but the game would crash to desktop when entering a level, so Alpha 49/50 is the way to go...
Sid Meiers Pirates! is working :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007102812421_Pirates_a50.jpg)
83.71 KB
I installed Patch 1.02 and used 3D-Analyze 2.36b to emulate T&L,Dx8.1 Caps,bump maps, sim.textures and cube maps.
GTA San Andreas is working :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007102812445_GTA_SA_A50.jpg)
94.26 KB
I used 3D-Analyze 2.16a to emulate T&L,Dx8.1 Caps,bump maps, sim.textures and cube maps.
So far, very impressive and good work, SFFT !
As usual, testing was done on Voodoo4 AGP on Pentium4-3400 with WinXP SP1.
Some more results :
Ankh 2 exits to desktop with Alpha 49/50, it worked with some white textures in Alpha 48.
XIII does not start anymore, even when using 3D-Analyze.
I got a BSOD when messing around in Pirates! and GTA:San Andreas WITHOUT 3D-Analyze, with 3D-Analyze it worked fine.
Don´t know, maybe the info is usefull :
STOP: 0x0000008E (0xC0000005,0xBF9FFDB0,0xF21CEAF4,0x00000000)
*** 3dfxvs.dll - Address BF9FFDB0 base at BF9C3000
3D objects in Need for Speed:Underground 2 are still black !
Very well, Rolo01.
Thank you of course for your report; I've just a small question for you.
That's, do you prefer this current alpha 50 release or previous alpha 48?
Tnx in advance and good testing,
Bye bye.
As I had no major issues with Alpha 50 and was very excited when I saw Battle for Middle Earth finally work on a Voodoo, then I would say I prefer Alpha 50.
Rush for Berlin - unexpected error.
(http://img150.imageshack.us/img150/5458/rfbfo5.jpg)
Conflict Global Storm - the game exits after a very short time.
(http://img505.imageshack.us/img505/9471/conflictcn7.jpg)
Ice Age2 - playble.
Br.
Radu.
Hi
Tested SFFT 50 in F1 2002 and BF 1942. Both works fine now, but when enabling 4,8xFSAA, it didn't work. 3dfx tools enabling FSAA, but no effect.
Unreal and Unreal Tournament no picture att all.
Radu, did you try enabling FSAA too ?
Regards
Kokohemmo
no, just "Fastest Performance".
Hi,
FSAA does not work via V.Control. You must to do it manually though.
Oscar
Hmm, thats odd. I enabled 2xFSAA when testing GTA:San Andreas and it worked with Alpha 50.
I've tried today "The hell in Vietnam" game.
The game starts well, but the ingame texture are corrupt.
No luck with " Tomb rider - The Legend". The game should work, the minimal requirements is a geforce3 card.
Unfortunately i don't find anymore the C&C Tiberum War DVD - last time when tried the game it don't work.
Can soembody give a try to this game ?
Br.
Radu.
..geforce3 usually means basic pixel shaders=no good.
hmm, i tried also using the 3DAnalyze, (with the option emulate pixel shader enabled ), with the same result.
I have my doubt that this option in 3DAnalyze don't work.
Until now there was no game where i enable the option ( using 3DAnalyze ), and the game starts. None.
Star Wars - Republic Comando is a good example !
sfft51 is an interesting release, for me at lest
I've noticed that glide2x.dll and glide3x.dll were recompiled
there are important improvements with sfft51 regarding the problems I've posted with quake2... now I can join a server (tested r1q2 with r1gl and default opengl) and the driver doesn't hang right before entering the game (after trying to connect to a server)
it still hangs under certain circumstances with 0xEA (I'll try and find out more)
a new issue... playing r1q2 with r1gl @640 (I don't know if it happens only with these paramenters) then typing quit at the console, after exiting the game, the desktop reapers with the icons rearranged... this doesn't happen every time... I can't figure it out (my desktop is @1024x768x16bpp) it has something to do with switching from r1gl to software (see below)
there's still that question from r1q2 to create a crash report when switching from software to r1gl/default opengl
also, in software mode, when selecting r1gl @1024x768, the result is r1gl @640x480 (probably it has something to do with those errors when creating the opengl context); after that I can switch to 1024
when switching back from r1gl to software... the game enters a software windowed mode... even if I select fullscreen... after entering that software mode, the ingame fullscreen option is disabled; if I select it to Yes the second time (being in software), the game refuses to do fullscreen... I don't know if its related to the video driver or to r1q2
another thing... I've tested the behaviour of ioquake3 on alt-tab... with sfft50 and below it always crashed in glide3x!grDrawTriangle+0x2d
the same thing happens with sfft51... I've tried sfft50 with GlideXP (http://www.users.on.net/triforce/glidexp/) (I'm sure I've replaced glide2x.dll and glide3x.dll, I don't remember about the OGL and ICD dlls) and the game didn't crashed, it handled very well the change on alt-tab and I could reenter the game with no problems... unfortunately, GlideXP has other problems (like not-so-good image quality)
r1q2 with r1gl also crashes at glide3x!grDrawTriangle+0x2d
I've uploaded 2 minidumps (and some basing info provided by windbg) for sfft51's 0xea hang/bsod (this time the driver verifier was able to restrain the driver... no more 0xea bsod... it only hangs and the OS terminates it)
https://www.3dfxzone.it/public/uploaded/mhanor/2007117202526_sfft51_minidumps.zip
unfortunately, I've uploaded it twice... I forgot how the 3dfxzone.it forum works with attached files
because the opengl ICD and OGL files have not been changed, I've decided to post the new findings here and not in MesaFX's thread
A few reasons why releasenotes are NOT that bad:
- people get an idea what they should test
- people get a better reason (than a higher versionnumber) to install the new driver
- sfft gets an survey of older driver releases (does anyone remember in which way sfft33 was better than 32?)
- 3dfx users could give better assistance for coming driverreleases (ok thats like point 1)
So the final question is: IS THERE ANYONE BESIDES ME, WHO SUPPORTS THE IDEA OF PUBLIC RELEASENOTES?
Ok,
release notes are a good idea. But what if they are not possible ?
Lets say, a driver release shows some improvement in some games.
So SFFT tries to improve it some more, by changing the driver code in line 578 ( just an example ) and tweaking somewhere else.
No one knows what the effect will be, maybe its worse than before, maybe better.
I personally have no benefit from knowing what SFFT changed in the source code.
Just my 2 cents...
A short description on "what's new" should be !
When i know what was changed or improved, i can test this.
Btw, SFFT is for me a 3dfx hero !
Keep up the good work !
Acknowledged! I'd appreciate release notes too.
Today I'll swap my motherboard and reinstall the V5 5500 PCI ... hoping that she works properly again. Then I'll do some testing at the weekend. It would be nice to know on which things I should focus my analysis. :)
As you can see, there are still many people that want to test and help!
Greetings from Germany,
Raff
I agree release notes being very useful because every guy can know improvements and/or bugs before both driver's download and installation. But please we don't ask release notes together new SSFT release because alpha testing begins only when driver is available on line. So we all can build release notes for every package in this topic, by posting our tests' results.
I like to thanks both our SFFT as well as you testers.
Good 3dfx,
Bye bye
In the SFFT driver the emulation of T&L function is present.
It's possible to improve the driver by adding others functions ?
For example in 3DAnalize are also another function available like emulating Bump Maps, pixel shaders and so on...
Can they be added to the driver ?
It will be very useful because now, in order to start almost all games, the 3DAnalize program is needed.
Would be possible to do a "merge" between the SFFT driver and 3DAnalize functions ?
Enabling or disabling this additional functions should be done by using the 3dfx hub. Or better, the driver automaticaly enable this function when the application request it.
Btw. in the actual SFFT51 driver, the 3dfx hub is not working. Nothing happent when i click this option on the task bar.
What about the Geometry assistant and 3dfx info window ?
Can they be implemented ?
I also notice the Setup program whitch instals the driver automaticaly.... VERY GOOD !
Thanks SFFT !
Br.
Radu.
the Setup program does not work in non english windows versions.... :(
Geometry assistant is for win9x only... isn't it?
3dfx hub with a51 works right here... (i replace the usual 3dfxvs.dll & 3dfxvsm.sys)
GAB
Here are some results with Alpha 51 :
Battle for Middle Earth shows extreme flickering problems, ALT-TAB out and back into the game helps. Beside that, Alpha 51 looks and performs exactly like Alpha 50.
Shadow of Memories now runs perfect, this is the first time I see that game run on a Voodoo card. Sorry, no screenshot, the ingame function seems to be disabled.
Iron Storm finally runs, too.
You have to apply Patch 1.041, after that it runs just fine.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007111319553_IronStorm_A51.jpg)
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Enter the Matrix runs fine as well.
Although I was not able to produce a BSOD (yet), I noticed some things :
Panzers Phase 2 runs fine, but shows some texture problems that were not there before :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007111619267_Panzers_Phase2_A51.jpg)
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This happens when a tank explodes.
In Half-Life 2 : Episode One there are no videos visible on screens ingame :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071116192712_HL2_ep1_noVid.jpg)
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This is what it should look like :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071116192746_HL2_ep1_Vid_X850.jpg)
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Screenshot taken with ATI X850XT-PE.
Also in Episode 1 the sun is shining through solid material :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071116192858_HL2_ep1_sun.jpg)
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Those issues are not caused by Alpha51, they were there before.
in HL2, excellent image quality! this is the first time a play it, with my v4 :D
the AMMO, is cut off (at the right):
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) _dm_overwatch0002.jpg (https://www.3dfxzone.it/public/uploaded/gab/20071117101151__dm_overwatch0002.jpg)
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(https://www.3dfxzone.it/public/uploaded/gab/20071117101151__dm_overwatch0002.jpg)
also cstrike source, is almost full speed in 640*480 and excellent quality too!
but, in the stress video card test (at the game's menu) some rotating wall are all white)
-------
another HL2mp (multiplayer mode, to test the guns... )
the glasses are not showed (in the sshot, are broken with some shots)
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) __dm_overwatch0000.jpg (https://www.3dfxzone.it/public/uploaded/gab/2007111710156___dm_overwatch0000.jpg)
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(https://www.3dfxzone.it/public/uploaded/gab/2007111710156___dm_overwatch0000.jpg)
Are there some testing results about current SFFT Alpha 52 driver release?
https://www.3dfxzone.it/dir/news/3dfx/sfft_alpha52_voodoo3_4_5/
Thanks a lot for your feedback.
Bye bye
I use v5500 PCI, BIOS 1.16pci but in
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\3dfxvs\Device0\HardwareInformation.AdapterString
ssft driver always display my video card is voodoo5 5500 agp
WHY?
sfft_alpha52
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\3dfxvs\Device0\D3D\SSTH3_SLI_AA_CONFIGURATION=0
(D3D AA Single Chip Only mode) seem do not work
in sfft_alpha51 it ok
SFFT 52 - there is no release note about the driver improvements.
another THREAD_STUCK_IN_DEVICE_DRIVER, but with sfft52,
using the latest version of nquake with default settings (desktop=1024x768@16bpp)
as always, it doesn't happen every time, just try playing with it
usually, it happens when exiting the game
you can get nquake from:
http://nquake.sourceforge.net/
minidump:
https://www.3dfxzone.it/public/uploaded/mhanor/2007112821583_Mini112807-01.zip
Notes on using setup.exe to install drivers. The setup.exe supplied does not install the drivers completely it merely installs the driver package into the driver database. In order to install the new driver the drivers needs to be updated and the latest driver in the list of installed drivers selected. It is recommended that if setup is being used, that the first thing done is to un-install any previous sfft drivers, via control panel using the un-install programms option. This should then request a reboot, and the default MS driver should be installed. then install the new sfft driver and then upgrade the driver from the MS driver to the sfft driver which should be listed under the drivers for the device. It is worth checking the installed driver version using the card properties tab to check that the lastest version of the driver has been installed.
SFFT
severe issue with alpha52
when loadind PDF files in Foxit reader, or loading some programas, as EOS Utility 2.2 from Canon (to download images from a digital cam) the cpu usage is 100% and it slow down to much the pc.
The same thing with loading video files. (it uses overlay video i guess)
my only solution is going back to sfft51, it solve the (quite severe) issue.
PS: there is a new thread related to aditioin feedback to sfft alpha 's releases:
Suggestion: SFFT Release Notes
www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=7604
I confirm ggab report:
With alpha52 opening videos takes much time, but when opened the video plays normally.
In System Shock 2 the player and the world are shown correctly, but the hud flickers
Try testing the video / overlay issues with different setting of 3tile tripple buffer support and different AA/SLI settings.
SFFT
i have a voodoo4 (evilking agp)
"3tile tripple buffer support"
the exe file, i guess, no?
but it is not in SfftAlpha52.zip anymore.....
also, i can't use setup.exe to install, because in my spanish XPsp2:
---------------------------
Device Driver Installation Wizard
---------------------------
The current language is not supported by the Device Driver Installation Wizard.
Contact the vendor that provided you this package.
---------------------------
OK
---------------------------
PS: i can't swicht AA/SLI... (only v5&v6)
open dpinst.xml in the driver package you can see:
?c?c
<language code="0x0409">
?c?c
"409" means english
I use chinese XPsp2 my language code is 0x804
when i change it I can use setup.exe
but I don't know spanish?c?c
I have same video play and the PDF read slow problem
I back to SFFT alpha 51
~999mhz Pentium 3
512 MB RAM (not sure what kind of RAM)
3dfx Voodoo 5
PCI
Windows XP SP2
I was unable to run World of Warcraft due to Blizzard not supporting Voodoo Cards. After I installed the SFFT Driver I was able to log in and play.
Although the game does not perform well on my Legacy Hardware, the driver at least allows me to run the game.
V5500 PCI+SFFT A52+Windows Server 2003 R2 SP2:
(http://img114.imageshack.us/img114/3233/84955539gn2.png)
(http://img155.imageshack.us/img155/4936/71298696pq4.png)
I know 2k3 isn't officialy supported but had anyone tried it? Maybe is there well known workaround I missed...
try downgrade your catalyst drivers
Okay,
here are my results with Alpha 52 :
First,
to run the installer on a german windows,
open dpinst.xml in the driver package and change
<language code="0x0409">
to
<language code="0x0407">
With Alpha 52 the flickering problem in Battle for Middle Earth is gone, but now I get the following error sometimes :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2007121218505_error.jpg)
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The behaviour in Codename Panzers:Phase 2 is the same as with Alpha 51, but now I get nasty slowdowns in the battle, the game pauses for about 1 second every 5 seconds, then continues.
Max Payne 2 shows some flickering now that was not there before, also the SLI bug in 1600x1200 with V5-6000 is still there.
All other games I tested behave exactly like they did with Alpha 51.
benna> Hi, was your advice for me?
I'm nV user, that means Forcewares. Does primary adapter's driver affect SFFT behaviour?
yes, i had the same problem; i solved downgrading catalyst to version 6.9, but if you have nvidia maybe the problem is another one
benna> Awsome! Thanks man. I removed FWs and after a bit of meddling with primary/secondary adapter settings in Windows (I won't need nV in this OS, I just didn't want to physicaly remove card from comp or change BIOS settings everytime) it flawlessly started. I owe you one, cheers.
did some tests with various releases (A48-A53),mainly with older games with focus on overall compatibility rather than few new D3D games,this is what I got (last release I was using was A47):
-no more d3d FSAA problems,very nice (this was busted badly in A47).
-glide/opengl controls are back in 3dfx tools,veery comfortable (opengl/glide tabs missing problem was there since A37).
but (there is always a but) I cant seem to get glide2x running ok no matter what,games either refuse to run (incubation) or show horribly garbled screen (unreal tournament).using original glide2x from 3dfx used to fix that,but it seems like its not compatible with the driver anymore-it crashes (or locks up) the games instantly.tried to track the problem,and it seems like the last release that works ok with any glide2x is A41.played a little file switching as well (tried to use newer 3dfxvs.dll in the A41 driver),no use,as long as I have newer core than A41,glide2x goes bye-bye.
guys,is somebody able to run unreal tournament in glide2x mode on anything newer than A41?
the glide3x it is very good, better than koolsmoky driver release
GAB
glide3x seems to work fine all the time (hitman1 agrees),its just glide2x that refuses to cooperate.
Battle for Middle Earth does not start with Alpha 53, I get an error message and the desktop is set to 4bit colour.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/20071218172716_error.jpg)
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Hello.
Can anyone please post 2-3 screenshots of Lotr: Battle For Middle Earth running on a Voodoo5 powered machine ? I would like to buy the game. :)
And thanks SFFT for all the effort on those drivers. :)
@ 3dfxundercover
Look at page 93 of this thread, there are some screenshots.
Thanks :D
Doesn't look too good.[8)]
Any details on the framerate ?
QuoteOriginally posted by 3dfxUndercover
Thanks :D
Doesn't look too good.[8)]
Any details on the framerate ?
Oh well, its a start. With drivers prior to Alpha 50 the game didn´t start at all, just the main menu worked.
I didnt measure the frames, but Mines of Moria was playable on a Voodoo4.
SFFT 52, 53 and now 54, all have the same overlay problem.
With alpha53 (not tried 54 yet) opening videos still takes much time (overlay issue)
Video Problem with Alpha 54 confirmed,
PowerDVD works real slow.
Battle for Middle Earth works again, well done SFFT !
The "Out_of_VideoMemory" error is still there, but not as often as with Alpha 52 !
Also the lags in battle in Codename:Panzers Phase 2 are still there, but not as severe as before.
Visual appearance of all tested games so far is identical to Alpha 53.
I've tested the Alpha 54 with my V3 2000 PCI using XP x86 SP2. Works fine!
Wheel of Time (Glide) runs without problems, Santa Claus in Trouble (:D) is playable up to 1600x1200x16, Max Payne and UT2004 also work, FlatOut 1 & 2 start, but the card isn't capable of displaying most of the textures. Half-Life 2 doesn't start anymore, but I don't know whether it worked months before. I guess no, because of lack of some features. Maybe I'll find some time to check with a V5.
Greetings from Germany,
Raff
Maybe SSFT Alpha 52 53 54 good to play some game But if you playing vodeos or opening some PDF FILES very slow
try this seting:
DESKTOP>DISPLAY properties>seting>Advance>
(https://www.3dfxzone.it/public/uploaded/kiith/2007122810058_1.JPG)
ok, here we go:
Rogue Trooper - same texture Fehler as in the previous versions.
Rush for Berlin - game exits with an error message.
Die Hard Nakatomi Platza - Works fine.
The Hell in Vietnam - game hängs - reboot needed.
Max Payne - same SLI Problem on my v5 6000 - tested at 1600x1200x32bit.
Any SFFT 54 release details ?
Btw: the pink square is visible again on v5 6000. in the previous version was not present ?!?
Tests were done using both cards: v5 5500 and v5 6000.
Br.
Radu.
Argh, the SLI ****up is still alive? Well, that helps me not missing my v56k ... ;)
Please, SFFT, kill this bug! :)
Greetings and thanks,
Raff
BMW M3 Challenge reports an error: "Insufficient video memory detected. A minimum of 32MB of free video memory required."
Tested on a v5 5500 PCI.
This error is also present with Alpha 53.
Glide isn't working, importing the glide2x dll from Alpha41 (which is a Glide 2x to 3x translator) give some color issues in UT99, but make it run.
confirming,the glide2x problem is still there.
I tried Alpha 55 and glide now works, but with some color problems.
The same color problems appears also in Opengl.
BMW M3 Challenge now refuses to start, opening the configurator file gives the same insufficient memory error.
System Shock 2 works fine but the flickering hud remains.
Worms Armageddon shows in game and in menus horizontal black stripes that flickers and moves up and down.
Thank you very much
SSFT alpha55 the overlay issue fixed
I have new problem
We know regedit
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\3dfxvs\Device0\D3D
"SSTH3_SLI_AA_CONFIGURATION"="X"
X=[0,1,2,3,4,5,6,7,8]
[0,1] for Voodoo4 4500 SingleChip only
0=Fastest Performance, 1=2-Sample Anti-Aliasing
[0,2,3,4] for voodoo5 5500 DualChip only
0=Single Chip Only,2=Fastest Performance,3=2 Sample Anti-Aliasing,4=4 Sample Anti-Aliasing
[0,5,6,7,8] for Voodoo5 6000 QuadChip only
0=Single Chip Only,5=Fastest Performance,6=2 Sample Anti-Aliasing,7=4 Sample Anti-Aliasing,8=8 Sample Anti-Aliasing
My VOODOO5 second VSA100 CHIP have problem
I¡¡must set it to Single Chip Only MODE both GLIDE and Direct3d
But After SSFT alpha52 I can't do it in direct3D,(GLIDE still ok)
driver always open two VSA100 and then my system hangup
Perhaps in the driver "0=2"??? both of them are "Fastest Performance" but they are different
or SSFT alpha52¡«55 driver don't support this SLI mode?
What should I do?
Hi, I installed SFFT alpha 55 with a V3 2000 PCI and I've seen the following problems:
- GTA Vice City works but after a while freezes the PC. Also it's max resolution it's 720x576 (16 bits color).
- Heroes of Might and Magic III (with Shadow of Death and Armageddon's Blade expansions) has some graphics problems when moving the mouse over some objects or areas of the screen.
- PowerDVD uses around 20% of CPU Power (on another PC with GeForce 6150SE IGP uses 6% and has a slower CPU --> Athlon X2 5000 vs X2 4200)
Below I include screenshots from Heroes III showing the glitch:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/kalte/200812143427_h3_voodoo3.JPG)
188.94 KB
And it should look like this:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/kalte/200812143520_h3_original.JPG)
180.46 KB
Sorry if my english isn't so good, i'm from Chile and I don't use it as my primary language.
Thanx for the work on the drivers!!
the good side: glide2x issues are fixed in A55,unreal tournament is running fine again (I can see an updated glide2x.dll in the driver),even incubation runs without corruption.I'm still unable to use original 3dfx glide2x though (lockup after launching of glide2x game when using original glide2x from 3dfx).not really a problem anymore,because the latest glide2x release works great,just wanted to let you know.
anyway,nicely done :)
edit: hitman1 (native glide3x game) says no to the new glide3x-black screen+forced reboot after exiting the game (the game itself works fine).no such issue with glide3x from mesafx release..
I tested Alpha 55 and i found a very strange behaviour:
Finally Glide works again, but i have very weird color errors in many games; the strange think is that i tried to capture these errors with hypersnap, but the screenshots are perfect without errors, so i made some photos with my camera to show you how i see the game.
UT99 Menu captured with Hypersnap:
(https://www.3dfxzone.it/public/uploaded/benna/200814125646_ut99menu_hypersnap.JPG)
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Same menu photographed:
(https://www.3dfxzone.it/public/uploaded/benna/200814125854_ut99menu_camera.jpg)
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UT99 ingame captured with Hypersnap:
(https://www.3dfxzone.it/public/uploaded/benna/200814125954_ut99game_hypersnap.JPG)
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Same image photographed:
(https://www.3dfxzone.it/public/uploaded/benna/20081413033_ut99game_camera.jpg)
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To be sure it wasn't a driver installation issue I unistalled the driver, deleted with driver cleaner pro, rebooted, reinstalled alpha55, rebooted and played, but nothing changed; to be sure it wasn't a card issue i played UT99 in D3D and it works perfectly (it only works in 16bit mode, if I select 32bit the game switch to 640x480x16 in window mode; but it's another story)
Similar errors appears also with Carmageddon2
Carma2 with Hypersnap:
(https://www.3dfxzone.it/public/uploaded/benna/2008141366_carma2_hypersnap.jpg)
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Carma2 photographed:
(https://www.3dfxzone.it/public/uploaded/benna/20081413634_carma2_camera.JPG)
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Note the back of the car, there are some strange colors.
Playing UT99 with a resolution belows 1280x1024 generates errors like those in Carma2, not so evident like the errors in 1280x1024.
I know that SFFT drivers are only D3D, but i ask you SFFT please to fix this problem because i have so many glide games i want to play and since alpha4x i have to choose if play old games or test SFFT, because do both without reinstalling driver every time isn't possible
--------------------------------------------------
EDIT: I tested new SFFT Alpha56 and now Glide works perfectly!!! [:p]
Thank you very much SFFT! and thank you also for italian installer:)
I did more testing on Alpha56 and i found an error in Worms Armageddon: the game and the menus flickers badly but, as usual, hypersnap can't capture this error; so i did a video showing the error
Video (https://www.3dfxzone.it/public/files/wa.MOV)
System Shock 2 keeps the hud flickering error, which is similar to Worms Armageddon's issue
BMW M3 Challange can't start due to insufficient video ram, like with previous drivers
Hi, with Alpha 56 Heroes III is worse than before, has the same problem but now it leaves different artifacts. I can post an screenshot if needed.
Also I can't run CrystalMark OGL test (neither with Alpha 54 and 55)
PowerStrip with Alpha 55 showed an error when cheking OGL state, now it is working.
In CrystalMark if using MesaFX It shows a 3DFX screen and then crashes.
If it is possible can be added to the driver some 16:10 widescreen resolutions? In my case I have a 1440x900 LCD and with the driver al default I can't use it at that, but with PowerStrip I0m now using it at that resolution with the SFFT driver without any problem.
Thanx for all the work on the driver!!
In my last post I wrote that PowerStrip with Alpha 55 showed an error when cheking OGL state, now it is working. I restarted my computer and now it's not working. I think it worked because I tried MesaFX and then deleted it but without restarting and the DLL must've been kept loaded or something like that.
Thanx for all the work on the driver!!
I tested ssft alpha 56
Finally I find my way
I must ues this setting
"SSTH3_SLI_AA_CONFIGURATION=1"
Force enable 2-Sample Anti-Aliasing only for voodoo4 SingleChip mode
to use my second VSA-100 chip problem voodoo5
why I can't DISABLE Anti-Aliasing?
so I'm sure that after SSFT alpha52
if "SSTH3_SLI_AA_CONFIGURATION=0"
the driver can't identify your video card type
because:
for voodoo4 "0"=Fastest Performance DISABLE AA
for voodoo5 "0"=Single Chip Only DISABLE AA and DISABLE second VSA-100 chip
WE know windows desktop 2D mode voodoo5 only use one VSA-100 chip
I found that
DESKTOP>DISPLAY properties>seting>Advance>
Hardware Acceleration Level
Full Hardware Acceleration setting windows desktop 2D speed will slow
one step less Acceleration setting windows desktop 2D speed will faster(can this setting fix Heroes III??? someone try this?)
But once if you open a Full screen Direct3D GAME and SWICH the game to windows mode play and EXIT the game
and now no matter how Acceleration Level you set
windows desktop 2D speed all will be faster
what this means? The Full Hardware Acceleration setting don't work at system bootup?
perhaps voodoo card not support hardware mouse cursor?
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\3dfxvs\Device0\HardwareInformation.AdapterString
ssft driver always display my video card is voodoo5 5500 agp but I use voodoo5 PCI
my device id is:
PCI\VEN_121A&DEV_0009&SUBSYS_0003121A&REV_01\4&1E46F438&0&00F0
I need reflash video BIOS??? but in old Amigamerlin and tdhq driver there display voodoo5 PCI they all OK
(https://www.3dfxzone.it/public/uploaded/kiith/200817185111_1.JPG)
Hi, I tried what kiith says about hardware acceleration. The only way to get Heroes III to work as expected the way he says is deactivating DirectDraw and Direct3D acceleration, if acceleration is set any higher the game shows lots of artifacts no matter of much acceleration is being used. Anyway, thanks kiith for that solution, I never tought about lowering the hardware acceleration to play the game, at least now I can play it =)
some notes about the new glide3x: hitman1 exits fine if desktop is set to 32bit,but goes to black screen if the desktop is set to 16bit (same behaviour wih older glide3x releases from the SFFT driver).original 3dfx icd has problems with this glide3x as well (glquake starts with broken textures and locks up)..using the mesafx release of glide3x fixes all those problems.
I will try wickedgl tomorrow..
btw,no problem with system shock2,hud works normally..
Quotebtw,no problem with system shock2,hud works normally..
Can you test worms armageddon? i have the latest patch installed
And can you test also System Shock 2 with alpha 55 or previous? I want to exclude any software error in my pc
here's another minidump (driver stopped working) with sfft56 under Windows XP SP3 RC (build 3264)
I haven't encountered such an event lately, this is a first even for my SP3 RC... I was playing quake2 and wanted to change the server
https://www.3dfxzone.it/public/uploaded/mhanor/20081822330_Mini010808-01.zip
too bad no one is working on MesaFX anymore... but I see that somebody is working on the glide libraries... maybe he could fix the crash in glide3x.dll on alt-tab while in OpenGL/Glide games
shock2 on A55,no problem.the game is fully patched via kolyas universal tool (http://www.strangebedfellows.de/index.php/topic,392.0.html),and enhanced with texture upgrade (http://www.strangebedfellows.de/index.php?topic=22.0) and model upgrade (http://www.strangebedfellows.de/index.php?topic=8.0) as well.
edit: wickedgl seems to run ok on the new glide3x.dll,at least for glquake..
Hi, WarCraft III FT works excelent with Alpha 56 on a Voodoo3 2000 PCI at the max resolution the game allows me(1152x864x16), I've played it at 1440x900x32 but I supose the resolution is limited by hardware and not the drivers. Also I've set all details to high and the game works very good.
alpha56 is up:)
nice news!
thanks for the releases SFFT
QuoteOriginally posted by kalte
Hi, I installed SFFT alpha 55 with a V3 2000 PCI and I've seen the following problems:
- GTA Vice City works but after a while freezes the PC. Also it's max resolution it's 720x576 (16 bits color).
- Heroes of Might and Magic III ...
...
Thanx for the work on the drivers!!
That problem with GTA + Voodoo3 has been going on for ages. I'm begining to think it's unsolvable [xx(]
Just saw on the main page - the SFFT Alpha 57 is out.
great newssssss!
thanks sfft for another excellent release! :)
That's GREAT NEWS !!!
But, i can't find korean help [:(]
Hi. I installed driver 57 and Heroes III is working worse than 56. Tested UT99 and worked perfect at 1440x900 full screen on my V3 2000. WarCraft III like previous version doesn't allows to set resolution at 1440x900.
The installer doesn't works on Spanish Windows XP Pro SP2.
Is it posible to add widescreen resolutions to the driver? Each time I install a new version I need to use PowerStrip to add a custom resolution.
Thx for the hard work on the driver!!
OK kalte, thank you a lot for this report. It'll help software improvement.
About installer issue, is your Windows for living in Spain customers?
Bye bye
yes, with a spanish winxp, it fails...
theres is a tweak, but i dunno which codepage is needed to be set in the .XML file (inside)
Project Tourque with SFFT Alpha 57:
(http://www.abload.de/img/shot102_100b93.jpg)
More Screenshots: http://www.forum-3dcenter.org/vbulletin/showpost.php?p=6338347&postcount=657
Unfortunately there are various texture- and performanceproblems...
If you want to install Sfft57 and you have an error installing it, download this modified dpinst.xml https://www.3dfxzone.it/public/uploaded/Xasd/20083820028_dpinst.zip
A list of codes can be found at http://www.microsoft.com/globaldev/reference/oslocversion.mspx
Spanish code is: 0x0C0A
Hi,
I have a Problem with Sims 2
All Walls are Red, all ohter are ok
What can i do?
System:
Voodoo 5 5500 AGP
Windows XP + Windows 98SE
1 GB RAM
Duron 1,8Ghz
Drivers: SFFT and Raziel64 Evolution Driver Expert Edition 1.00.09
bye
VoodooT-800
The installer shows the correct translation into German. But it doesn't install the driver, altough the setup is convinced of doing so. ;)
Another thing: Any news about the SLI *****p? Thanks to Hank Semenec, my V5 6000 is repaired. I'll start testing at the weekend. Would be nice to hear that the bug is dead ... :)
Greetings from Germany,
Raff
What i need to do thath get this work? error is
The current language is not supported by the devince driver installation wizard. Contact the vendor that provided you this package.
Im using now Windows xp sp2 Finnish version 1700+ Athlon xp 1.5Gb memory and voodoo 5 5500 64mb agp.
Hey is there any way to get the 3dfx Tools that comes with Amigamerlin to work with SFFT? Amigamerlin makes all my games crash like Dungeon Keeper 2, Final Fantasy 7. But they have a console that lets you adjust screen brightness+contrast that I really need because with SFFT drivers my screen is too dark. Or are there any other programs with SFFT drivers that let you adjust brightness and stuff?
vcontrol can set brightness for 3d games.here: http://www.3dfxzone.it/koolsmoky/vctrl.html
note that dungeon keeper2 is crashy because of its sound implementation (the dreaded qsound),to fix it either run the game with the -nosound variable (check the readme) or lower your sound acceleration before running the game (basic should do the trick).
FF7 can be crashy as well,make sure you have the required xp fixes and that you are running the game in win9x compatibility mode.see here: http://wiki.qhimm.com/FF7/Technical/Customising#Essentials (YAMP and Chocobo Races Patch is what you want)
Halo2 is not working.
The sistem requirements are not high, so that the game should start...
Did somebody managed to start it ?
Hi, with driver 58 Heroes III finally works without artifacts, thanks for the hard work on this issue!! Also the installer worked with spanish WinXP Pro
16:10 resolutions still must be added with PowerStrip.
WarCraft III, like previous versions, doesn't allows to set resolution above 1152x864
QuoteOriginally posted by m14radu
Halo2 is not working.
The sistem requirements are not high, so that the game should start...
Did somebody managed to start it ?
Halo
2? This game is Vista-only. I don't think that Vista drivers will ever be that advanced to start new games ...
___
Ah, Alpha 58 is out. Great news! SFFT, when did you start fixing the SLI bug on the Voodoo5 6000 (http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=8570)? It's great to see that it can be finally fixed. Next task: 32 bit modes. :D
And by the way: excellent work! Please keep it up!
Greetings from Germany,
Raff
Hi, I tried to install SFFT Tools, but after installing it doesn't appears neither on Start Menu or Control Panel. Also it doesn't loads at Startup and if I start it manually from the .exe it doesn't show any info about my card.
I tried to use SetTile to see if with that I could use WarCraft III at higher resolutions but when clicking them nothing happens.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/kalte/2008316151658_sfft.JPG)
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The games was made only for Vista, but there is a Halo2 version for XP !
I managed to start it on my main sistem, under XP.
The graphics is the same as used in Halo 1.
Br.
Radu.
I have some serious problems with Alpha 58, I cannot start a single 3D application !
Battle for Middle Earth shows this error :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2008317204633_Error_SFFT58.jpg)
26.32 KB
GTA:Vice City shows this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2008317204729_Error_GTA_SFFT58.jpg)
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At least GTA:Vice City starts, but the main menu looks like this :
Image Insert:
(https://www.3dfxzone.it/public/uploaded/Rolo01/2008317204828_Error_GTA_Menu.jpg)
27.65 KB
Even Glide does not work.
What is very strange is that I cannot even play videos, I tried mpegs and avis, but there is no picture, just sound.
With Alpha 57 and before there were no problems at all.
Test system is as usual Pentium4-EE-3400, Asus P4C800E-dlx, Voodoo4 AGP and WinXP SP1.
Gothic 1 crashes with the following error :
======================================= UNHANDLED EXCEPTION OCCURED ======================================================
======================================= CRASH INFOS: =====================================================================
GOTHIC 1.08j, Parser Version: 50
User: Rolo, CPUType: 586, Mem: 1023 MB total, 650 MB free
Startup Options:
=============================================== CALLSTACK : ==============================================================
001B:005DD754 (0x0A634034 0x007F66DC 0x01F54F14 0x08E201CC) GOTHIC.EXE, zCTexture::LoadAndConvertInternal()+196 byte(s), D:\dev\Gothic\current_work\ZenGin\_Dieter\zTexture.cpp, line 1185+28 byte(s)
001B:00566169 (0x00000000 0x00000000 0x00000000 0x00000000) GOTHIC.EXE, zCMesh::LoadMSH()+2025 byte(s), D:\dev\Gothic\current_work\ZenGin\_Dieter\zMesh.cpp, line 2908
I can play mpeg's and divx videos without problems with driver 58 and a Voodoo3 2000 PCI. Also I can play Unreal and WC3, but I don't have any glide game to test. Maybe Rolo01 got a bad installation of the driver, you could try to uninstall and install everything again.
I uninstalled Alpha 58, tested Alpha 57 again ( was fine ) and re-installed Alpha 58 with the same bad result.
I will try downloading it again from a different source.
QuoteOriginally posted by kalte
Hi, I tried to install SFFT Tools, but after installing it doesn't appears neither on Start Menu or Control Panel. Also it doesn't loads at Startup and if I start it manually from the .exe it doesn't show any info about my card.
I tried to use SetTile to see if with that I could use WarCraft III at higher resolutions but when clicking them nothing happens.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/kalte/2008316151658_sfft.JPG)
13.95 KB
I can't use C:\Program Files\Sfft\SetupSFFTTools\Configurator.exe
I must use C:\Program Files\Sfft\SetupSFFTTools\IconMgr.exe
then clik icon from systray to do config
O my god
Alpha 58 I can't play any video any game with voodoo5 5500 pci
For Users experiencing compatibility issues with latest SFFT Alpha 58 driver:
Please post your hardware and software configuration, including motherboard, processor(s), and video card(s) as well as OS and games used. Then you can make a rollback installing SFFT Alpha 57 Driver, and wait so next Alpha release.
However, thanks a lot for your reports: compatibility of SFFT driver grows by it.
Bye bye
With the latest SFFT Alpha 58 driver, the NeHe demo obtained from http://nehe.gamedev.net/data/projects/project.asp?project=dolphin crashes upon start up. The demo runs using the default Windows XP driver but without hardware acceleration. I have observed smooth performance with other 3rd party drivers but they have shown to be unstable. As a developer, I'm willing to aid in development despite my lack of experience with Windows WDM drivers. Below is the hardware configuration of my computer with the Voodoo 3 card.
Windows XP SP2
2 x 533mhz Intel Celeron processors
Abit BP6 Motherboard
256MB Ram
Direct X 9.0c
Voodoo 3 3000
Hi, I've run the NeHe demo too, and it also crashes on my computer, but if I copy opengl32 from MesaFX the demo runs fine.
Yesterday I found this page http://3dfxbios.stantoworld.co.uk/ and there says they have 3dfx BIOS and driver source code, maybe that can be useful.
OK, I did some more testing.
It seems that the errors described above are related to the P4 system.
I installed Alpha 58 on my AMD rig and it runs fine ( Athlon XP-M, Epox 8K3A+, 1 GB Ram, Voodoo4 AGP ). Divx videos work and even Ankh:Heart of Osiris is playable again.
I have the same problem with Alpha58. I can't play videos and when I start 3DMark or any other game it fails.
I have uninstalled Alpha 58 and installed Alpha 57 and all is ok.
Specs:
WinXP Pro SP2
Pentium 4 3Ghz
Asrock P4Dual-880Pro
2 Gb RAM
ATI Radeon 9600 XT (I uninstalled it to test Alpha58)
Voodoo 5 PCI
Whoa! SFFT ftw! Alpha 58 makes another step towards killing the V5 6000's SLI f*ckup. I've tested Max Payne and the 3DMark2000 – 1600x1200 runs fine in 32 Bit mode! Can anybody verify that? :)
€dit: The sky in Need for Speed Most Wanted is fixed too. I don't know since which driver version, but: excellent work again!
Greetings from Germany,
Raff
Hi!! I installed Alpha 59 and tested it a little. WarCraft III now supports resolutions un to 1280x1024x16, but the game runs a little slow at that resolution with high details (I tought it would be unplayable at that resolution with just a Voodoo3). Unreal Tournament 99 doesn't run in full screen and is slower than before, it's unplayable (with Alpha 57 run at very high FPS). Video playing works okey, DVD playback works right also. Heroes III still works okey.
I got a used GF7300GS for 10USD some days ago and I can't use both cards because windows says that the driver was designed for an older version of windows and it is no longer compatible with Windows XP. I'm not sure wich driver is causing the problem, because i'm using Forceware 174.70 beta.
Like in previous versions, widescreen resolutions must be added with PowerStrip.
The Dolphin demo from NeHe still doesn't works with just the driver. Is it possible to add MesaFX to the driver and the file to be stored inside the system32 directory instead to be added manually to the program working directory?
Thanks for the hard work!! I'll be waiting for the next release!
EDIT: I compared CPU usage using the V3 and GF7300, the V3 uses around 17-20% and the 7300 uses 5%-8%, as I know both have MPEG-2 hardware acceleration. Is this difference because the NVIDIA PureVideo, because the driver or is just that the V3 is less powerful?
I tried to install again SFFT Tools and now they work on my computer.
YES, Thanks for the hard work!!!
@kalte: gf7300 is not using acceleration if you do not install the purevideo add on...
which dvd decoder filter and program do u use?
GABRIEL
- kalte:
Tnx for report.
About issue with Unreal Tournament 99, I've a question for you. Do you run UT99 via Direct3D or GLide mode or both?
Bye bye
QuoteOriginally posted by Glide
- kalte:
Tnx for report.
About issue with Unreal Tournament 99, I've a question for you. Do you run UT99 via Direct3D or GLide mode or both?
Bye bye
I'm running it on D3D mode. Haven't tried Glide but I can try it if needed.
About the DVD issue I use PowerDVD 7.3 Ultra and it has an option to use Nvidia PureVideo, but I haven't installed any specific driver for it, only ForceWare 174.70
Alpha59 seems to solve the 3D-problems on intel systems.
As my former mainboard ( Asus P4C800E-dlx ) has died last week, I am now using an Asrock Conroe865PE, which might be problematic itself.
Some games still dont run correct ( like GTA:Vice City ), but this could be due to the mainboard. I am now looking for a replacement board that should work fine with a Voodoo4 AGP, in the meantime I will continue testing with my AMD system.
Crysis starts ( with 3DAnalize )
The screen remain white during intro even if the sound can be hearded on the background.
(http://img252.imageshack.us/img252/9132/crisysmm5.jpg)
Test System: A64X2, NForce4SLI, 2GB RAM, V5 5500 PCI, Win XP.
I got a BSOD with Colin McRae Rally 4 and Alpha 59:
0x000000EA ( 0x862346C8, 0x86558468, 0x8616B0C0, 0x00000001 )
3dfxvs
System :
AMD XP-M 3000+
V4 4500 AGP
8K3A+
1 GB Ram
Win XP Sp2
i tested new drivers 59
on V5500DVI PCI
C2D@3,7 + Intel P35
- problematic working on Intel P35 platform (SLI problem)
- poor preformance with 3Dmark 2001se (1490points)
- card use ONLY one CHIP!!)
- some games got Blue screen - 3dfxvs problem -
gl
I tested alpha59 driver.
Worms armageddon, ut99 (both glide and d3d), quake3, carmageddon2, system shock 2 (excluding the usual strange hud flickering) works perfectly.
Falcon 4 allide force works good except at high details where some textures are totally white or black.
Resident evil 1 returns an error: "Failed to initialize the Graphic Hardware Device.(3)"
Very good job SFFT!
SFFT,
Since vers. 48 until 59 the sli is broken using an Intel board 975x + C2D + V6k (agp2pci). With all thase versions the V6k works with a single VSA-100, like a V4 4500.
Oscar
Same problem beguile exactly!!
but on Voodoo5500PCI and Intel P35 + C2D
my card use only one chip ;( like V4500
Wow ... this seems to be the problem. And I was wondering why the card is so crappy slow on my main rig ...
Greetings,
Raff
I dont know what happend
but when i change my pc from AMD64 to Intel P35 + C2d
My V5500 dont working good:(
i testing
AmigaMErlin 3.1 and 3.2 Alpha + SFFT 39 to 47
when i use d3d GAMES - i had Black Screen :(
GAME DONT WORKING!!
after that
i tested
SFFT 56,57 and 59
All games Working but card USE only ONE CHIP!!
3dmark2001se = 1580ptk (c2d@3,5ghz) ??
Any Sugestion ?
(https://www.3dfxzone.it/public/uploaded/ralf/20084221179_x.JPG)
3dmark2001se @ A.M 3,2alpha and SFFT 39 to 47
I noticed also a small score at my platform AMD X2@2.6GHz - around 2000 points.
on good drivers and c2d @ 3,7ghz + voodoo5500 @205mhz
I should have around 3000 - 3500points - 3dmark2001se
Probably V55k and V6k will not use all cores on new platform new Intel P35 and X38 [:(]
What happens if you enable 2x AA? If the frames don't drop, the communication between the chips is given.
Greetings,
Raff
Unfortunately when i enable 2xAA - FPS go to down ;/
It happens just i enable 4xAA
look for this screens - after when i install drivers
CORE number 1
(https://www.3dfxzone.it/public/uploaded/ralf/200842234510_1.JPG)
CORE number 2[\b]
(https://www.3dfxzone.it/public/uploaded/ralf/200842234646_2.JPG)
7mhz ? o_O
I have test Alpha 59 with DXX-Rebirth for Descent 1/2 the game runs perfect @ 1024 x 768 x16 as 32 with FSA x4 @ 34 fps on the following setup:
Gradinko
Dual Pentium!!!/EB 1Ghz Coppermine
ABiT VP6 Raid Ver 1.0
4x 256MB PC-133 Micron Crucial
Leadtek GeForce4 Ti4600 ULTRA AGP 128MB DDR
3dfx Voodoo5 5500 PCI 64MB SDR Rev.A1 2900
Creative Sound Blaster Live! 5.1 Digital
WinXP Pro USA + SP2
DirectX9 August 2007 Release
Forceware 81.24 WHQL for GF4 Ti-4600U AGP
SFFT Alpha 59 + V.control 1.82b for V5 5500 PCI
The DXX-Rebirth Project is something I am supporting to work with 3dfx cards, with Amigamerlin 3.1 R11 it didn't run SFFT Alpha 58 & 59 did run it perfectly :) But when exiting D1X as D2X Rebirth 0.53 the system crashes and taking screenshots results in a black screen.
After reboot I started up the game again and intro cinematics run very slow but ingame gameplay with FSAA x2 as x4 as without seemed to be not a problem, as I could notice the frame speed between single & dual chip as with FSAA x2 as x4, so on this system Dualchip does work fine.
here's the DXX-Rebirth site, go to media for screenshts of the game to get an idea :)
http://www.dxx-rebirth.de/
it runs great on the GeForce as it used OpenGL 1.3 binaries , it seems that the 5500 PCI has texture dumping problems when exiting the program thereby letting the system hang as it will reboot automatically.
Development of this driver is now complete. The alpha 59 is the last release of this driver and no more work will be done on this project. The drivers now do everything that I believe the cards can realistically do under Directx and so the project is finished. I would suggest that a re-test of everything be done using the Alpha 59 in order to generate a list of programs that run with the driver, i.e. an updated voodoo compatibility list. Release note can then be generated from this. I will not be taking part in this so it is all up to you.
SFFT
thank you for the immense amount of work you have done.hope you will drop by from time to time..(http://forum.3dfx.cz/images/smiles/icon_thumb.gif)
SFFT thx for you!
but yours Drivers Do not work on new Intel p35 Platform!
2 Chips cards have(likeV55) or more(6k) used only one chip.
There is biggest problem and you can solve it only
think about this please
Thank you so much SFFT, your effort will always be appreciated by the 3dfx community.
Bravo ;)
I understand and accept your decision to stop the development of the driver, but in my opinion there is still an improvement margin.
Maybe you can consider to release the sources.
However many thanks for your work!
Thank you SFFT for your titanic work.
Throught your work, the 3dfx hardware continues to live on.
I can believe that there will be no more SFFT releases, but i respect your decision.
It's the last driver ever ? I hope not because i believe that there are still some improvments that can be done.....and we don't have to forget that 3dfx it's not a regular hardware -
It's more than a voodoo .... it's magic.:)
Again, thanks a lot for what u have done for the 3dfx comunity.
Take Care .
Radu.
I can't believe it's the last release! =(
Please reconsider!
Anyway you've been doing an amazing job with the driver!!!
Hello SFFT,
In first place tell you THANK YOU very much for such amazing work. :)
ps. I am agree with my comrades. This driver still can be improved. So, I wish this don't be a definitive 'Good bye'.
ps2. SFFT, 3Dfx community need you.
Hugs,
Oscar
This is a sad day, because those are very sad news.
I knew this day would come sooner or later, but I wish it had been some time later.
The driver could still be improved, there are games that run on a Geforce2 but still do not run on a Voodoo ( like Star Wars: Empire at war ).
Anyway, SFFT, I respect your decision and want to thank you very much for all the work you have done. You really helped the community extend the life of our beloved 3dfx cards.
Take care and all best wishes
Rolo01
Argh, that hurts. SFFT, I agree with all that posted before me: Your work is impressive, the drivers rock. You helped to exceed the 3dfx card's lifetime a lot, keeping the spirt alive. But please, reconsider. There's still room for improvements, and many people would appreciate it – including me.
Maybe we could start a donation for new features. ;)
Greetings and thanks,
Raff
Hmm SFFT a tough decision made you have, though I do respect all the work you have done for us, which is simply more than godlike to me, you are the Jedi Master in driver programming, though I have to agree with the rest, the drivers can be improved as you did show that to us, you have gone so far why stop making them better?
Anyways this question may question others as I understand since you were the only one that was really improving as created new 3dfx drivers, it's 2008 and still you have given us new drivers this concludes that your support has brought the 3dfx spirit to such an ultra high level that we should thank you in a very special way.
Anyways You have done alot too much for me to think about as I can understand your point of view by not making new drivers, I wish you all the best mate.
May The Force Be With You, Always Jedi Master SFFT.
I tested GTA San Andreas with alpha 59 and i discovered some strange behaviours:
Gta SA version 1.0 works good only with fsaa 2x and 3danalyze 2.25c or 2.34; with fsaa set to "fastest" some flickering occurres like with older alpha derivers, but using particular "gta_sa.set" files the flickering disappears; with fsaa set to "single chip" the screen shows 2 images overlapped.
The only configuration that give sufficient performances is fsaa 2x.
I installed the "no more hot coffee patch" and with this patch i was able to enter the "video advanced" menu and set the resolution. the strange thing is if i start the game in "fastest" mode there is no flickering but very bad performance (worst than with fsaa 2x enabled), and if i switch the colors (from 16bit to 32 or viceversa) ingame, the performance become very good but some orange horizontal lines appears on screen.
SFFT, i want to give a BIG THANKS too!
we really apreciate all the hard work done, you are a great person man :)
i just wanna say, that a "final" alpha 60 release would be great..., but now, as you said, " re-test of everything be done using the Alpha 59 in order to generate a list of programs that run with the driver, i.e. an updated voodoo compatibility list." so, if additional driver testing is done (there are issues/bugs reports right now, like the missed P35 chipset compability, etc); you, could get aditional feedback, for making a final (maybe beta...) release :)
a HUGE thanks from Argentina and all Sudamerican people.
I want to report that I worked a little with UT99 ini and now I can use again full screen with alpha59, but the game runs a little strange, has lot of frameskips.
Please don't stop the awesome work on the driver!
There will be no more driver releases you can either test it properly and find out what works, or you will simply never know what works. It is the last and best driver and so the only one worth testing.
SFFT
I tested some benchmarks
3DMark01SE works good, 1024x768x32 scores 2444.
3DMark00 works good but slow: 1024x768x16 scores 2111 (less than 3DMark01SE @ 32bit), 1024x768x16 @ single chip scores 2095 and displays wrong inter-test screens.
Aquamark3 works good except some texture errors.
Image Insert:
(https://www.3dfxzone.it/public/uploaded/benna/2008411195557_am3_sfftalpha59.jpg)
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X2 the threat demo works good
I've got a question: is it possible to make donations as a way to support future driver development?
QuoteOriginally posted by kalte
I've got a question: is it possible to make donations as a way to support future driver development?
I am agree.
ps. SFFT driver is really awesome but it has some bugs can be fixed. For example incompatibility with new Intel Chipsets, SLI problems...
Oscar
Thank you SFFT
without you and our work, i can't proudly tell everybody that i run a 3dfx card in my mew P4EE System
You've just created a legend, for all 3dfx lovers!
Take care and hope good things are always be there with you!
amigamerlin 3.2!!! when????
Amigamerlin 3.2 beta was based on old 3x SFFT driver releases. We got insufficient results by our internal testing so that beta never was posted on line for public testing.
New Amigamerlin packages, of course based on a SFFT driver core for both Direct3D and GLide/OpenGL APIs, could be made available for public download and testing w/out particular problems.
Two sides are worthy mentioning:
1)You 3dfx owners - like occasional hardware users as well as active SFFT driver testers (Off Topic -> TNX GUYS :)) - deserve every possible effort by 3dfxzone.it (please read "help", "support" and "software update");
2)Like three years old Amigamerlin 3.1 R11, every new Amigamerlin driver kit could be based on a SFFT driver so the main target of those customized releases'd be optimizing Voodoo cards performance and stability while - in general - Voodoo cards compatibility with games will be unchanged.
Bye bye
thxxxx glide
It would be so good to see a new Amigamerlin release! =)
Glide thanx for everything!
SFFT 1.0 driver is out!!
Thank you very much SFFT!
WTF!? A new release, or just a re-naming? :)[:O] Ok, the files tell a "60" which means it's really a new release. The first "beta"?
Amazing, stunning ... followed by big thanks to SFFT!
Greetings from Germany,
Raff
Thanks a lot SFFT for continuing the great job !
Just amazing......
Best Regards.
Radu.
Thank you for continuing your work on this excellent driver!
I'm using it with great results and looking forward to following versions.
bye
feinripp
sweet.lets hope I can get the test machine running in next few days (should have been online for days,but I cant seem to find the time to put all the parts together)..
Wooow ... the driver is damn fast. 3DMark2000 improves by 11 percent in 1.600x1.200x32 (V5 6000 @ 183 MHz). Even 2.048x1.536 works now in 16 and 32 Bit - fluent! The SLI f*ckup seems to be dead, finally. Great work, SFFT!
BUT: Many games now suffer from texture glitches. I've tested Max Payne 1 and 2. 1.024x768 works perfect, but 1.600x1.200 looks f*cked up - many textures look like a rainbow. Nice effect, but it should be fixed, I think. ;) But even 2.048x1.536x32 is incredibly fast in MP2 ... because most of the textures are crappy, I assume.
SFFT, please keep up the nice work! The SLI bug is almost gone ... just a little step ... :)
Greetings and thanks,
Raff
Finally 1.0 release! I installed it today and tested what I can:
- 1440x900 resolution, like with previous versions of the driver, must be added manually with PowerStrip. Maybe contacting the developer of PowerStrip for some help it would be possible to add this resolutions, as well as all the other common widescreen resolutions, permanently to the driver.
- Heroes III works perfect.
- WarCraft III and Windows explorer now lets me choose resolutions up to 2048x1536. Previous driver only let me choose up to 1280x1024.
- UT99 works at very high FPS on D3D mode at max details, like with old alpha drivers (so high that the game is unplayable, I think it is because of the dualcore CPU). I tested it on Glide mode and the game also runs very fast at 1280x1024 at max detail. On Glide mode it only lets me choose 4:3 resolution, on D3D it gives me the option to play it at 1440x900, I assume that Glide mode doesn't use at all the available desktop resolutions but D3D does.
- CrystalMark OpenGL test still needs to use MesaFX to works. PowerStrip also needs it for an option to check OpenGL version.
- DivX videos are working OK around 18% CPU usage. I don't have any DVD close to me so I can't test them now.
It is so good to see that driver development is still going on, keep the good work!
I did further investigation using my V56k. The rainbow textures and other corruption also appear in 3DMark2001SE and No One Lives Forever 2. Now we know four apps with this bug: These two and the Max Payne games. Important to mention again: Up to 1.024x768x32 the textures are fine.
Later, I played a bit with the texture options in 3DMark2001SE using the 1.600x1.200 screen resolution. 16 Bit textures seemed fine to me, "compressed" (which means 32 Bit and S3TC afaik) showed the errors first. "32 Bit" (uncompressed) caused even worse bugs ... and my card finally freezed. It seems to me that there is an internal problem if the VRAM is full. SFFT, does this help you? :)
The funny thing is: 3DMark2000 never shows the texture corrution.
Greetings,
Raff
Great news!
I hope v1.0 will not be "the final one". Keep on programming! You do a really great job for this community!
Agatha Christie:
(http://img391.imageshack.us/img391/4181/aa1wf1.jpg)
(http://img391.imageshack.us/img391/1200/aa3cn3.jpg)
(http://img175.imageshack.us/img175/7519/aa4zo4.jpg)
Some texture errors: look at the roof right.
CSI Demo:
(http://img100.imageshack.us/img100/694/csi1qh6.jpg)
All at 4xAA on Voodoo5 5500.
Regards.
Radu.
Hi. Today I tested DVD playback with PowerDVD. It is using around 25% CPU power and with an older version it used around 17%.
I corrected the issue I was having with UT99 being at so high FPS that made it unplayable. I used ImageCFG to modify CPU affinity and set it to use only one core, now I have constant frames and the game runs perfect at max detail on D3D at 1440x900.
I can´t believe that, SFFT version 1.0, the best news i have about my voodoo card.
Thanks a lot SFFT for the great job, and pelase don´t stop it, if you need some support just open a way to we (all voodoo lovers) send some funds to keep the driver development.
I will make some tests at weekend.
VOODOO Forever....
I tested SFFT 1.0
now GTA San andreas WORKS PERFERCTLY in single chip!!!!
With both vsa enables appears some coloured stripes both in game and in menus, but performances are good.
Also in 3DMark00 rendering errors (in inter-test screens) in single chip are gone!
Terrific work SFFT!!! [:p][:p]
You are so close to have GTA:SA working on voodoos, please don't stop your work!
yessssss, very thanks you SFFT! the 1.0 release rock for sure
i'me very happy, as all together in all aorund the word :) :) :)
3DMark2001SE
C2D@2.166MHz
V4 4800 AGP 64Mb @166MHz
- SFFT vers. 1 - 1.805Points
- SFFT Alpha 59 - 1.807Points
- Amigamerlin - 2.051Points
- Amigamerlin R1 - 2.040Points
- Amigemerlin R11 - Fail
- Beta KoolSmoky - 2.080Points
Oscar
haliho
Witch motherboard's chipset functional sft 1.0 ??
p35, x38, 965 , nforce 5xxxx??? sorry english language..
I will buy new motheboard .
thxx
QuoteOriginally posted by kukucs
haliho
Witch motherboard's chipset functional sft 1.0 ??
p35, x38, 965 , nforce 5xxxx??? sorry english language..
I will buy new motheboard .
thxx
Hello,
I have tried differents motherboards wihtout luck with my C2D and V5 PCI:
- ix38
- Via PT880 Pro/Ultra
- i865PE
- i975
If you are using a V5 PCI the best way is go for a AMD platform. SFFT driver with new Intel system does not work very well though.
ps. I hope SFFT can fix such bug.
Oscar
Hi ALL.
QuoteOriginally posted by osckhar
3DMark2001SE
C2D@2.166MHz
V4 4800 AGP 64Mb @166MHz
- SFFT vers. 1 - 1.805Points
- SFFT Alpha 59 - 1.807Points
- Amigamerlin - 2.051Points
- Amigamerlin R1 - 2.040Points
- Amigemerlin R11 - Fail
- Beta KoolSmoky - 2.080Points
Oscar
Oscar, thank you a lot for this comparison. It's very userful.
Just a question: could you make new tests using some game?
Bye bye
QuoteJust a question: could you make new tests using some game?
Of course! Let me see what games I can use on new test. I will try with games launched between 2001-2003 Year.
Oscar
Hi Oscar
you could begin testing these games or demos: Unreal Tournament 99 (in both Direct3D and GLide rendering modes), Unreal Tournament 2004, Quake 3 Arena (testers on 3dfxzone.it italian forum - their reports on SFFT 1.0 driver are here http://www.forumzone.it/showthread.php?t=26683 - had issues/crashes running Quake 3 with FSAA enabled on Voodoo5 cards) as well as Half-Life 2 titles.
Let me know,
TNX.
Bye bye
thxx osckhar
Conflict Desert Storm:
(http://img292.imageshack.us/img292/9677/conf1ig2.jpg)
(http://img292.imageshack.us/img292/7945/conf2hb1.jpg)
(http://img292.imageshack.us/img292/2492/conf3dw9.jpg)
Works fine at 1280x1024 with 2x and 4x AA.
Can anybody confirm my V5 6000 results, concerning SLI? radu? Someone else? :)
Greetings from Germany,
Raff
Hello,
Here goes some driver test:
ASROCK 775-Dual sata AGP
Win XP sp2
1Gb DDR2 geil
C2D e4300 @2.5GHz
V4 4800 AGP 64Mb @166MHz NOxFSAA (prototype)
(http://www.3dfx.ch/gallery/d/30347-1/f1_2002_demo_1.jpg)
- SFFT vers.1 cant launch F1 2002 Demo.
- AM 3.0 only can launch the game 16Bits.
(http://www.3dfx.ch/gallery/d/30350-1/mafia_demo_2.jpg)
- Beta Kools: Impressive performance. Practly double SFFT driver performance.
(http://www.3dfx.ch/gallery/d/30352-1/nfsu_demo_1.jpg)
- Only SFFT driver can handle this game. Older SFFT drivers restart the pc.
(http://www.3dfx.ch/gallery/d/30354-1/rome_total_war_demo_1.jpg)
- Only news SFFT drivers launch the driver without texture errors.
(http://www.3dfx.ch/gallery/d/30356-1/v-rally_3_demo_1.jpg)
- Older drivers need 3D-Analyze for lauching the game. New SFFT driver dont need 3D-A for this demo.
ps. Next week will do some new test with differents drivers and news Demos.
Oscar
Good work Oscar, that's exhaustive testing! :D
Is there some particular game that I could test on a V3 2000?
PS: I didn't knew there was a V4 4800 [:0]
Great Work Mate !
These results shows that the drivers can still be improved.
Btw: Would be nice to see the drivers differece with a V5 5500 and 6000 !
SFFT: kudos for still developing for the scene 8 years after the fall oof the legend.
Guys,
Thes new SFFT 1.0 sucks in Glide mode with my Unreal Tournament 1999
At 1920X1200 on my Dell 2407wfp it gives lousy results. There are shakings, and electric vibrating lines across the screen. When trying to exit the game, the pc stucks with 4bit colours and then restart itself !
I ran te same Glide mode with Amigamerlin 3.1 R11 (https://www.3dfxzone.it/dir/3dfx/voodoo5/drivers/voodoo45/windowsxp/) and could get smooth 1600x1200 playback at 30+ FPS !
In Direct 3D mode, this new SFFT 1.0 gives exactly the same framerate at 1920X1200, Dell's 2407WFP native resolution at 26 FPS, EXACTLY what I got from Amigamerlin's 3.1 R11 driver, so there is not even 1FPS more :(
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
BUT this is how it all looks at an amazing 39 FPS on 1920x1200 & 4xFSAA after modded to the bone on my voodoo 5 project machine):
Unreal Tournament(1) 1999
CPU: Intel P III-S Tualatin 1130@1400mhz
GPU: Vodooo 5 5500 @ Stock 166mhz(BIOS 1.18B Amigamerlin 3.11R Driver) 1920x1200 Full Scene Anti Aliasing x4 @ 39 FPS
THIS IS MY VOODOO PROJECT PAGE AND the best cooling in the world for it made in May 2008 !http://www.iopanel.net/forum/thread12920.html
How does it look ? :) like this;
(http://img411.imageshack.us/img411/7518/russianbastardfm8.png)
@ Alex.Turovsky
Very interesting, any chance for a translation to English ?
Well - that is really nice and all, alex.turovsky, but I don't see any antialiasing being done in that screenshot, neiter vertically, nor horisontally.
BTW - nice mod posted there on your forum. An english translation would be even better. :-)
Nice mod from alex.turovsky, it would be nice to see that V5 running on a newer system, like an Athlon XP or a Core2.
I remembered that I have Vampire the Masquerade: Redemtion lying somewhere my house. Is it worth testing it?
Oh my god, SFFT is working again in SFFT driver. SFFT vers 1.1 is available for downloading.
Thanks SFFT,
Oscar
Woohoo! Thank you so much, SFFT!
Greetings from Germany,
Raff
I tested new SFFT 1.1 (big thanks;)) with gta:sa ut99 and worms armageddon and i didn't see changes from version 1.0
I will do more tests next days
woohoo! new driver version! I'll test it on wednesday =)
I'll try to find my VTM: Redemption for testing before updating to new version.
Sorry for re-requesting but has somebody successfully tested it with vista x64 or server x64 ? [?]
THANK YOU SSFT FOR YOUR GREATEST WORK
I GO ON TEST MAYBE HELP:
CPU:CORE2 E4400
MB:INTEL D975XBX2
RAM:2G DDR2
VOODOO5 5500 PCI
WINDOWS XP SP3
SSFT V1.1
WINDOWS DESKTOP 1024 X 768 X 32 BIT
I HAVE SOME 2D QUESTION
ON WINDOWS FILE EXPLORER HOLD MOUSE LEFT KEY YOU CAN DRAW A ALPHA SLECTED WINDOWS LIKE THIS
(https://www.3dfxzone.it/public/uploaded/kiith/20086432157_333.JPG)
KEEP HOLD MOUSE KEY AND MOVE YOUR MOUSE QUICKLY THE ALPHA WINDOWS SIZE WILL CHANGE
BUT I FOUND THE 2D ALPHA WINDOWS SPEED IS VERY SLOW
AND NOW RUN DXDIAG.EXE TRY TO TEST DIRECT3D
AFTER YOU COMPLETE "FULL SCREEN" DIRECT8 OR DIRECT9 TEST TRY TO DO A 2D ALPHA WINDOWS AGAIN
AND NOW THE 2D TURE ALPHA WINDOWS SPEED WILL BE SMOOTH AND VERY FAST
NOW CONTINUE DIRECT3D TEST IF YOU RUN "FULL SCREEN" DIRECT7 TEST OR PLAY SOME GLIDE3X DEMO
THE DESKTOP 2D SPEED WILL BACK TO SLOW
AND NOW REBOOT YOU SYSTEM
SOMEONE USE WINDOWS XP WELLCOM LOGIN SCREEN IF YOU MOVE OR LEAVE MOUSE ON A USER ICON
YES THE ALPHA ICON DISPLAY VERY SLOW TOO
I CAN'T BELIEVE MY CPU SOFTWARE 2D ALPHA ACCELERATION FASTER THEN VOODOO5 2D HARDWARE ACCELERATION
I DON'T KNOW BUT I GUESS WINDOWS XP BASE ON DIRECT8
THAT VERSION DIRECT DRAW UPDATE TO DIRECT GRAPHICS
IF YOU REBOOT YOU SYSTEM OR RUN SOME "FULL SCREEN" DIRECT3D7 PROGRAM OR GLIDE3X DEMO
VOODOO DRIVER WILL BACK TO AN UNKNOW 2D MODE THEN SOME ADVANCE 2D ACCELERATION FEATURE LIKE 32BIT TURE ALPHA NOT BE ENABLE OR NOT SUPPORT OR HAVE BUG
I TRY TO USE SSFT TOOLS SWICH THE DDI VERSION 7,8,9 BUT IT NO USE
SOME DX9 GAME HAVE MORE THEN ONE 2D 3D GRAPHICS LEVEL LIKE THIS
(https://www.3dfxzone.it/public/uploaded/kiith/2008643262_222.JPG)
IN WINDOWS MODE SSFT WORK VERY WELL
BUT IF YOU SWICH TO FULL SCREEN MODE
TURE SCREEN SIZE AREA CAN NOT DISPLAY
YOU LOOK THE RIGHT SIDE ALLWAYS BLACK
(https://www.3dfxzone.it/public/uploaded/kiith/20086432722_111.JPG)
I TRY TO SWICH TO WINDOWS XP OWN VOODOO5 DRIVER FOR THIS GAME
3dfxvs.dll 5.00.2489.0028
3dfxvsm.sys 5.00.2489.0028
IT VERY OLD AND IT CAN'T SUPPORD GLIDE BUT THIS DRIVER NO PROBLEM
BOTH WINDOWS AND FULL SCREEN SIZE WORK AREA VERY WELL¡¡
THANK YOU SSFT AGAIN
GO ON 3DFX NEVER DIE ¡¡
Hi all,
i tested new SFFT 1.1 with my 3dfx system:
Athlon XP-M Barton 2500 Mhz
1Gb CAS 2-2-2-5
3dfx Voodoo5 6000 3700A (183Mhz)
Epox 8K5A2+
Total Immersion Racing:
-perfect: 1024x768 16 bit, all max details, FSAA4X... 20-30 fps
Painkiller:
- 1024x768, middle/high details, sometime some textures are corrupt, maybe cause each VSA-100 have only 32 Mb of memory.
Painkiller Overdose Demo:
-fantastic! 1024x768 middle details. Wonderful images, but too slow, 12-30 fps...
UT2004: no bad, 1024x768 middle details, 20-100 fps...
Hi everyone!:)
I have a serious problem.[:(]
When I use the new SFFT 1.1 driver, my hard disk will make strang sound and then the system crashed. Also hardly boot into windows. But when I use the SFFT 1.0, it was in good condition. I use the HD TUNE to check my hard disk but is was fine. Can anyone tell me what's going on? By the way, please forgive my broken English...OTL[8)]
My system:
CPU: Intel Celeon 2.66 GHz
MB: GA-8SR533P
RAM: 768MB DDR266
VGA: Voodoo5 5500 AGP
HD: Seagate ST320034A 20GB
OS: Win XP Pro SP3
Hi
I agree that same strange rattle in hard disk too in SFFT 1.1. First I think that my hard disk is in straight contact to my computer case metal body somehow, but after roll back to SFFT 1.0, it is silent again...
Also I had in F1 2002 several crashies, which send me to the desktop. Change to back 1.0 and game was ok again.
OpenGl and Glide games seems to work as normal...
Anyway, good work SFFT... Keep going on.
Regards
Kokohemmo
thanks you VERY much for this new version release!
:) !!!
Good Work SFFT !
In the Weekend i will test the new version with my V56K and i give you my feedback.
I just want to report a crash with the latest SFFT driver running
this production: http://www.pouet.net/prod.php?which=50719
It just restarts the system after watching maybe half of the intro.
The Window Crash Recovery says it is related to the video driver.
QuoteOriginally posted by charly204
Hi everyone!:)
I have a serious problem.[:(]
When I use the new SFFT 1.1 driver, my hard disk will make strang sound and then the system crashed. Also hardly boot into windows. But when I use the SFFT 1.0, it was in good condition. I use the HD TUNE to check my hard disk but is was fine. Can anyone tell me what's going on? By the way, please forgive my broken English...OTL[8)]
My system:
CPU: Intel Celeon 2.66 GHz
MB: GA-8SR533P
RAM: 768MB DDR266
VGA: Voodoo5 5500 AGP
HD: Seagate ST320034A 20GB
OS: Win XP Pro SP3
Well it might be related just try it with that intro and see if it crashes your system.
My system:
Gigabyte K8NNXP-940
AMD Opteron 240
3dfx Voodoo 5 5500 PCI
Windows XP Professional x64
Hi, I installed driver 1.1 and I'm having the strange HDD sound. I've not had any time to test any game =(
I confirm the HDD strange behaviour.
with the Version 1.0 everything is working fine.
In 3Dmark2001 @1600x1200x32 there are texture errors.
UT99 has a strange colors and light effects works strange, has some texture problems. WC3 works fine, also does Vampire The Masquerade Redemption.
The misterious pink square apears again on V5 6000 !
I had to switch back to driver 1.0 because sometimes my computer suddenly shut down not even showing a BSOD after some seconds after booting. With driver 1.0 that hasn't happened again.
New SFFT 1.2 are released!
https://www.3dfxzone.it/dir/news/3dfx/sfft_1.2_voodoo3_4_5/
Testing results of SFFT 1.2:
Glide and DirectDraw games works well, GTA San Andreas crashes in the main menu.
Thank you SFFT for continuing the development!
Hi and thank you SFFT for the great support :D
May I ask what is the origin of the glide files [?]
- to agrelaphon:
New GLide libraries have the same origin of other driver modules; so those come from SFFT effort and your feedback.
- to all:
Is there some other testing report(s) about this current release?
Thanks in advance.
Bye bye
The HDD strange sound isn't there anymore! Good work!!
UT99 and WC3 Frozen Throne works perfect. I haven't any time to test anything more
the pink square appears again on my v56k.
There is speed increasing in SFFT 1.2. I'v test with 3dmark2001 SFFT1.1 has 600 as result, but SFFT1.2 has 800. But Amigamerlin R11 has beter one it has 1388 as result value. but Amigamerlin has some glitch in same game.
Game 'madcaps' from game house freeze and computer sudenly reboot. sometime BSOD appear before reboot. it olny happen when i use 32bit color depth. and never hapen with 16bit.
Thanks for this great driver.
CPU : Celeron 1G
MEM : 512m
MOBO : ABIT st6
VGA : voodoo5 5500 agp
@didi_dudikov
Could you post details about that BSOD ?
Be sure to turn off the direct reboot before.
The detailed description may help SFFT to improve the driver.
BSOD (Blue Screen Of Death) say something about 3dfx.dll. sorry BSOD apear too fast to read.
it only hapen when i use 32bit color depth with game 'MADCAP' from gamehouse. it is not hapen if i use SFFTbeta45 or AMIGAMERLIN.
Program 'wizmark' also not work. it say something about z buffer canot alocated.
QuoteOriginally posted by didi_dudikov
BSOD (Blue Screen Of Death) say something about 3dfx.dll. sorry BSOD apear too fast to read.
Did you tried to deactive automatic restart on system error? I think it is because of that the BSOD dissapears.
I an not yet tried to disable auto restart. I'll try it soon.
Even if i run the game in window mode, there is un usual image like corrupt image in the game window and outsite window, then system freeze. 5 - 10 seconds later computer will be blank and (hard) reboot without warning. sometime BSOD appear, sometime not.
This hapen since I use SFFTbeta48 and later. I'v try SFFTbeta45-47 it's fine.
Ah nice, SFFT now also works on Glide drivers?
Greetings from Germany,
Raff
OK, i got this message.
'The 3dfxvs display driver has stooped working normaly.
Save your work and reboot the system to restore full display fuctionality.
The nextme you reboot the machine,
a dialog will be displayed gving you chance to upload data about
this faiulure to mcrosoft.'
I also upload same screenshoot and dump file that mey be usefull
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) screenshoot.zip (https://www.3dfxzone.it/public/uploaded/didi_dudikov/200871423242_screenshoot.zip)
52.86 KB
WARCRAFT 3 (REIGN OF CHAOS)
-1024x768 16bpp high detail perfect
-1024x768 32bpp high detail BSOD appear "IRQ_NOT_EQUAL_OR_LESS"
I've noticed that sometimes windows has some lag or delay when drawing windows that weren't there before driver 1.2. Also it has the same problem when moving trough text for the first time on word or anything were I can write, but it happens only when scrolling with the keyboard arrow keys.
I've seen too that when selecting with the mouse a lot of images in preview view mode it is very slow, but I'm not sure if that happened with previous driver versions.
Thanks for the driver!! Keep the good work! =D
With SFFT 1.2 Homeworld works fine in D3D, OGL and Glide (but only in 640x480) but sometime the pc freezes while starting/exiting game.
Homeworld 2 doesn't start (it use OGL engine)
homeworld2 needs mesafx with the latest glide3x compiled by dborca (and it wont be 100% correct anyway).
Great work dude!
But SFFT 1.2 doesn´t work with MS Vista 64. [V]
Is there any update?
[?]
Video board > Voodoo 3 3000 PCI 16MB
Sorry!
Interceptory
WC3 Reign of Chaos, when using opengl, some object (building, tree, land etc) missing. (sometime only part of it)
I'v try to use the original opengl driver or mesa driver but i got the same result.
but the good news is when using mesa driver I got dramatically speed increasing.
It's good driver to keep voodoo beter
this is a known issue when running wow under opengl.anyway,this is a little bit off-topic,because this is a discussion about D3D part of the driver.
Hi everybody,
PC:
Tualatin Celeron 1300 - 100Mhz
694T
768MB PC100
VOODOO4 4500 AGP 166Mhz
WINDOWS XP SP1
DIRECTX 9C
3DMARK 2001 SE - Defaults
1024X768
32 BITS COLOR
FRAME BUFFER DOUBLE
Z-BUFFER DEPHT 24BITS
Amigamerlin 3.1 R11:::::::::::::::::::::::::::::::::::::1344
Sfft Alpha 1.2(6.2)::::::::::::::::::::::::::::::::::::::1088
Sfft Alpha 1.2(Sfft Alpha 29-3dfxvsm.sys)::::::::::::1332
Sfft Alpha 1.2(Sfft59-3dfxvs.dll+29-3dfxvsm.sys)::::1333
Sfft Alpha 29~~~62 + 29-3dfxvsm.sys test ok
Sfft Alpha 29-3dfxvsm.sys
Thanks a lot SFFT
KOREA Voodoo - http://joeahn.net/k3dfx
KOREA, you are welcome here.
Tnx a lot for this useful report (with comparison among file versions too).
It's sure, Amigamerlin 3.1 R11 is a top performer driver with "little old" software like 3DMARK 2001 SE or same generation games.
Latest SFFT releases want improve 3dfx hardware response with newer games so your scores're compliant with this approach.
Bye bye.
Is there some game that would be worth testing on a V3? I would like to help a little more here but I don't know what to do =(
Hi everybody
VOODOO4 4500
DREAMCAST
Sfft Alpha 29~63 + MesaFx_0.6.1.0.9a
Sega Dreamcast Emulator
DEMUL 0.1
DEMUL 0.46 WIP
http://www.joeahn.net/bbs/data/k3dfx_down/demul.JPG
Dead or Alive 2 Limited Edition
VOODOO4 4500
DEMUL OPENGL MODE - Screen Capture[FRAPS 1.9D]
Image Insert:
(https://www.3dfxzone.it/public/uploaded/KOREA/2008827123_demul.JPG)
64.6 KB
KOREA Voodoo - http://joeahn.net/k3dfx
Good Work SFFT !
It's there a possibility to change the driver for the AAlchemy board ?
It will be very helpfull, actually the only driver is for Win2000 and NT, for XP there is nothing !
SFFT 1.3 and Painkiller Overdose:
http://www.youtube.com/watch?v=JPOB7Q41H8Y
http://www.youtube.com/watch?v=eEQhGFG0LSs
Voodoo5 6000:D
I did some investigation this weekend. The aim of my driver testing was the answer for this question: "Which driver handles Quad-SLI the best way?" SFFT, as we noticed for some time, you're trying to kill the V5 6000's SLI f*ckup. That's great! I'll try to give you some information, whether you're on the right way or not. :)
I've tested the last 6 SFFT releases with my V5 6000 (Rev. A-3700) using Windows XP x86 SP2. Let's look at some Fps first. It's Max Payne 2 in 1.600x1.200x32, no SSAA:
SFFT 1.3: Avg: 55.133 - Min: 37 - Max: 88
SFFT 1.2: Avg: 48.700 - Min: 35 - Max: 76
SFFT 1.1: Avg: 47.667 - Min: 34 - Max: 76
SFFT 1.0: Avg: 55.233 - Min: 36 - Max: 87
Alpha 59: Avg: 55.533 - Min: 36 - Max: 87
Alpha 58: Avg: 52.733 - Min: 18 - Max: 87
Alpha 57 and older: <10 Fps
As you can see, SFFT 1.1 and 1.2 lose the comparison, while SFFT 1.3 regains the speed of older drivers. The Alpha 58 seems to be one of the worst drivers. But that's not true, 'cause these numbers don't tell the truth.
SFFT, I don't know what you changed in the last drivers, but I think it's only partially the right way. Let's recall the symptoms of the SLI f*uckup: Every Direct3D game became cruelly slow when you set the resolution to 1.152x864 or higher. 1.024x768 and less ran fine. Always - the bug only occurred in high res and only under XP with the V5 6000. The V5 5500's Dual-SLI doesn't suffer from this bug.
With the last SFFT Alpha's you did some serious changes that affected the bug in a positive way. Using the Alpha 57, I already noticed some apps scaling in high res i.e. the 3DMark2000. It was amazing: The 6k finally surpassed the 5500's fps by factor 2,x! But the bug didn'd vanish in many cases. Max Payne 2, to mention one game, still creeped at ~5 Fps.
With Alpha 58 there was another change. With this driver, Max Payne 2 initially ran extremely fast - SLI worked the way it should! But the mysterious "square" that 6k users know from older drivers returned. This is it:
(http://666kb.com/i/b1q1fni1tbt06i5iz.jpg)
(http://666kb.com/i/b1q1fu04s3axahhtn.jpg)
A blue-coloured artifact that sits "in front" of the picture. You can't grab it on a screenshot. It's only shown in resolutions above 1.024x768, so I assume it has something to do with the SLI bug. What is this? Could you kill it again? :D
Then Alpha 59 came and even 1.920x1.440x32 and 2.048x1.536x32 in 3DMark2000 ran fluenty - while Alpha 58 freezed them. The square was still there ... as it is with every new release since then. Enabling SSAA makes this artifact vanish! Then it must have something to do with the SLI communication, I think. But I'm a lay man.
Well, 3DMark2000 boosted with Alpha 59. But then I started Max Payne 2 again - and saw this:
http://www.keepmyfile.com/download/9e3f212332563 (MaxPayne2.AVI)
Rainbows! Extreme artifacts. Interestingly, "only" the static objects look psychedelic, while Maxey is textured correctly. TrackMania Nations forever shows comparable texture corruption ... just to mention other games. It's definitely an omnipresent problem. But in these cases, SSAA doesn't solve the problem, the games only drop Fps (and jaggies).
SFFT 1.3 returns to the old fps level, but it doesn't solve the rainbow bug - no driver does it. I don't know if this is possible, but, SFFT, you should try to "migrate" Alpha 58 and 1.3. Only you know what you did in the last Alphas. You were on the right path, on the way of killing one of the last major bugs!
And please: Keep up your great effort! I bet you can kill this "trouble maker" in the driver. Nobody else could do it! :)
Greetings from Germany,
Raff
QuoteOriginally posted by mikepedo
SFFT 1.3 and Painkiller Overdose:
http://www.youtube.com/watch?v=JPOB7Q41H8Y
http://www.youtube.com/watch?v=eEQhGFG0LSs
Voodoo5 6000:D
Good work, the game looks very good and runs very fast for eight year old card [:0]. Can you make videos with more games like doom 3,nfsmw etc.[?]
Hi
My quick findings with v56k and SFFT 1.3
Unreal and Unreal Tournament in GliDe mode:
Games starts and run ok with resolution 1280, but when exist the game all goes rainbow (boot needed)also game advanced screen opening do this same thing. If resolution is 1024, then seems to work but lockups to the desktop when exiting Unreal game, but not with Unreal Tournament.
I haven't tested yet, which version of SFFT did work in higher resolutions in Glide mode.
D3D games: Battlefield 1942 and F1 2002 seems to ok in 1024 resolution and higher.
Anyways speed seems to be better.
Regards
Kokohemmo
Hi guys,
thanks a lot for these reports and their accuracy.
- Raff3DC:
I can't download MaxPayne2.AVI video due to "I cannot connect to the database because: Too many connections" error. So you could change hosting service as well as send me the file if you'd like it to be loaded on a 3dfxzone mirror.
Bye bye
can you try to fix this game
http://www.siterskain.com/reflex/download/RefleXTrial100_setup.exe
91 MB this is free trial demo vision download
correct effect like this
(https://www.3dfxzone.it/public/uploaded/kiith/200891313437_config2.JPG)
ssft1.3 like this
(https://www.3dfxzone.it/public/uploaded/kiith/200891313128_2.JPG)
game menu can not display
Hi, I tested 1,3 version and I've seen the following:
- Windows GUI is more responsive than 1.2
- WC3 works OK
- Heroes III works OK
- UT99 shows some artifacts and has a little different colors (more brighter)
- Vampire the Masquerade Redemption works a lot faster than before.
Good work SFFT team!!
SFFT vers 1.3
V4 4500 AGP
1024x768 16Bits (2x2 + smoother=22Bits)
2xFSAA
Armed and Dangerous Demo.
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ps. More SShots and details here:
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=10231
Oscar
QuoteOriginally posted by Ralf
on good drivers and c2d @ 3,7ghz + voodoo5500 @205mhz
I should have around 3000 - 3500points - 3dmark2001se
Probably V55k and V6k will not use all cores on new platform new Intel P35 and X38 [:(]
@Ralf,
Try
SFFT Alpha 16 and let me know. You will see your V5 PCI using both core VSA-100. In this release the
SLI is working ok using a C2D systems.
Oscar
my sytem core2 8400 v5pci p35chipset use amigamerlin 3.1 r11
sft1.3 dxtn.dll file copy system32. good??? sorry english language.
funktional sli.
QuoteOriginally posted by kukucs
my sytem core2 8400 v5pci p35chipset use amigamerlin 3.1 r11
sft1.3 dxtn.dll file copy system32. good??? sorry english language.
funktional sli.
@kukucs,
Don't worry for your English. Mine is not much better! :)
Ok, I will try AM 3.1 r11. It comes with SFFT Alpha 29. But if I am not wrong I already tried such driver with my C2D + agp2pci + V6k and it did not work well.
Oscar
@kukucs,
Today I have tried AM 3.1 R-11 with not luck. My C2D system hangs up with such driver using V5 PCI.
If U want to try the 3DMark2001SE in fastest mode you must use Alpha 16-19. With the Alpha 20 already is not possible to run it because the pc freezes. From Alpha 20-47 driver cant handle 3DMark2001SE. Alpha 48 fix it but the sli is affected and the performance is really bad even worse than V4.
If U want to play to games like NFSU or UT2003 in fastest mode or with FSAA try Alpha 20-23. From Alpha 24-47 the games hang up the system continuously (problems in the SLI). SFFT 48 fix it but performance is really bad in fastest mode.
ps. If anyone with a C2D found others SFFT rev with the SLI and FSAA ok. Let me know.
Oscar
thxx oscar. i play bf1942,quake3,mafia,starcraft.
I bad wrote no amigamerlin3.1 r11. use amiga3.1 r1
QuoteOriginally posted by kukucs
I bad wrote no amigamerlin3.1 r11. use amiga3.1 r1
Ahhhh... :) and what D3D SFFT core use Amigamerlin 3.1 R1?
Oscar
@kukucs,
I have tested AM 3.1 R1. It uses SFFT Alpha 15 but this release cant launch NFSU or UT2003 to 4xFSAA. SFFT Alpha 16 is the first release can handle NFSU. If U want to continue using AM 3.1 R1 U can update it copying 3dfxvs.dll and 3dfxvsm.sys from Alpha 16 and paste them to C:\...\Amigamerlin 3.1 R11\driver2k and re-install again the driver.
Oscar
hi osckhar. nforce570+amd64 6400mhz functional sft1.3 ??
QuoteOriginally posted by kukucs
hi osckhar. nforce570+amd64 6400mhz functional sft1.3 ??
Yes, it could work. Times ago I tried a Athlon64 X2 6000+ with nforce 590 without problems. SFFT drivers can handle better AMD system than Intel system.
Oscar
intel cpu problem or chipset? nforce 780i functional v5 ,sft1.3[?]
QuoteOriginally posted by kukucs
intel cpu problem or chipset? nforce 780i functional v5 ,sft1.3[?]
I think the problem is not in the Chipset if not in the CPU. Times ago I worked with an Intel system based on socket 478 and everything were perfect.
Oscar.
Hi,
Blue screen (3dfxvs.dll) using SFFT 1.3 with Adobe Premiere Pro CS3.
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Oscar.
Hi everybody,
PC:
Tualatin Celeron 1300 - 100Mhz
694T
768MB PC100
VOODOO4 4500 AGP 166Mhz
WINDOWS XP SP1
DIRECTX 9C
SFFT drivers 29-64(1.4)
Aquamark
SFFT 29-48
FPS 10.4
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FPS 0.5
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SFFT 49-64
FPS 9.5
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FPS 1.8
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ZiNc_Emulator-D3D plugins - ePSXe_Emulator-D3D plugins
SFFT 29-43 SFFT 56-64
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SFFT 44-55
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Manhunt
SFFT 29-45
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SFFT 46-64
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KOREA Voodoo - http://joeahn.net/k3dfx
Hi,
Blue screen playing 'Codename OUTBREAK'. Using OPTERON 170 + DFI NF3 with the V5 5500 PCI MAC.
(http://img407.imageshack.us/img407/2689/codenameoutbreakdx9ym5.jpg)
Oscar.
Komponent did the V5 128 Mb mod succesfull !
According to him, there is a problem with the driver under XP.
@SFFT - can u please take a closer look at this problem ?
F1 2002 demo doesnt works with SFFT 1.4. The last SFFT driver could handle the game is SFFT Alpha 59.
Oscar.
Hi
I just test the SFFT 1.4 and in my setups EA F1 2002 works fine. Also
Battlefield 1942 works fine. The same thing in glide mode is, that only 1024 resolution works. Higher resolution makes rainbow effect in Unreal and Unreal Tournament.
I change glide2x.dll and glide3x.dll and in higher resolution Unreals works in SFFT 32, but not newer ones.
Weird thing, because I remember that Glide works in me in higher resolution when using SFFT 1.0, but not anymore. Perhaps SP3 change something...
My computer details: V56K WinXP SP3
Regards
Kokohemmo
QuoteI just test the SFFT 1.4 and in my setups EA F1 2002 works fine. Also
Full game or demo game?
Oscar.
Hi
Full game of EA F1 2002. No problems so far in any SFFT. Have you tested Unreal I in Glide mode resolution 1152 or 1280 ? Game starts in me good, but when quit the game, desktop is in rainbow mode or locks. Changing back to 1024 everything works ok in both Unreal's.
If it works from you, what is your configuration (SP level etc.)
Regards
Kokohemmo
QuoteOriginally posted by Kokohemmo
Hi
Full game of EA F1 2002. No problems so far in any SFFT. Have you tested Unreal I in Glide mode resolution 1152 or 1280 ? Game starts in me good, but when quit the game, desktop is in rainbow mode or locks. Changing back to 1024 everything works ok in both Unreal's.
If it works from you, what is your configuration (SP level etc.)
Regards
Kokohemmo
For F1 2002 I am using the demo. With SFFT v1.4 does not work but with SFFT Alpha 59 it works.
About UT with SFFT v1.4 in glide mode does not work. Only to 640x400 but I am using the demo version. With the Glide2x.dll from Amigamerlin 3.0 the UT demo works ok to 1280x1024.
Oscar.
QuoteOriginally posted by VoodooT800
Hi,
I have a Problem with Sims 2
All Walls are Red, all ohter are ok
What can i do?
System:
Voodoo 5 5500 AGP
Windows XP + Windows 98SE
1 GB RAM
Duron 1,8Ghz
Drivers: SFFT and Raziel64 Evolution Driver Expert Edition 1.00.09
bye
VoodooT-800
Hello, I had also this problem. Try to activate "mip-map dithering" in the 3dfx-tools. this solve the problem on my system.
please feedback :)
*My System*
Athlon XP-M 2800+
Epox 8k5a2+ VIA-KT333
1,5GB Infineon RAM
Voodoo 5 5500 AGP
SFFT Release 1.3 + 3dfx-Tools
*My System*[^]
First, I would like to say thank you for keeping 3Dfx alive after all these years:)
---------------------------
I spent my Thanksgiving building a 3Dfx machine just for fun. I might take it more hardcore if I can find out why I can't get 3D-Analyzer to open.
I have been trying to get 3d-analyzer to open on this machine. Yet, I always get this crash before it opens. I have tried it in Vista, and XP with the same results.
The program works on my 790i/9800gtx SLi rig so I don't know....
(http://img.techpowerup.org/081201/crash.jpg)
(http://img.techpowerup.org/081201/3dcrash.jpg)
The current machine that it is in.
P2 400Mhz
1GB of SDRAM ECC(really it's 2GB but the board only sees one)
SCSI ultra wide raid 16MB controller(PCI) with 6 drives in raid 0
Awe32 with 24MB of Ram(ISA)
SATA PCI card(Driver not installed yet)
Voodoo 5500 AGP 2x
I don't know if it's a driver issue or not. I have tried different drivers also.
I do have a P4 motherboard I'm thinking about installing this on in a few days......
-----
I'm thinking about taking this to the next level after X-mass. I'm going to update my main rig at that point. So I'm thinking about turning this one(My OC machine) into a 3Dfx machine.
Now you can sting as many as 32 GPUs with the 5500 correct? If so could I fill my 790i Ultra up with Voodoo 5500 cards(Via PCI to PCI-E adapter)?
If so that would be sweet with my QX9650 clocked at 4Ghz with them.
O o O o O they work in the new unreleased o/s "7".
(http://img.techpowerup.org/081203/3dfxwindows7.jpg)
3danalyze likes to crash under certain circumstances,its a known issue.try using an older version..
uhh,is that some build of win7 or something? looks..strange.
Yes, that is beta windows 7 x86
Played unreal in all 3Dfx just fine 100%. No alt-tab other than that ok.
It's better than vista IMO.
QuoteOriginally posted by DaMulta
O o O o O they work in the new unreleased o/s "7".
(http://img.techpowerup.org/081203/3dfxwindows7.jpg)
Really a great news !! Thank you for testing !!
Bye
Amigamerlin 3.1 R11 also works with the new o/s.
Now I have been getting that error with 3dfxtools on install advtweek/color.dll and so for with the installing the voodoo 5500 agp.
I reboot hit repair and it does not fix the issue. It even asked me for a cd one time when I went to repair.
I have mix it up on how to get it installed so many ways. Fresh boot normal svga driver /r11 drivers/ and Sfft in different ways to get them installed correctly. Other wise there is not options to pick from the list. I have even mixed the files together in many was.
I read something about the system32 folder is locked up these days(read only) So ATM that's where my next idea on how to get them instilled and working 100%. I did this on my last install on XP(or was it vista IDK to much information to make it into all one ATM) It;s locked down and harder to over turn in 7. I'm the root admin apart of every group and am still getting some access restricted and so forth.
Rll says that it has a missing piece to the for the install, and that it needed a file you can find on google. It is hosed at 3dfone, but the link just happens to be dead:(
3Dfx glide does work like wonders(very very very fast)
If and when I get that figured out I'm going to try and find a way to get a gart driver installed in the o/s.
After that is when I will be moving on to the p4 machine I almost have ready to go for this little project of mine.
-----
The bottom line is that windows 7 is a lot faster with older hardware than vista is. If you want to run a new o/s on these old boxes windows 7 will be the o/s to run. I have not even started to turn off services to get the system running faster and more stable like I had to with vista. When I get around to that, I think it's going to be nice for how old the parts in the machine are.
interesting info-maybe MS has learned their lesson from the vista fail and is planning to release an OS that is not just a load of (insert bad words here) for a change? thats..unexpected. :)
Any help with the way 3dfxtools installs on xp would be great:)
I have not messed with voodoo from the windows 98 days.....A lot of it seems totally new just because I have not had one of these cards installed for years.
I looked for an old voodoo install cd around my house with no luck. I might have to go look for an ISO somewhere. I think that could helped me look at the new improved ones and the old ones to see what was changed in it.
Why does it give the error at all on the install of 3dfx tools?
try the ones from falconfly's archive: http://www.falconfly.de/tools.htm
make sure you dont have a second graphics card in your system (only the v5 should be in the pc,no other geforce/radeon cards),and try to install them..3dfx tools behave oddly under xp,on some machines they install just fine,on other ones the first install will fail but the repair will fix it,and on the last ones they just wont work no matter what.I havent been able to determine the cause..
And with new feature WARP10 (Windows Advanced Rasterization Platform) we could used our Voodoo cards with Dx10 games based:D
(http://img.techpowerup.org/081206/3dfxreg.jpg)
Could I get someone to type regedit then export their working 3dfxtools entry? That way I could import a working set into my broken set.
Host it here for now:)
http://www.rapidshare.com/
I'll put it in a ftp site if it fixes the issue with 3dfxtools.
-----------------
Also installed a pIII chip today and analyzer started working:)
Also I can use V.Control 1.82 beta for settings.
I tried the new SFFT driver 1.5 in Vista Ultimate x86 and :
It works fine in 2D, Direct3D and Glide !
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These're great results.
I want to thank all you, and not only the "new entry" DaMulta (you're welcome) and "our old" Rolo01 for their screenshots caputerd by Windows 7 and Windows Vista systems (:)).
But...please note this's not the final step but it's simply another step. And so, of course, any newer report'll be appreciated and useful for us.
Bye bye
very nice.to be honest,I did not expect the driver to reach full vista compatibility so soon..
incredible work! [8D]
I could still use the registry export from XP lol
Found a P3 733(After I killed a p4 motherboard lol) anyways my 6 year old put the machine in a case this evening and she started back up.
Tomorrow me and him are going to unlock the p3 and clock it up a bit.(maybe to 1Ghz if we are lucky) He wont let me work on this machine without him because I told him he needed to do that before he could help on the current machine lol
Will be testing DX(3d-analyzer came up with the p3(I can remember doing it I think.....95% sure it was on that machine)
--------
This is what he wants to help on.
(http://img.techpowerup.org/081206/phaseday%20007.jpg)
(http://img.techpowerup.org/081206/teampsgpuz.jpg)
Stock volts ATM
(http://img.techpowerup.org/081207/4.jpg)
(http://img.techpowerup.org/081207/6.jpg)
Crap past used it on 3 CPUs and smeared it with my figures. Makes a big difference with - temps.
Also
(http://img.techpowerup.org/081207/5.jpg)
Ordering a 220 Watt(should of already....Ill do that in a bit so I don't forget. Now I don't know if cooling the voltage regualtors into the zeros will help or not. BUT it could change the wave pattern IMO and help keep the wave balance.
This looks bad ATM but it's just a setup for now. Going to paint everything up....rough build.
(http://img.techpowerup.org/081209/3.jpg)
(http://img.techpowerup.org/081209/2.jpg)
So this 8800gt will be volt moded may hit 900-1000Mhz stable. Friend/team member of my team ocLIT(Official overclock team of Palit Video cards) has one stable at 900 on just water. I was going for a grand lol. Then I'm installing 2 9800GTX on water in SLi, and the 8800GT will be used for physx
Run that on a ASUS 790i Ultra(I'm thinking about spray painting it white really hard) with 2Gb of Crucial2GB kit (1GBx2), Ballistix DDR3 PC3-16000(2Ghz)
CPU QX9650 will be on water for now. Should hit 4.5Ghz on it.
All for fun it's just going slow.
And yes the pennies are funny as hell. lol
I might go ahead and get a copper plate, but saying I did it with pennies is price less LOL.
OK back on topic lol.
----
Windows 7
QuoteThe November DirectX SDK includes a beta version of the WARP10 rasterizer. Because WARP10 uses the same software interface to Direct3D that is used by the references rasterizer, any Direct3D 10 or 10.1 application that can support running with the reference rasterizer can be tested with WARP10. Rename D3D10WARP.DLL to D3D10REF.DLL and place it in the same folder as the sample or application and when you switch to ref you will see WARP10 rendering.
If WARP10 is renamed D3D10Ref.DLL and placed in C:\Program Files (x86)\Microsoft DirectX SDK (November 2008)\Samples\C++\Direct3D\Bin\x86, the DirectX samples can all run against WARP10, either by clicking the 'Toggle Ref' button in the sample, or running the sample with /ref specified on the command line.
http://www.microsoft.com/downloads/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a&DisplayLang=en
one of the guys from 3dfx.cz has tried out the 1.5 driver with the latest win7 build,and it seems like it works fine on a voodoo4 card (d3d,glide and opengl alike) while failing on a voodoo3 (BSODs,lockups,awful 3d performance)..still amazing ;)
Was his 3 PCI or AGP?
My 5 is AGP
Did he get tools to install?
IDK I don't want to install XP so I can export, but ...... yea
So voodoo 4/ and I think voodoo 5(not totally sure have not test a lot of stuff)works in vista.
I only got a blue screen when I tried to alt-tab out of a game that was just glide. It didn't like that so much lol.
I've been benching Vantage for about 8 hours straight lol....I has a new trick now tho.Freeze the voltage regulators. I added ice into the water line after it failed 10 times in a row. Then past. Then clock it higher and yep. Just need to get another TEC and or Dri ice to throw in the line.
just received a confirmation,v5 works as well,sli,4xfsaa and everything :)
Hi.
Just a simple problem and most likely did something wrong.
I can install the 1.5 drivers (via the device manager) on my vanilla XP SP3 system, however I'm stuck at 640x480 4Bit (16 colors).
Any ideas?
try using plug and play driver for your monitor.
Hi all,
everytime a new version of these drivers comes out, i'm taking off my pc with the Voodoo5 6000. :D
(http://img218.imageshack.us/img218/9059/pc150069at1.th.jpg) (http://img218.imageshack.us/my.php?image=pc150069at1.jpg)
I began yesterday to try this new sfft 1.5 on Windows XP, and seem really stable!
With new games such Unreal2 and Painkiller Overdose, i notice that using Set3Tile option seems faster.
QuoteOriginally posted by ps47
try using plug and play driver for your monitor.
Thanks, that actually did it :)
hi all
since Left 4 Dead uses the Source Engine I used SFFT Alpha 41 and game did boot but had a white menu screen which was useless, then I used SFFT 1.5 and that was alot better saw the zombies in the background but the menu it's self went white untill I clicked on an option so that wasn't a good thing either so my question is, did anyone get Left 4 Dead running on the ir 5500's or 6000's if you did manage to run it, please tell me the details because I am willing to run it here also since HL2 worked this game should be possible, it's just a matter of finding out.
I'm testing SFFT 1.5 with Unreal 2 Demo.
Game don't work correctly in 16 bit render mode.
QuoteOriginally posted by Obi-Wan Kenobi
hi all
since Left 4 Dead uses the Source Engine I used SFFT Alpha 41 and game did boot but had a white menu screen which was useless, then I used SFFT 1.5 and that was alot better saw the zombies in the background but the menu it's self went white untill I clicked on an option so that wasn't a good thing either so my question is, did anyone get Left 4 Dead running on the ir 5500's or 6000's if you did manage to run it, please tell me the details because I am willing to run it here also since HL2 worked this game should be possible, it's just a matter of finding out.
Hello, i have the same problem.
Using game menu, everything is white, and i can't choose nothing.
So i tried to launch game click on single player and then always "enter" on keyboard. In this case, game seem work but return after some second to Windows.
yeah I had this as well maybe there is a way to debug this problem?
I am no programmer but the engine that is used it the same one used for Half-Life2 as I can recall I dunno how people got that to work I dunno if 3D analyze could help, never got used to that program but there have been experiments that some people have gotten the Source engine to run on VSA-100 cards
QuoteOriginally posted by Obi-Wan Kenobi
yeah I had this as well maybe there is a way to debug this problem?
I am no programmer but the engine that is used it the same one used for Half-Life2 as I can recall I dunno how people got that to work I dunno if 3D analyze could help, never got used to that program but there have been experiments that some people have gotten the Source engine to run on VSA-100 cards
I had try to run this game with 3D Analyzer, with T&L hw option, but don't work.
I think only sfft could help us!
Where are you fury? :D
try checking the HL2 console,it should display some info about potential problems (wrong texture format,maybe?)..
Some news ?
Did somebody managed to start the game ?
Hello, I'm new on this forum.
I have a problem with a SFTT 1.5 Driver. When I click SETUP, i have an error -
The current language is not suported by the Device Driver Installation Wizard.
Contact the vendor that provided you this package.
I'm from Poland. I reinstall Windows, and it's not change. When I want to change driver in hardware manager, win tell me that in localization where i have a SFTT driver, has no better driver than is already installed (windows standard driver for voodoo).
(sorry for my english :P)
Hy,
Here is my testing table for SFFT and amigamerlin drivers till now
I have tested 30 games so far...
The sistem is as in my signature.
OS: win XP SP3 set to better performance, no visual adds-on, no background, no programs, just os, drivers, 3d analyze, and games.
The test table:
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And some pics:
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WITH SSFT 1.5 drivers at 1024X786 2X AA MEDIUM DETAILS
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WITH AMIGAMERLIN 3.1 R11 DRIVER, THE GAME IS UNPLAYABLE!
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SFFT DRIVERS 1.4/1.5 AS YOU CAN SEE THERE IS AN ANOYING
SQUERE ARAUND THE POINTER OF THE MOUSE
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WITH AMIGAMERLIN DRIVERS THE GAME RUNS PERFECTLY
Image Insert:
(https://www.3dfxzone.it/public/uploaded/uros/200914163421_arx_fatalis_SFFT.JPG)
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ARX FATALIS WITH SFFT 1.4/1.5, MISSING TEXTURES, THERE IS A LEVER
MISSING IN THE RED CIRCLE (SEE THE NEXT PIC) YOUR ENEMIES ARE ALSO
INVISIBLE!!
Image Insert:
(https://www.3dfxzone.it/public/uploaded/uros/200914163941_arx_fatalis_amigamerlin.JPG)
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ARX FATALIS WITH AMIGAMERLIN 3.1 R11, THERE ARE NO MISSING TEXTURES,
BUT YOU CANT SEE YOUR HELTH, AND THERE ARE BLACK SQUARES AROUND
THE ITEMS.
This is for now, you can chek the table to se which driver is best for
a certain game, but the resoults may be diferent from pc to pc.
@ eloooos
Here (https://www.3dfxzone.it/dir/3dfx/bestsettings/installing_amigamerlin_3.1_r11/) there is the right installation procedure
@ Uros
Very nice test, thank you
Hi everyone. Can i get widescreen resolution on my v5 5500 ¿? im looking for 1680x1050
I have XP sp2 and amigamerlin 3.1 r11
Intel PIII 700
MSI MS-6199VA
Ram 640mb 133
hdd 160gb maxtor
voodoo5 5500 bios 1.18
Bye bye !! =D
should work ok,,you will have to add the custom resolution with powerstrip.
Yes it's true. My voodoo velocity 100 and 55k work with wide screen. Now i'm working with 1440x900 with acer AL170W and ssft15.
You have to add the resolution configuration manually (hope it will add in the future). just open 3dfxvs2k.inf and add the following line
HKR,"TIMINGS\1440,900\60Hz",,,"GTF"
HKR,"TIMINGS\1440,900\60Hz",Supported,,"BPP+8+16+32,DDRAW"
or with your case
HKR,"TIMINGS\1680,1050\60Hz",,,"GTF"
HKR,"TIMINGS\1680,1050\60Hz",Supported,,"BPP+8+16+32,DDRAW"
it should work.
and you will have to rightmouseclick the inf file and select "instal",if memory serves.
I need help getting my voodoo 5500 agp to work with ANY steam game using SFFT 1.5
Using amigamerlin, i can run Half-Life 2 Deathmatch, but cannot change any resolution without or setting without it crashing. (and the game runs horribly, averaging 4-5fps)
Using SFFT 1.5, I can start HL2DM, but it will crash to the desktop within seconds of being in the main menu.
If anyone has any ideas, I would greatly appreciate it.
PS, Quake 3 and RTCW run GREAT!
try running it in a window.as for resolution and details,you will have to change them with a config file,see the game guide in my sig and select half life2..
Well i add widescreen resolution on my v5 5500 PCI ( 1680x1050 ) on DVI output.
I edit and run the 3dfxvs2k.inf file, like in the previous posts but the image is worse.
Any clues ?
unfixable.the max resolution on the DVI is 1600*1200,and 1680 is 80 pixels beyond that,unfortunately.
it looks like this (http://forum.3dfx.cz/viewtopic.php?t=1666&postdays=0&postorder=asc&start=20#26560),right?
Yes, it looks's like this... [:(!]
With the Powerstirp i have the same result..
When i go into the display control i can chose also resolutoin beyon the 1600. This are only for standard analog signal ?
not sure what do you mean,but the standard vga port should be able to handle even higher resolutions than 1600*1200..
Hi! I've been away for a long time but I returned. I changed my LCD screen to a new one that supports 1680x1050 and it also looks horrible, I'm stuck with 1440x900.
Also I reflashed my V3 2000 to V3 3000 and it's working well so far, I just added a fan to the heatsink.
Now to testing:
- Age of mythology the titans works perfect with SFFT1.5 at 1024x768x16 at high detail.
- With UT99 I have some trouble with the colors since V1.3 I think.
- WC3 works perfect at 1024x768x16 with max detail.
- Heroes III works OK
- Vampire the Masquerade Redemtion works perfect at 1440x900x16 at max detail.
Could not test DVD playback because I need to reinstall PowerDVD. Since version 8.0 I can't play DVD's with V3, it says unknown error.
Keep the good work!!
I finaly get an V5 5500 DVI running on my Phenom 9850BE platform (4Gb ram and XP OS ), and test it with the SFFT 1.5.
I was surprized to get the same 3Dmark2001 score ( around 2500 points) on this quadcore CPU as on my Mobile XP ( single core ).[B)]
Afaik the 3DMark2001 is very sensible to any sistem change.
Here are screenshots of how's looking UT99 in my machine since some versions of the driver (I don't remember exactly when it started to look like this).
Voodoo3:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/kalte/20094147244_v3.JPG)
134.72 KB
GF6150:
Image Insert:
(https://www.3dfxzone.it/public/uploaded/kalte/20094147342_gf6150.JPG)
49.45 KB
weird,this should be fixed in the latest releases..if you need to get it working,try my personal mix: http://www.3dfx.cz/download/sfftalpha41_custom.rar
SFFT 1.5 drivers work great on a newly acquired V3. I mainly play older NFS games and Unreal/UT on it. Would of been nice to add widescreen support straight out of the box though. Nonetheless, thank you very much for all your hard work.
Hi. I installed yesterday Windows 7 RC (build 7100) 32-bit and my V3 worked without problems with SFFT driver. It's only a little slow with the enhanced GUI (Windows tells that my GPU has 1,0 points of performance vs 5.3-5.9 of the rest of my PC).
Without driver on M7 I was stuck on 800x600x16colors.
I haven't tested any game so far, only the GUI with all default effects (I only deactivated "transparent selection window" and "show window content while moving") and played DivX videos.
Is it possible in someway to integrate MesaFX to SFFT driver to improve even more the compatibility? Maybe it could be possible to add somekind of control panel to activate and deactivate the OpenGL emulation provided by MesaFX (to keep good speed on slow computers).
Thanks for the good work, keep going!!
I'm very satisfyed with the SFFT 1.5 driver.
With the V5 5500 PCI on a phenom platform, the card simply amaze me !
:D :D :D
@SFFT : When do u plan to release the next driver version ?
Keep up the good work mate !
Yeah, I'm also hoping that version 1.5 won't be the last release ... it's already 6 months ago!
SFFT, are you still developing your code? :)
Greetings from Germany,
Raff
Hope it's not dead! Anyway thanks for all the good work!
Hope it´s not dead too. go go go sfft, your drivers are aways a good news for the voodoo lovers. Keep the good job.
Glide´s
I think SFFT sold off his Voodoo fleet on eBay not so long ago. Hopefully somebody else will take over! Did SFFT release the source of his work anyone know?
Hope my presumption is wrong though [:p]
Hello, I've been using these drivers for a while and am very impressed but my problem is I can't get 1360x768 mode to work even with powerstrip (advanced timings dont activate).
I noticed in the driver itself it had some along the lines of HKR,"TIMINGS\800,600\
would it be possible to add timings manually to the driver to allow me the extra modes, or if anyone can suggest another way to do it automatically that would be great.
if powerstrip does not work,you will have to hack the inf file manually (and reinstall it afterwards) I'm afraid.
Soft-15kHz allows you to add modelines to your system too.
Just a quick update to say it seems that 3.85 works, the new 3.86beta doesnt.
I now have native 1360x768, hurray!
Hi, I am french and I begin on this forum. I run Voodoo 3/4 on a K6bv3+/66 & K6-3+ machine. I had just began on Win 7 RC 7100 and try the SFFT 1.5 driver. It runs with a V3000 pci.
(http://www.generation-3d.com/forum/mesimages/54786/K673DM2000.jpg)
Thank you very much for your nice job on 3dfx cards.Don't give up !
I experienced problems with V4500 agp as my Via chipset driver seems not to manage well the agp under win 7 RC.
I would know if I can use 3dfx Tools (and its overclock pannel) under Win 7 ?
Is it possible to manage Agp with tweaking tool as Powerstrip or so on under win 7 ?
EDIT : Fix problems on V4500. V4500 is 'Seven Ready' too !
is SFFT still among us?
btw, i'm wondering if it's also possible to run vsa-100 on windows 7 x64..
Good news to everyone!
To use a native 1360x768 you should do this:
- First, open the 3dfxvs2k.inf and locate
HKR,"TIMINGS\1280,1024\100Hz",Supported,,"BPP+8+16+32,DDRAW""
-
Now you copy this: HKR,"TIMINGS\1360,768\60Hz",,,"1776,1424,1600,795,772,780,0,85500000,6000,8,21705"
HKR,"TIMINGS\1360,768\60Hz",Supported,,"BPP+8+16+32,DDRAW"
[/b] and paste after the HKR,"TIMINGS\1280,1024\100Hz",Supported,,"BPP+8+16+32,DDRAW".
It should apear like that:...
HKR,"TIMINGS\1280,1024\100Hz",,,"GTF"
HKR,"TIMINGS\1280,1024\100Hz",Supported,,"BPP+8+16+32,DDRAW"
[b]HKR,"TIMINGS\1360,768\60Hz",,,"1776,1424,1600,795,772,780,0,85500000,6000,8,21705"
HKR,"TIMINGS\1360,768\60Hz",Supported,,"BPP+8+16+32,DDRAW"[/b]
HKR,"TIMINGS\1600,1024\60Hz",,,"2088,1632,1792,1070,1027,1030,12,134049600,6000,8,28063"
HKR,"TIMINGS\1600,1024\60Hz",Supported,,"BPP+8+16+32,DDRAW"
...
- Reinstall driver and enjoy.
Well, if you don´t understand how to do this, then download this file:
Download Attachment: (https://www.3dfxzone.it/enboard/images/icon_paperclip.gif) 3dfxvs2k.zip (https://www.3dfxzone.it/public/uploaded/dragoon_unit/201012231933_3dfxvs2k.zip)
10.69 KB
[or here] http://uploaddearquivos.com.br/download/3dfxvs2k.inf
And then paste the inf file to the SFFT driver folder, replace the older file and reinstall driver.
SuperFurryFurryThing please pick me up on some IM if you use one:
msn: gerilegend (@) freemail dot hu
icq: 428333374 (if you pick up me on icq please send me somehow your number)
skype: geri_lgfx
Very great job!!!
Keep up guys!!!
hi,
Can someone post the .inf setting for 1366x768 too? I tried changing 1360 to 1366 from the earlier post but it mess up the displayed image.
I've been alternating between SFFT 1.5 and 3dfx W2k reference drivers on a 5500 PCI I just put back into service (XP SP3). I've had mixed results with both but on the whole 3dfx reference are more compatible and stable, while SFFT drivers are ZIPPY when they work. Thanks for all the hard work that went into these.
I know it's a long shot but I've been trying to get the Longest Journey working with SFFT 1.5 with no success. Anytime I run it, as soon as I try to load a game my computer instantly shuts down and reboots. Changing various options in SFFT Tools/V. Control didn't help. The same thing happened when I tried the 3DHQ drivers, briefly. The game runs fine on 3dfx W2k drivers.
This game is a finnicky one; Nvidia drivers stopped supporting it properly a while back and the only other thing I can use to play it is my onboard S3 virge adapter (aside from running in software mode).
Otherwise most of the games I've tried on SFFT work well if not perfectly. These are great drivers and I hope we haven't seen the last release!
you can try some older release,there is always a chance it will work better for you-A41custom (http://www.3dfx.cz/download/sfftalpha41_custom.rar) would be a good start.
Let's hope that SFFT will not stop the drivers development.
I"m also waiting for new releases !
@ SFFT: keep up the good work mate !
ok, so i manage to try the SFFT driver 1.5 in Vista Ultimate with my v5 6000.
It works very good, no problems still now !
I do also run a 3DMArk2001 test, see the results below:
(http://i52.tinypic.com/21bna88.jpg)
Again, a very good driver from SFFT !
Half Life 2. Errors with SFFT 1.6:
(http://img688.imageshack.us/img688/5499/hl2error1.jpg)
(http://img811.imageshack.us/img811/9916/hl2error2.jpg)
3D Mark 2001 SE (pc in sign):
(http://img859.imageshack.us/img859/5649/sfft163dm2001.jpg)
thx ,, new driver:)
WOOT
whats new to 1.6
nice to see that SFFT is still working on the driver :)
Thanks SFFT !
:D :D :D
in weekend i will fire up my system too :)
and test some games !
Somebody know what is new ?
There're some guidelines for our testing.
First of all, we can/must give importance to driver compatibility and/or portability on x64 OSes. And so it would be useful to install/run latest SFFT release on Windows Vista and/or Seven x64 Editions and submit the results, with some testing configuration info, of course.
Besides, another good idea could be to identifiy, using 32-bit or 64-bit OS, which games run with errors now, while these had no problems with previous releases.
Thanks a lot and good 3dfx for all.
Bye bye
SFFT Alpha41 Custom:
(http://img854.imageshack.us/img854/9789/3dmark2001sea41.jpg)
SFFT 1.6 appears most efficient in geometry calculations. Point Sprites had an increase of more 50%!!!
great news!!! :D
i'll be installing it right now in my v4 evilking agp & xp sp3 32bits...
i tested so far:
- wolfenstein - ok [:p]
- wolfenstein enemy territory - ok [:p]
- quake3 - ok [:p]
- Jedi Outcast 2 - ok [:p]
- Alien versus Predator - ok [:p]
- Serious Sam 2 - it's not starting [B)]
- Farcry - it's not starting [B)]
- Stalker alpha 2412 - ok [:p]
- Prey - it's not starting [B)]
- Rogue Trooper - texture errors. Games start but some texture are missing. [B)]
3Dmark2000 - 7100 points
3Dmark2001 - 3200 points
Test system:
Athlon xp-m @2200MHz
1.5Gb ram
voodoo5 6000
windows XP SP3
The games were run with 2,4, and 8x AA :)
Thanks SFFT !
Tested SFFT 1.6 and latest SFFT Tools
Configuration :
Opteron 150 @2600 Mhz
Ram 1Go DDR 400
Voodoo5 5500 bridged on Pci-express *1
Windows XP 32bits SP3
Sucessfully tested on (textures and colours looks very nice)
3dmark2000 and 3dmark2001 (great scores)
Demo UT in D3D 9.0 1024*768 / 1280*1024 / 32 bits
Thank you very much for this release !
:D
The score are much better now with the pci express adapter? how much do u get now?
No I could not get better 3dm2000 or 2001 scores with SFFT 1.6
With my V5 5500 'PLX', I got a 50% increase in sprite points as it was already said.
Scores were 2% on 3% less than with Amiga 3.1 R11 for example, but ...
I had the impression to get a very very nice graphic quality and
I would have further explanations from SFFT about these drivers.
For example in 3dm2001 Lobby sequence I had the impression that physics were more powerfull than before (amiga 3.1 R11).
I can see more little pieces of wall blasted by the bullets for example. I have also the impression than textures looks nicer and sharper.
These impressions are difficult to share without screenshots or video.
Maybe some users got the same impression ?
I would like to know if SFFT optimizes these drivers for more powerfull CPU's or multi-core CPU's or for Pci-E-to-Pci bridged cards for example.
Is it possible to get more informations about what had been fixed or optimized in this version ?
well, my impresion about quality increase was the same as yours.
This is very interesting with 50% increase by sprite points.
I hope that SFFT will read that topic and also your questions.
Looking forward from some answers from your side SFFT !
@SFFT: you are doing a great job !
Anyway, it's crazy but would be possible to take an 8 core CPU, and use 4 of them to compensate the voodoo graphics ? :)
mafia 1 noise lines picture sft
amigamerlin 3.11 no lines :)
Please make screenshots :)
Tested SFFT 1.6 and latest SFFT Tools on Windows 7 32bits
Configuration :
Opteron 150 @2600 Mhz
Ram 1Go DDR 400
Voodoo5 5500 bridged on Pci-express *1
On Win 7 32 bits these drivers tested and runs fine :
3D on 3DM2001
2D on Internet Explorer 9
Problems with SFFT Tools.
After install and reboot the little icon did'nt appears in task bar and menu bar.
I can activate manually at last in the program>sfft folder
Maybe I done something wrong in setup ?
Milkdrop 2.0e on Winamp 5.5, it freezess the PC for a minute and it back in 640x480 8bit
Google Earth 5.2.1.1588
It does display wrong lines & textures all the time
Fecha de la compilación Sep. 1, 2010
DirectX 9
Sistema operativo Microsoft Windows (5.1.2600.3)
Driver de video 0000121A (00005.00014.00065.00001)
Tamaño máx. de la textura 2048x2048
"TopWare\Dream Pinball 3D\dp3d.exe"
does not load, but:
it uses d3d 9c with PS 1.1 ....
Great stability overall, it is very good driver!! as always [:I]
win7 64bit no run sft1.6 . somebody run [?]
Hello, this is SFFT 1.6 Win7 32bits feedback on video :
http://www.youtube.com/watch?v=LjuprcYklhQ
:)
only win7 32bit ,, no run win7 64 bit. thx
IF somebody use TitaniumGL and updated to SFFT 1.6, then MUST update to the last TitaniumGL version (2011_05). Old version is not compatible any more. http://TitaniumGL.tk
I tried to install the driver for my V5 5500 PCI on my Win7 64-bit system.
It says it this driver isn't supported.
I first tried to install using the setup.exe.
It says the operating system is unsupported.
I tried to install manually via Device Properties, Update Driver, Let Me Choose, Have Disk, but it says the operating system is not supported.
I tried to install with the dpinst64.exe and that says installed succesfully, but the the device is still showing an exclamation mark in Device Properties with the error, "This device cannot start. (Code 10)".
QuoteOriginally posted by m14radu
ok, so i manage to try the SFFT driver 1.5 in Vista Ultimate with my v5 6000.
It works very good, no problems still now !
I do also run a 3DMArk2001 test, see the results below:
(http://i52.tinypic.com/21bna88.jpg)
Again, a very good driver from SFFT !
Nice job with SFFT drivers. hmm,m14radu, when i'm installing windows 7 ( with my Voodoo4,)I got just 4 bits of colors. Is this normal?
No. Its not normal.
I installed the driver directly from the device manager and as you se in the screenshots everything works well from the start.
There where no problems at all.
Does anyone know if these drivers work with Windows 7 64-bit?
Has anyone even tried?
Personaly, i've tested the drivers only on windows 7 ultimate, 32 bit edition.
It should work on the 64 bit version too. ( according to the driver description ).
Just grabbed 1.6 and its working fine on Quake3..But theres now no render option in the games system settings..Is that normal??
Biostar P4SFA Ver 3.0 SIS650 chipset
P4 1.7/256/400
512mb DDR333@266
3DFX Voodoo3 2000 16mb AGP
Cheapie 1$ pan-land Red PCB Creative Vibra128 PCI
winsys 300w PSU
Unknown MidATX case
I miss the self instalation procedure for the sfft drivers.
In xp there is no problem to rewrite the drivers...in win7 ultimate i can't go back to a previous version of the driver...
I try to go back to 1.5 sfft whitout luck.
Btw. Everytime i change the drivers the whole system , xp or seven, goes away....i have to reinstal a fresh copy of the os...thats the only cleaning way....with the drive cleaner is not always ok.
Any sugestion ??
To be honest, i hate this behaviour [:(!]
Tested games:
Quake3 - ok
Wolfenstein - ok
Rune - ok
Pariah: see below !
(http://img683.imageshack.us/img683/4770/pariah.jpg)
Un-install the driver via control panel Add/remove software option and select the SFFT driver installed package and un-install it. There will be an option for un-installing software packages under Win7 Control Panel aswell, although it will probably have a different name.
Thanks SFFT !
Is there a possibility to integrate into the drivers also the 3dfx tool ?
I miss always with the driver instalation the tools that allows me to change the AA, LOD and so on...!
An overclocking tab would be great too :)
[:p][:p][:p]
I was under the impression that the 3dfx tools don't work under XP and later. I thought that they edit the wrong registry key.
3dfx tools work under xp. Its come together with amigamerlin driver r3.1. This is the working version that i know.
I wouldn't assume that the tools work simply because they are supplied with Amigermerlin R3.1. The last version I tried didn't work.
Sfft
i will install the tools now, and see what's happent.
L.E.
the 3dfx tools are installed. i can only adjust the resolution and the refresh freqvency.
The 3dfx hub is not functioning....:(
Btw: I try to start Duke Nukem forever :):):):)
The game start...but there is nothing to see on the screen. You can hear in the background the shootings and voices....
The game don't exit with a "fatal error" ....it's running !
I tried also different settings in 3DAnalyse..but i did not manage to get the image too.......
NFS underground is working without graphical problems.
The resolution can't be changed anymore in the game....i dunno why...
http://www.youtube.com/watch?v=xyu7KLdwrPE
only under xp i get this kind of error.
It looks like a sli error and it apears when the fsaa is switched from no aa to 4x or 8x aa and back to no aa!
The picture is fragmented and the parts are cleary visible. After some seconds the display start to flash and finaly remain black.
@SFFT: can you please take a look at this phenomen ?
In win98se with the original 3dfx drivers the phenomen is not present.
If other user encounter the same error please mention this here.
The phenomen apear with the sfft 1.5; sfft 1.6, amigamerlin 3R.11 and Koolsmokey drivers
Good news for us:
https://www.3dfxzone.it/news/reader.php?objid=15738
It's time of SFFT 1.7 :)
Of course, thanks in advance for your feedback about new fixes and issues, as well as about the driver performances and compatibility.
Please specify some details of your test system (basically OS, chipset, cpu and Voodoo).
Bye bye
Great News !
Thanks SFFT for the new release and for the SFFT Tools too !
Now we can change the FSAA in windows7 :D
Unfortunately i am not at home now but i will test them as soon as i return !
Keep up the good work !
@Osckhar: i believe that SFFT fix the driver issue for the agp2Pci adapter :)....give a shoot mate !
Thank you so much SFFT, for your continuous effort in making this driver better and better.
One suggestion: could you please include the mode 1680x1050 in default .inf, I know how to add it myself but I thought since 1920x1080 is in - why not this one.
And one question: any news on the hidden surface removal option - is it rational to expect it someday enabled by default for all apps Glide, DX, OGL? [:I]
Regards
SirkoZ
:) thx , driver :)
Well done, i manage to install the SFFT 1.7 and the SFFT Tools.
The driver works so far very well, and the best is that the SFFT Tool allows now to switch in Win7 the AntiAliasing ( noAA, 2xAA, 4xAA ).
It's work fantastic :D
I tested the following games:
Half Life2 - didn't work, same error as with the previous version of SFFT 1.6.
(http://img820.imageshack.us/img820/1324/hl2c.jpg)
3Dmark2001 - works very good. I test it with the 4XAA and no AA.
The score speak alone.
(http://img163.imageshack.us/img163/90/3dmark20014xaa.jpg)
(http://img855.imageshack.us/img855/5816/3dmark2001noaa.jpg)
Duke Nukem Forever..yes..the game start as with the previous version of SFFT, the sound is running but no image....
(http://img841.imageshack.us/img841/9937/dukenukemforeverh.jpg)
Need For Speed Underground - runs very well.
No AA
(http://img801.imageshack.us/img801/5456/nfsnoaa1.jpg)
4xAA
(http://img834.imageshack.us/img834/7530/nfs4x1.jpg)
4xAA
(http://img849.imageshack.us/img849/1951/nfs4x3.jpg)
4xAA
(http://img685.imageshack.us/img685/6526/nfs4x33.jpg)
No AA
(http://img833.imageshack.us/img833/6189/nfsnoaa3.jpg)
4xAA
(http://img171.imageshack.us/img171/3296/nfsu4x.jpg)
The game running with 4xAA reminds me the god old NFS Porsche game in glide mode :D....
Pariah - some texture errors, like with the old SFFT driver version.
4xAA
(http://img841.imageshack.us/img841/6541/pariah4x.jpg)
No AA
(http://img833.imageshack.us/img833/8320/pariahnoaa.jpg)
Odd is that the gun is visible in the game, but the PrintScreen button did not copy it ...
Unreal Tournament 2003 - works great !
4xAA
(http://img683.imageshack.us/img683/1740/ut20034xaa.jpg)
Unreal Tournament 2004 - works great !
4xAA
(http://img820.imageshack.us/img820/1075/ut20044x.jpg)
Angry Birds - is not working, the application block the PC and only a reboot save the moment :)
Serious Sam 2 - is not working.
Serious Sam 1 - works well.
Stalker - Prebuild Alpha 1154 - works well with no AA and with 4xAA.
Call of Duty 2 - is not working.
Call of Duty 1 - works well with no AA and with 4xAA.
Alien vs Predator - works well.
Rune - works well with no AA and with 4xAA.
SFFT Tools - i would have a sugestion here. The application did not start automaticaly with windows, so that it must be started manualy every time with administrator rights....
My Test System: Phenom 9850Be, 4Gb Ram, Voodoo5 5500 PCI, Windows7 Ultimate.
Many Thanks SFFT for this new driver version and the SFFT Tool !
Keep up the good work !
[:p][:p][:p]
You could try changing the enable tripple buffer setting, and also the DDI version number to a lower one than 9, via sffttools, at least they should increase your 3dmark 2001 score. they may affect game compatability particularly disabling the tripple buffer as it make more memeory available for textures, so long as the application does nopt need tripple buffering.
Sfft
Here are the results:
DDI set to 7, and Tripple Buffer enabled, Fastest mode
(http://img191.imageshack.us/img191/9840/3dmark2001trippleenable.jpg)
DDI set to 7, and Tripple Buffer disabled, Fastest mode
(http://img844.imageshack.us/img844/2379/2001trippledisableddi7b.jpg)
Alien versus Predator 2
4xAA
(http://img534.imageshack.us/img534/8631/avp4xaa.jpg)
No AA
(http://img594.imageshack.us/img594/3408/avpnoaa.jpg)
FAKK 4xAA
(http://img707.imageshack.us/img707/6461/fakk4x.jpg)
Painkliller is not working :(
(http://img716.imageshack.us/img716/4153/painkliller.jpg)
That is odd, I would have expected Triple buffer disabled and DDI < 9 to have given a higher 3dmark score, how does DDI=9 and triple buffer disabled compare. When DDI = 9, Direct3d lets the driver manage creation of textures in the managed heap rather than doing it itself, at least on OS's later than Win2k so far as I can tell. It tends to mean that surface creation fails somewhat less, that failure in High res road test (the second test) at the first bend on 3dmark2001 dissapears on my test setup.
SFFT
I did the comparasion, and here are the result on my platform.
Look at the results on Test 1 and 2, Car chase Low and High Detail !
DDI=9 and triple buffer enable
Game 1 - Car Chase - Low Detail: 38.8 fps
Game 1 - Car Chase - High Detail: 14.8 fps
(http://img257.imageshack.us/img257/3436/2001enabletripplebuf.jpg)
DDI=9 and triple buffer disabled
Game 1 - Car Chase - Low Detail: 42.1 fps
Game 1 - Car Chase - High Detail: 18.2 fps
(http://img528.imageshack.us/img528/3296/2001notripplebuf.jpg)
DDI=7 and triple buffer disabled
Game 1 - Car Chase - Low Detail: 39.8 fps
Game 1 - Car Chase - High Detail: 17.2 fps
(http://img26.imageshack.us/img26/7905/2001ddi7.jpg)
And here a shoot from Portal2, as you see the mouse cursor is not allways visible ( it's appear sometimes as a black square, look on the sentence"New Game" - the mouse cover partialy the letter "G" ), when the mouse is moving lines appear ( see the diagonal one on the right in picture ).
When the game must be started, the application crush.
(http://img213.imageshack.us/img213/6823/portal2x.jpg)
when i exit the game RUNE, the exit procedure take too much time, and it return to the windows interface but.....the resolution is 640x480x16 colours.
something is not working here....if i try after this exit to start another glide game or application...it crush.
But the game RUNE is playble, no problems at all...only at exist this error occurs.
I also installed Flashpoint Operation, a native Glide game.
This game crush from the begining....i fixed the resolution to 1280x1024x16 on Glide.
Even at the game begining, the 3dfx splash screen is with orizontal lines, and then the entire dispaly become unreadable..only a reboot help.
I try to start this game several times, and the error is the same....
I upload a small video with this error:
Here:
http://www.youtube.com/watch?v=-7EAYvoonVI
It reminds me from this Problem:
Here:
http://www.youtube.com/watch?v=xyu7KLdwrPE
( More details here: http://www.voodoo3dfx.com/Foro_V6k/viewtopic.php?t=348 )
I just got the time for a quicktest of the sfft 1.7 drivers on my V5500 PLX (pex8112)
Pci-express @120 mhz and FX53 @2700 mhz
Tested on Win7 32 bits.
Seems to be a great release ! 3D looks sharper
Framerate is really higher than sfft 1.6 on 3dm2001se and I score 5% more points.
Unreal tournament runs very fast on glide.
Edit :
Sffttools installs and runs now ok on win7 32 bits on my machine.
I tested Fsaa 2* and 4* on 3dm2001, it is ok.
I tested Fsaa 2* on unreal tournament D3D 32 bits rendering looks great but framerate is low (around 15)
To help your discussion, I tested 3DM2001 standard options (32bits 1024*768 double buffer Zbuf=24) with these sfftools settings :
DDI=9 Triple buffer enabled = env 2850 points
DDI=7 Triple buffer disabled = env 3000 points
I would test also :
DDI=9 Triple Buff disabled and
DDI=7 triple buff enabled
to be exaustive.
Operation Flashpoint works ok in 1280 x 1024 on my system. I would suggest clearing out the glide registry settings and re-installing.
Sfft
What application you sugesst for the glide registry cleaning ?
you could use regedit.
sfft
Sfft 1.7 Drivers work with change-agp2pci adaptor.
I notice some hangs during movies player ( avi files...)
You need to change the DDI version number to 8 not 7 to see a difference DDI = 9 and DDI = 7 give the same result DDI = 8 gives a different result.
Sfft
OK, I tried DDI=8 and it had artefacts on 'car chase high' 32 bits test, same sort of artefacts than the amigamerlin 3.1 R11 in textures (sky and flashing light weapon of the bot...), but was less visible than in amiga.
You had done a good job on DDI=9 or DDI=7 because the rendering is very good in 'car chase high' in 32 bits.
But did it change the score. The idea is that you have a choice.
Sfft
@SFFT: in the SFFT Tool, you can change the AA to NoAA, 2xAA or 4xAA.
This change is valid for D3d, Glide and OpenGL ?
I'm asking because in the original 3dfx Hub, they can be separat seted.
@All: As stated before, i have the impresion that the Movie Player ( from win7 ) is now slowly than with the previous version (SFFT 1.6).
I play some movies, avi format, that were no bigger than 1Gb.
Especially when the movie is played in full screen...there are lags to see...
Can somebody test this too ?
Sffttools only alters Direct3d settings.
Sfft
How can i change then the AA for Opengl and Glide ?
Did dsomebody manage to start Half Life 2 with the SFFT 1.7 driver ?
SWAT4 - 1280x1024 4xAA - runs almost perfectly !
Notice here the water on the window ...
(http://img411.imageshack.us/img411/2779/swat41.jpg)
(http://img839.imageshack.us/img839/7707/swat42.jpg)
(http://img3.imageshack.us/img3/5294/swat43b.jpg)
(http://img412.imageshack.us/img412/396/swat44.jpg)
No AA and resulotion is 1024x768 - look at the floor textures
(http://img823.imageshack.us/img823/1185/noaa1024x768floor.jpg)
Tested today:
Flatout - the game menu start but it crush when you want to play.
Enclave - runs fine at 1280x1024.
Vampire - the mouse disapear after the intro, so that is not possible to start the game...
Hi, SFFT. I've been using your driver for a long time now.
Been there when it came out, used it with my Voodoo 4 4500 card on win XP, Vista, 7, and it always worked perfectly on every one of them.
But now i'm using Windows 8 Developer Preview and there are issues installing it.
I realise its not even close to a final version of Windows, but i was wondering if there was something that can be done so i could install my card on Win 8.
The error it gives me is that the driver is not compatible with this version of Windows.
My Card is a Voodoo 4 4500
Using Windows 8 Developer Preview x64.
Also, gonna take the opportunity to thank you for your awesome work.
Sometimes i just can't believe we're in 2011 and i can still play 3d games on win 7 with my precious voodoo board.
Thanks a lot man. :)
Last screens with sfft 1.7 on Windows7 32 bits.
Performed by V5500 PEX8112 bridged.
3DM2001 32 bits
(http://img.canal-pc.fr/N0305779001320236337.jpg)
3DM2001 16 bits
(http://img.canal-pc.fr/N0494610001320236377.jpg)
Do you like these Win7 scores ?
Drivers and sfftTools runs fine, textures are very nice.
Very nice score jix-reggio !
For the plx adapter is impressive!
What system did u use ?
Pcie bus was overclocked ?:D[:p]
I think mainly the card was running fast ...
Video :
http://www.youtube.com/watch?v=rQmTetQUP9A&feature=channel_video_title
:D
i have some problemas with the new sfft drivers(1.6/1.7). here is a brief description http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=18215
i cant get images or screenshots of this problem, coz its impossible to take snapshots and i don't have a camera. besides this sxxt occurs randomly; i can't wait whole day until this happen with a camera in my hand.
help plz.
meanwhile i will tke a look with that mix driver(alpha41 custom)
What voodoo card did you use ?
The reason for this coruption can be the card itself ( defective ), registry problems or wrong drivers :)
A fresh windows install should solve the problems !
@jix-reggio: how did you manage to overclock the v5 under win7 ?
[:p][:p][:p]
i have a Voodoo 5 5500 AGP. i have problems only with the sfft 1.6/1.7
i disabled some gui acceleration features and i believe that this problem is "fixed".
i dont know if the card is defective, but i can play many games without any probems at a reasonbale performance with sfft 1.6/7
smoetimes i think that this problem is caused by the power supply (compaq deskpro, 200w) or a BIOS compatibility conflict. but i dont really know what's happening here.
i have noted that, when i have this problem and i "reset" the display driver(i.e. when i change DDI version with sfft tools or when i change the gui acceleration settings in any way), magically this problem "dissapear" and i can use it normally.
also i noted that sometimes whe i update or change the display driver, i obtained black screens, but when i restart, i can install it with any problems.
i have formated and re intalled my OS several times, and this problem persists with SFFT 1.6/1.7.
Hello everybody,
New 3dmark2001se Benchmarks to compare 2 drivers :
http://www.hostingpics.net/viewer.php?id=125027spec.jpg(http://img4.hostingpics.net/thumbs/mini_125027spec.jpg)
http://www.hostingpics.net/viewer.php?id=534946spec2.jpg(http://img4.hostingpics.net/thumbs/mini_534946spec2.jpg)
http://www.hostingpics.net/viewer.php?id=393106spec3.jpg(http://img4.hostingpics.net/thumbs/mini_393106spec3.jpg)
---------------------------------------
With SFFT 1.8 :
- Voodoo5 6000 3700A @ 167 MHz :
(http://img4.hostingpics.net/pics/509148V56000167MHzSFFT18.jpg)
---------------------------------------
With Koolsmoky Betas Drivers :
- Voodoo5 6000 3700A @ 167 MHz :
(http://img4.hostingpics.net/pics/633304V56000167MHzKoolsmoky.jpg)
- Voodoo5 6000 3700A @ 186 MHz :
(http://img4.hostingpics.net/pics/422201V56000186MHzKoolsmoky.jpg)
Good results Michael !
There is a difference between the SFFT and Koolsmokey driver...did you disable the tripple buffer too on SFFT ?
You can push the v56k to min 194 Mhz so that you will break the 6000 points wall !
;) give a try...it's worth !
As i stated before:
- with a voodoo5 5500 i get around 3700 points.
- with the v5 6000, the performance should be theoreticaly double ....so that 8000 poins is reacheable imho.
hi again
i can play MOHAA without problems(and really fast), but MOHAAB crashes into startup. i don't know how to get a console log.
also:
half life only works with miniport. Counter Strike crashes in startup, and in direct3D is a ****en mess(wrong textures, unplayable)
i can play LOS Vietnam at 17 fps [8D](before SFFT 1.8 this game is unpayable due to low FPS). good work keep it up:)
3dfx Voodoo5 6000 3700A @190 MHz ( 3dmark2001se ) :
5926 marks
Hardwares :
--------------------------------------
- Asus Maximus 4 Extreme
- Core i7 2600k @3,4 GHz
- 4 Go Gskill DDR3
- Supermicro Adaptor RSC-RR1UE-AXL
- Change AGP2PCI modded @66 Mhz
- 3dfx Voodoo5 6000 3700A
--------------------------------------
(http://img4.hostingpics.net/pics/795772Voodoo56000adaptors.jpg)
(http://img4.hostingpics.net/pics/378417hardwares.jpg)
(http://img4.hostingpics.net/pics/509568V56000190MHzKoolsmoky.jpg)
6000 points wall ? ;)
@ m14radu, @ all :
When I increase the frequency of my Core i7 @5GHz, 3dmark2001se do not recognize it why ?
I have the same results with my core i7 @3,4GHz and @5GHz.
Benchmark video :
5926 marks
http://www.youtube.com/watch?v=tDahdeMzkgs
dude what a score!!!
probably you can incresae this socre if you set your voodoo to 200mhz, but is risky. that AAVID Fans are old and slow.
once a time i OC'ed my Voodoo 3 3000 SG up to 210 mhz. i have used a 80mm thermatake fan at 4000rpm(noisy [xx(]). unfurtunately that card is now damaged (broken memory pins ), this happened in a house moving. fortunately is reparable using dremel and a ton of pacience.
moving cpu settings only will afect real applications performance. synthetic tests such as 3dmark won't show much differences
can you play DOOM 3 or painkiller with this card?
@ Coldfire :
Yes :-)
QuoteOriginally posted by voodoo5k6
@ Coldfire :
Yes :-)
Nice [:p]
change that crappy fans. in some stores you can find simmilar(1 or 2 dollars) fans but running at 5k-6k rpm using power supply molex connectors.
I just installed the new SFFT version 1.8
Test system: Phenom 9850, 4Gb Ram, win7 Ultimate32 and v5 5500 PCI.
Some results:
- NFS underground - works ok, but i can't change the resolution in the game. It remain at 640x480 :(
- HL2 - is not working.
- Vampire - the game starts ok, then crush.
- Enclave - some errors appears when i start the game. ( the intro )
- Flatout - some errors appears when i start the game. ( the intro )
(http://img13.imageshack.us/img13/2200/falloute.jpg)
(http://img225.imageshack.us/img225/9789/fallout2q.jpg)
The game is not working, after choosing the card and trace the game start to load and then ..exits in windows.
- Farcry - don't start.
- Wolfenstein -return to castle - works ok.
- 3Dmark2001 - works ok, i got with DDI=9 and tripplu buffer disabled the same score as with the older version. ( 1.7 )
(http://img33.imageshack.us/img33/9589/3dmark118.jpg)
- UT2004 - works great.
I'll keep testing :)
@SFFT:
1.Is it possible to create a D3D driver for the aalchemy board ?
2.Can you add into the SFFT configurator, the Opengl and Glide Antialiasing switch ? Overclocking tab too ?
3.Is it possible to add wide resolutions in SFFT driver, like 1650x1080 ?
Great work SFFT !
Keep up the good work !
Deus Ex - Human revolution
This game can run with DX9, DX10 and DX11.
There are some tutorials on the internet on how to force the game to use DX9. ( DX9 should work on our voodoo's )
I did not manage to start the game. Look below the error i get.
(http://img21.imageshack.us/img21/8015/deuv.jpg)
I hope that some power user here can help us.
Call of Duty 2
(http://img412.imageshack.us/img412/3416/cod2vz.jpg)
Serious Sam 2
(http://img403.imageshack.us/img403/8063/ss2jq.jpg)
Hi m14radu,
many, many tnx for your feedback!
Bye bye
thx , good driver :D
SFFT, great to see you're back! :)
But, please, with sugar and a sweet cherry on it: Try to show us release notes of new drivers. It's impossible tu guess what you're doing. We could give much better feedback if you'd tell us what you're tweaking on right now.
Thank you very much and please keep it up! :)
Greetings from Germany,
Raff
Nice to see you back Raff !
Btw: Do you plan to update your voodoo5 6000 biggest test, using the new SFFT releases ?
;)
QuoteOriginally posted by m14radu
Nice to see you back Raff !
Btw: Do you plan to update your voodoo5 6000 biggest test, using the new SFFT releases ?
;)
Heya! :)
Hm, I don't think so. But there's still a big comparison of maaany old cards on the agenda, starting from Voodoo Graphics to ... well, the top of AGP. :D
___
Concerning the drivers: The SFFT 1.9 popped in, yeah! I've done some quick tests of the SFFT 1.6 in comparison to 1.9 on my V5 5500 AGP @ Windows XP x86. Focus: Direct3D, since that's one of SFFT's main goals.
UT2004: Fine all the way
Unreal 2: Graphical corruption starting in the main menu (SFFT 1.6 and 1.9), couldn't start a game
Flatout 2: Some objects are green, the rest is fine with SFFT 1.6. Version 1.9 shows some lining corruption in the starting videos, looks like a scanline bug.
Max Payne 1 & 2: Perfect!What does the Command FIFO thing in the SFFT configurator do?
Greetings from Germany,
Raff
PS: Release notes, pleeeease. :D
Did you check if Half Life2 is working ?
:)
The previous versions didn't allow this.
Hardwares :
- Asus Maximus 4 Extreme
- Core i7 2600k @3,4 GHz
- 4 Go Gskill DDR3
- Supermicro Adaptor RSC-RR1UE-AXL
- 3dfx Voodoo5 5500 PCI @166 MHz
Softwares :
- Windows XP Pro SP3
- SFFT 1.9 drivers (DDI 7, Disable Tripple Buffer)
(http://img15.hostingpics.net/pics/658657SFFT19166Mhz.jpg)
-> V5500 PCI @189 MHz :
(http://img15.hostingpics.net/pics/417037SFFT19189Mhz.jpg)
I test today the new release:
3DMark2001 score:
(http://img100.imageshack.us/img100/6436/sfft193dmark2001.jpg)
Line of Sight - Vietnam - runs well
No AA
(http://img857.imageshack.us/img857/6889/linenoaa.jpg)
4xAA
(http://img11.imageshack.us/img11/8066/line8xaa.jpg)
Need for Speed Underground - runs well
NoAA
(http://img339.imageshack.us/img339/9350/nfsnoaa.jpg)
4xAA
(http://img638.imageshack.us/img638/3240/nfs4xaa.jpg)
UT2003 - runs well
(http://img408.imageshack.us/img408/5852/ut2003noaa.jpg)
UT2004 - runs well
(http://img810.imageshack.us/img810/9271/ut2004noaa.jpg)
Half Life2 - game is not running.
Far Cry - is not working.
Flat Out - game is not running.
Angry Birds - game is not running.
Home Sheep Home 2 - runs perfect !
(http://img713.imageshack.us/img713/1946/hs0f.jpg)
(http://img534.imageshack.us/img534/3497/hs1r.jpg)
(http://img21.imageshack.us/img21/518/hs2qk.jpg)
(http://img254.imageshack.us/img254/779/hs3p.jpg)
(http://img546.imageshack.us/img546/4889/hs4.jpg)
where have I been
last I looked 1.6 just came out and we were like so shocked a new version came out
and not 1.9 is out :D
Common People, let's give to SFFT a good feedback [:p]
Install and test the new release.....
I still did not managed to start HL2 and Portal.
Is there a trick ?
I used the config file from 3dfx helppage ( thanks ps47 ).
Something say me that sheep game is very funny.
I'm testing 1.90 release right now.
I was benching with Quake3 when I found a strange behaviour. After a timedemo, I was in the config menu to change some video settings and I noticed strange blinking black horizontal lines at the right bottom corner of the screen, where usually you see appearing the ACCEPT button. The lower is the resolution, the more black blinking lines you will see across that area of the screen.
1) Whatever you are doing, playing a match or a timedemo, the blinking black lines are never present during the game, but only in the menu and only at the right bottom corner of the screen.
2) They appear on screen only after you run a timedemo benchmark. If you play or run the demo maps as normally (timedemo 0), no problems occur after.
3) Then they disappear if you start a new match, play a demo as normal (timedemo 0) or simply if you restart the game.
I'm under a fresh up to date installation of Windows XP SP3.
The rig I assembled is:
Pentium4 3.06GHz
2x 1GB DDR400
SiS 645DX
Voodoo5 5500 AGP
Seagate Barracuda ATA IV
P.S. I forgot to mention that I got a freeze during a timedemo session; it forced me to reset.
Testing with Q3A is going on...
QuoteOriginally posted by goriath
P.S. I forgot to mention that I got a freeze during a timedemo session; it forced me to reset.
For those which are interested, I'm inquiring further about SMP (Symmetry MultiProcessing) capabilities of Q3A[8D] (yes, my Pentium4 is HyperThreading ready).
Quake3 Arena was updated with the last point-release (1.32).
The executable is launched with RealTime Priority Command and var r_smp is setted on 1; xp compatibility mode box is checked (Win2k is selected)
The gain at 1024x768x32 (AA off) is about 1FPS:D with SMP ON (63.3FPS in timedemo
four.dm_68 vs 62.2FPS with SMP OFF)
At 1024x768x16 (22bit post filter ON - AA off) I get 102.5FPS and 102FPS with SMP respectively ON and OFF.
The SMP is really bad implemented in Quake3 and sometimes make the game run unstable;
after 40 minutes of timedemo running in loop, I got a lockup displaying only odd lines on screen.I don't know if that happens because of bad SMP or drivers, I will check that in the next days running quake3.exe w/o SMP.
EDIT: I tested my system launching a Q3A timedemo session in loop w/o SMP support, at 1024x768x16 (22bit ON - AA off). The screen lockup after about 40 minutes (I think, honestly I didn't clock it)
I must check my components, but AFAIK they are OK.
Could someone try doing the same tests I did?
Ok, some test with the SFFT 1.9 and the SFFT Voodoo Tools !
This voodoo Tools is exactly what i missed long time.
Very nice done SFFT !
Thanks.
So, here are the results.
NFS Underground.
NO AA - everithing is fine !
(http://img638.imageshack.us/img638/9350/nfsnoaa.th.jpg) (http://imageshack.us/photo/my-images/638/nfsnoaa.jpg/)
2xAA - everithing is fine !
(http://img267.imageshack.us/img267/4422/nfs2xaa.th.jpg) (http://imageshack.us/photo/my-images/267/nfs2xaa.jpg/)
4xAA - no Printscreeen possibility !?!
(http://img849.imageshack.us/img849/6348/nfs4xaaokbutnoprtscrn.th.jpg) (http://imageshack.us/photo/my-images/849/nfs4xaaokbutnoprtscrn.jpg/)
HL2 - no go :(
(http://img88.imageshack.us/img88/6051/hl2error.th.jpg) (http://imageshack.us/photo/my-images/88/hl2error.jpg/)
Flatout - now is running !
no AA
(http://img694.imageshack.us/img694/8981/flatoutnoaaok.th.jpg) (http://imageshack.us/photo/my-images/694/flatoutnoaaok.jpg/)
2xAA
(http://img42.imageshack.us/img42/7144/flatoutaa2xok.th.jpg) (http://imageshack.us/photo/my-images/42/flatoutaa2xok.jpg/)
(http://img694.imageshack.us/img694/1114/flatoutaa2xbug.th.jpg) (http://imageshack.us/photo/my-images/694/flatoutaa2xbug.jpg/)
4xAA - same behaviour as at NFS - no printscreen possibility. The screen is ok in the game !
(http://img84.imageshack.us/img84/9647/flatout4xaaokbutnoprtsc.th.jpg) (http://imageshack.us/photo/my-images/84/flatout4xaaokbutnoprtsc.jpg/)
(http://img29.imageshack.us/img29/9647/flatout4xaaokbutnoprtsc.th.jpg) (http://imageshack.us/photo/my-images/29/flatout4xaaokbutnoprtsc.jpg/)
COD2 - no go :(
(//%3Cbr%20/%3Ehttp://img851.imageshack.us/img851/1081/cod2error.th.jpg) (http://imageshack.us/photo/my-images/851/cod2error.jpg/)
Deus Ex - no go :(
(http://img444.imageshack.us/img444/8070/deusexerror.th.jpg) (http://imageshack.us/photo/my-images/444/deusexerror.jpg/)
Tested with voodoo5 5500 PCI on Win7 :)
Nice, but what I would like to see is a stress test for the card.
The best way AFAIK is launch a good old quake3 timedemo in loop and say if it will hang or not;)
well, i can do this but i don't know exactly how to do it.
Please give me some hints ;)
Here you go:
1) After installing the game, download and install the latest Quake3 PR: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3pointrelease_132.exe
2) In the SFFT Voodoo Tool (or whatever control panel you are using, as the V-Control or the original 3dfx Tools) set alpha-blending on smoother (this will enable 22bit post filter when the game is setted in 16bit mode)
3) In the game select best graphic options available and set the resolution up to 1024x768x16
4) Then open the console and launch the timedemo as follow:
timedemo 1
demo four.dm_68
5) After the game is back to the main screen, go in the option menu and look at the bottom right corner of the screen and check for strange black blinking lines (you can point the mouse cursor over that area or simply try to change option to bring up the ACCEPT button; this will make it easy indentify this strange behaviour if present)
6) Now restart the game; let's stress the card. Open the console and give the following commands:
timedemo 1
set demo1 "demo four; set nextdemo vstr demo2"
set demo2 "demo four; set nextdemo vstr demo1"
vstr demo1
This will launch the timedemo in loop mode. Let the timedemo runs as long as possible, some hours if you can...unless it lockup first.
P.S. You can try to disable alpha-blending if you want and test the card as is with its default options.
P.P.S. Thanks
All clear goriath !
I will do the test asap.
I hope that now on the Easter days i will find some time for my 3dfx passion [:p]
Does anyone uses the 1920x1080 resolution? My Dell U2212HM monitor doesn't autoadjust correctly when I'm using my Voodoo4 4500 AGP card. There are black bars on the left and on the right of the picture. The monitor autoadjust correctly when I connect it to a more recent video card (AMD HD6850).
QuoteOriginally posted by mhanor
Does anyone uses the 1920x1080 resolution? My Dell U2212HM monitor doesn't autoadjust correctly when I'm using my Voodoo4 4500 AGP card. There are black bars on the left and on the right of the picture. The monitor autoadjust correctly when I connect it to a more recent video card (AMD HD6850).
That is because the Radeon has DVI output (=digital) so that adjustment is automatic; for the older VGA (=analog) connetion, you have to do it manually - if 1920x1080 (widescreen) resolution is even included in Voodoo's drivers.
I install today the SFFT sofware suite :)
Again a very good job SFFT !
Angry Birds : Error message in single chip mode.
(http://www.abload.de/img/angrybirdsozej3.jpg)
Blade of Darkness - the game didn't start..
(http://www.abload.de/img/eroareblade19col.jpg)
Flatout - no AA - texture errors. The game runs well..
(http://www.abload.de/img/flatout_texture2hdxu.jpg)
Flatout - 2xAA - no texture errors. The game is playble.
(http://www.abload.de/img/flatout_2xaa_okabd2k.jpg)
Flatout - 4xAA - no texture errors. The game is not playble. Print screen function is not working. The games look awensome, but is very very slow....
(http://www.abload.de/img/flatout_4xaa0ycmr.jpg)
I got a very nice score on 3DMark2001 !
Please notice that the score in with the card running @normal PCI bus speed, 33Mhz. No pci2pcie adapter was used.
(http://www.abload.de/img/3dmark2011gidr5.jpg)
It would be interesting to see what is the speed increase if the card would run @66Mhz :)
- m14radu: again many, many thanks for your feedbacks.
I've just a small question for you. Which driver settings did you have customized for these tests?
Bye bye
I used the default settings of the driver.
The SFFT driver vers 1.9 seems to be the best choice for win7 :D
Thanks SFFT !
OK, many thanks for reply.
Bye bye
I did a lot of test with the SFFT voodoo Tools, and im missing the "default settings" button.
Is it possbile to add it ?
Additionaly, i would suggest to merge the following two applications:
SFFT Configurator
SFFT Voodoo Tools
It would be easyer to have only one application with all options :D
Btw. the SFFT Voodoo Tools instal itself in the task bar, but is not working when i click on it ( yellow with black symbol in the task bar ). No window shows up.
I have to run the shortcut from my desktop of the SFFT Voodoo Tools.
(http://www.abload.de/img/tools2j7k1.jpg)
I also miss the option for resoltion change, Refresh rate option...implementing the new resolution in the resolution tab, like 1650x1080 would be amazing !
@goriath: I install and launch quake3 timedemo in loop as you told me.
The sistem hang after about 24 minutes, i did the test 2 times.
I get an error image, lines and broken texture -> only a hard reset helps.
Sorry it tooks me so long [8)]
QuoteOriginally posted by m14radu
@goriath: I install and launch quake3 timedemo in loop as you told me.
The sistem hang after about 24 minutes, i did the test 2 times.
I get an error image, lines and broken texture -> only a hard reset helps.
Sorry it tooks me so long [8)]
I know exactly what you mean.
I found to be a problem of the glide libraries, to be precise the glide3x.dll that comes with the driver.
The blinking black lines in the game menu seem to be due to Mesa 6.3 instead.
@SFFt: i notice that some video files are played rotated. ( up side down )
(http://www.abload.de/img/video0u712.jpg)
Is there an option ?
I could'n find !
Hello, I would like to use this version
It's a prayer to SFFT ...
(http://img.canal-pc.fr/N0987268001341076564.jpg)
In the First dawn semo, the little fairy was looking at that :
(http://img.canal-pc.fr/N0788684001343949528.jpg)
:D
nice ideea !
I like it,but the picture must change itself automatically according to the card that is present in the sistem :)
Let's hope the SFFT hear our requests.
About the Dawn demo, that is a very nice look for the fairy :)
Bye bye
Hello,
I detected an important behaviour in the driver when agp2pci is enabled. A lot of problems comes from C2D. Same motherboard with an intel PIV cpu and agp2pci the 6k is ok rendering games. When I use any C2D cpu (Q6600, e4200, e8400) grames freezes. System can handle during some times the game when DDI is set 8 but it freezes later 3-4 minutes. This behaviour vanished using news system based on socket 1155 and 1366. Using socket 775 only works ok using a single intel Piv.
SFFT- would be possible if you build am O/C tool setting speed 'on fly'? Using news systems (1155 or 1366) is not possible to use VSA100 o/c SW from Kool.
Thanks,
Oscar.
Hi osckhar,
does this issue with gp2pci and C2D processors occurs with both Windows XP and Windows Vista/7 OSes?
And also, when you use socket 1155 or 1366 based systems, are you sure the Voodoo5 6000 is working with correct input power from the PSU?
About the request of a new OC tool, this question is for SFFT (and also I don't like overclock the 3dfx hardware :)).
Bye bye
Hi Glide,
Quotedoes this issue with gp2pci and C2D processors occurs with both Windows XP and Windows Vista/7 OSes?
I dont know because I never installed those OSes. Anyway, I could check it though but I dont think the problems comes from there.
QuoteAnd also, when you use socket 1155 or 1366 based systems, are you sure the Voodoo5 6000 is working with correct input power from the PSU?
The 6k works stable without troubles. I dont use Hook up for powering up the 6k. I always use voodoo volts.
QuoteAbout the request of a new OC tool, this question is for SFFT (and also I don't like overclock the 3dfx hardware :)).
Yupe, I understand but with new systems V_Control or O/C tools does not work.
Regards,
Oscar.
yes, an overclocking tool for the new OS is needed !
SFFT- HELP ! :)
QuoteOriginally posted by osckhar
I dont know because I never installed those OSes. Anyway, I could check it though but I dont think the problems comes from there.
So which os are you running? Windows 98SE? This thread is on SFFT drivers...I'm confused :).
QuoteOriginally posted by osckhar
The 6k works stable without troubles. I dont use Hook up for powering up the 6k. I always use voodoo volts.
The point is that I'm not sure a PCI-E slot of a 1155 or 1366 mobo at hardware level manages the adapter just like a previous platform. So the crashes could be caused by a power issue.
Bye bye
Hi Glide,
All the test are done using WinXP with latest SFFT driver. I mean I never tried SFFT driver under Win 7 or Vista.
Quote
The point is that I'm not sure a PCI-E slot of a 1155 or 1366 mobo at hardware level manages the adapter just like a previous platform. So the crashes could be caused by a power issue.
Sorry I did unterstand you in the previous post.
Not sure if problems comes power issue. I would tell the problem comes in a bug inside SFFT core driver. Since that using same platform with Beta Kool driver all works ok.
Mobo 775 - WinXP - I only have been to able to handle correctly my 6k using SFFT drivers when I use a single PIV. In same system if I plug a C2D then 6k lock up. I have tested different C2D , e4300, Q6600 or E8400 or other is impossible to get the system runing ok. Anyway, using Beta Kool driver the 6k is ok with C2D systems.
Mobo 1366 or 1155 - WinXP - 6k works perfect using SFFT drivers.
In all the platforms I use: 6k + agp2pci + supermicro pcix2pcie.
Regards,
Oscar.
Hi osckhar,
first of all many thanks for your detailed description.
The main focus could be to understand if the issue with the LGA-775 based mobo can be solved by a driver settings customization (via the SFFT Voodoo Tools), or if it is related to one or more core files.
Then, an other question: do you find the crashes also with the previous SFFT driver releases? I assume you're using the latest release.
Bye bye
I am having trouble installing the 1.9 driver (or any version) on my Windows 7/32bit system running a Voodoo 3 2000 as a secondary card. When I run the setup file, I get an installation success message, but the driver is still the Generic VGA driver when I check. I have also tried to manually update the driver using the Windows 7 wizard, but I get the message that the current driver (Generic VGA) is the most updated driver for my system.
I haven't been able to find any resources to help install the driver on Windows 7. Can someone help point me in the right direction?
Edit: I managed to install the drivers, I just had to choose manual selection to override the auto selection. Performance is as expected, but I am missing textures in Quake 1 on certain models. Is this a known issue?
Hi sockbot, you're welcome.
About this
QuoteEdit: I managed to install the drivers, I just had to choose manual selection to override the auto selection. Performance is as expected, but I am missing textures in Quake 1 on certain models. Is this a known issue?
could you post a screenshot? :)
Thanks.
Bye bye
Hi there, just wondering if anyone got the Voodoo card working in Win 7 64 bit? I installed SFFT 1.9 and had to use the digital signature overrider to bypass the signature check. But for the life of me I could never get it to work. I only have 16bit 800 x 600 resolution.
By the way, the card in question is a Voodoo 5500.
Hello 3Dfx family,
I have a question- is not possible to install SFFT Tools under Windows 2k? I cant, once installed SFFT Tools the icon will not appear as I should appear using WinXP.
Thanks,
Oscar.
I reply myselft- no, is not possible.
Oscar.
never tried Oskhar. just XP, 98, win7 64 bit.
on win10 is not working, i tried differnt setups.
is curios why on win7 x64 is working, but on win10 x64 no.
did you try too on win10 ?
Hi all, dear friends and traveling mates. I'm very happy and proud to read you.
@m14radu
Quotenever tried Oskhar. just XP, 98, win7 64 bit.
on win10 is not working, i tried differnt setups.
is curios why on win7 x64 is working, but on win10 x64 no
My is surely an obviousness, but reason seems clear: Windows 10 is not Windows 7, and its back-compatibility is limited - as usual in presence of an OS generational leap - for both device drivers and apps.
@osckhar
QuoteI have a question- is not possible to install SFFT Tools under Windows 2k? I cant, once installed SFFT Tools the icon will not appear as I should appear using WinXP.
I think you've really reason. Windows 2000 is a great OS for the 3dfx hardware but it was out of scope for SFFT Tools development. So you should see toward the 3dfx Tools or manual registry editings to fully manage graphics driver's settings.
Bye bye
thanks Glide :)
i was surprised to see that the generic driver from Win10 x64 is working so well with the voodoo5.
Maybe SFFT will rise again and update the drivers for the new OS, as we need the 3dfx support.
3dfx must go on :)
Driver development ended as Microsoft changed the display driver architecture with windows Vista to a new architecture that is based around cards that use DMA, as I understand it. Also after Windows XP 64 bit, 64 bit drivers require signing to load, and this effectively killed of 3rd party driver development. Microsoft supported the old display driver model in Vista and Win7 alongside the new display driver model, but seem to have killed it off in windows 10. I suspect that the tools should work in W2K. I seem to vaguely recall getting the driver running in Win7 64 bit with driver signing disabled but I am not sure.
SFFT
Hi SFFT,
thanks a lot for clarification. And so... just we need you are releasing digitally signed updated 3dfx drivers for Windows 10... :)
Bye bye
Driver signing is basically not available to anything other than companies, and so a non-starter, also the 3dfx cards do not meet the design requirements of the new driver architecture. I have no idea how microsoft's legacy driver works. So we are basically stuffed so far as driver development goes. It went as far as it realistically could.
Sfft
Hi SFFT, thanks so much (as usual) for your precious feedbacks and yours guide ideas. And, so, we joyfully continue to use 3dfx cards with the Microsoft Operating Systems other than Windows 10. And - in my humble opinion - then this is not a bad scenario for us and 3dfx fans in general, because the OSes like Windows 98SE, Windows XP, Windows 7 are less demanding of hardware resources (of course I'm meaning not only graphics but also CPU, memory, bus, and so on).
So, on the one hand, we can gives up - w/out much regrets - Windows 10's wonderful GUI and Cortana for our 3dfx-based systems and, on the other hand, we can enjoy performance advantages offered by the legacy OSes to run games as well as techology demos.
Finally, always in my humble opinion, every 3dfx fan, enthusiast or user with the required skills could still contribute in Community with efforts aimed to improve and/or optimize the behaviour of 3dfx hardware in these software environments rather than follow not very useful or concrete goals.
Bye bye
Hello SFFT,
i have just one question: is possible to develop a totally software hsr that works in the transformation phase of the triangles, so that only the visible triangles reach the graphic card? With modern CPUs a Voodoo 5 PCI would greatly benefit from older but heavy games, such as Unreal 2, Doom 3, Painkiller...
@SFFT: i can confirm, In Win7 64 bit with driver signing disabled the SFFT drivers works on v5.
i test them myself.
would be great to continue the drivers development, 3dfx must live on !
the actual generic driver from microsoft works good on win10, i can say its impresive for beeing a generic one. And i assume it is used only one VSA and 32mb ram.
i see a big potential imprevements here !
How can we convice you to develop a new win10 driver ?
One more time :)
For a moment I'm leaving tech questions and answers only to you all (ciao Mikepedo ;)) and going off topic a little... because I like share the following thougth... This thread - first post on May 22th 2004, and so sixteen years ago, and latest post on today - how much passion for 3dfx does bring out [:0]? Sincerely, I'm thinking "a lot, a lot, a lot" [^].
Bye bye
sure Glide, we are all here and active :)
3dfx passion is something special [^]
QuoteOriginally posted by Glide
For a moment I'm leaving tech questions and answers only to you all (ciao Mikepedo ;)) and going off topic a little... because I like share the following thougth... This thread - first post on May 22th 2004, and so sixteen years ago, and latest post on today - how much passion for 3dfx does bring out [:0]? Sincerely, I'm thinking "a lot, a lot, a lot" [^].
Bye bye
Ciao!!!! :)
I have a voodoo 5 5500 AGP. I am trying to run this driver in Windows Xp sp3 32bit and with 1.9 it just bluescreens with 0x0...8E. I am currently using AmigaMerlin's Driver, V3.1-R11 instead.
I was able to get SFFT Alpha 47 to install but not the SFFT tools so couldnt figure out how to turn of Vsync. The tools just run at 100% CPU for me and nothing happens.
This is on a Pentium 3 1400S with 512mb sd ram (2x256mb CL2) and my Motherboard is Soltek SL-65KV2-CT so apollo pro 133a?
I do also have a mac voodoo 5 5500 PCI flashed for PC and a voodoo 3 3000. Come to think of it I wonder if my bios settings may be an issue. Anyone have any suggestions?
*edit* My card works fine in windows 98SE and with the AmigaMerlin's Driver in XP and 2000. I tried installing SFFT 1.9 drivers in Win2k. The installer states invalid win32 application but manually updating the driver to the SFFT 1.9 works to install the driver. HOWEVER after restarting the PC the computer just resets after the start up screen no BSOD like XP.
I have tried 1.6-1.8 as well all of them give the same bluescreen caused by 3dfxvsm.sys.
*another edit* I have tried the voodoo 3 3000 and the pci voodoo 5 5500. The other v5 bluescreens with sfft 1.9 but I am able to get the voodoo 3 3000 to work. So no idea what I am doing wrong.
Okay I have tested the driver with my PCI card on a different motherboard and it works so far. I will have to test more. Its weird how it doesnt work with the one motherboard but does with the other. Both Via chipsets.
Hi Novadale,
many thanks for your feedback. Could you share some specifications of the used test systems, including the 3dfx card(s) and motherboards?
Best regards.
Bye bye
Hello the system was listed in the previous post.
Not working...
My Voodoo 5 5500 AGP nor the Voodoo 5 5500 pci mac flashed for pc both do not work on a Pentium 3 1400S (1.4ghz with 512kb cache) with 512mb sd ram (2x256mb CL2 133mhz) and my Motherboard is Soltek SL-65KV2-CT
Apollo Pro 133A Northbridge via VT82C694T & Southbridge Via Vt82C686b
Working...
The Voodoo 5 5500 pci worked on the Tyan S1854 Trinity 400 Motherboard with a Pentium 3 1ghz 512mb of sd ram 133mhz
Apollo Pro 133A Northbridge Via VT82C694X & Southbridge Via VT82C596B
I was able to get the 3dfx tools to run in xp. When installing it will fail to register the dlls. After a restart open a cmd window and run REGSVR32 "c:Progam Files3dfx Interactive3dfx ToolsToolsAdvTweak.dll" and do that for each dll so Color.dll, Feature.dll, LCD.dll, TVOut.dll
Image Insert:Bluescreen error
(https://cdn.discordapp.com/attachments/404182547799474177/772033648999399444/bluescreen.jpg)
99.3 KB(//)
Hi Novadale,
thank you for your feedback. I'm thinking that error can be related to an hardware RAM issue and/or to software configuration of motherboard chipset. So at this step I'd switch to more conservative memory settings in BIOS and to install another release of VIA driver kit (are you using a Windows built-in driver or a by VIA build?).
Let us know.
Best Regards.
QuoteOriginally posted by Glide
So at this step I'd switch to more conservative memory settings in BIOS and to install another release of VIA driver kit (are you using a Windows built-in driver or a by VIA build?).
I had installed via_hyperion_4in1_v456v.zip and just upgraded to via_hyperionpro_v524a.zip, in the device manager the system does show the via agp driver to be from via and not microsoft. In the bios I set the ram timing to cl 3. Even tried lowering the agp aperture size from 64m to 32m. I even updated my bios to the latest because it stated that one of the updates was agp compatibility. I tried enabling agp master 1 ws write and read as well. It still bluescreens with the exact same error.
Hello 3dfxzone community!
If anyone could help me, or point me in the right direction.
On a voodoo 5500, I added some more 16:9 resolutions.
Direct3d games work fine, resolutions are there, they work, happy times. Glide, I had no expectations.
But OpenGl doesnt work.
New resolutions show up. But then the image is "letterboxed", or just crashes with a warning.
Example (at this point champagne bottle was being opened)
(https://i.postimg.cc/CM3gLwg8/IMG-20220119-183518.jpg)
But then the letterbox...
(https://i.postimg.cc/5tn7HSQG/IMG-20220119-183621.jpg)
One of the resolutins, thats a bit of an oddball, is ofc 1600x1024, thats present as is. This one also isnt 4:3, but works fine.
Anyone know whats going on and if something can be done?
Anyway a few months later I gave it a go.
The problem is, those resolutions dont exists in the driver.
Game reads them from the system so they show up, but ofc when you go through opengl->glide, driver doesnt really know what the **** you want from it.
My "educated guess" was that the problem is not on the openGl icd/minigl side, since it behaved the same with different ones and atleast one of them (my money was on mesafx) would get it right, but on glides side, since it gets converted anyway.
Few days ago a took a shot at one of koolsmokys glide sources and got it to work(ish) using existing resolution placeholders and adding some more.
Its still far off and Im kinda lost in it, wont say I know what Im doing and theres some weird things happening or I missed something :D, but there it is
When Im done, Ill post the changes here or send to Sfft if he is still up to making an update to the driver.
21:9 - 1920x800
(https://i.postimg.cc/dt1hr2T4/IMG-20220505-223607-2.jpg)
(https://i.postimg.cc/dtxLBh2v/IMG-20220505-224345-2.jpg)
Wow, thats amazing Dolenc !
good work, im impressed about the results.
keep up the good work :)
Hi all.
@Dolenc, both games look impressive. Compliments.
Bye bye
QuoteOriginally posted by Dolenc
Anyway a few months later I gave it a go.
The problem is, those resolutions dont exists in the driver.
Game reads them from the system so they show up, but ofc when you go through opengl->glide, driver doesnt really know what the **** you want from it.
My "educated guess" was that the problem is not on the openGl icd/minigl side, since it behaved the same with different ones and atleast one of them (my money was on mesafx) would get it right, but on glides side, since it gets converted anyway.
Few days ago a took a shot at one of koolsmokys glide sources and got it to work(ish) using existing resolution placeholders and adding some more.
Its still far off and Im kinda lost in it, wont say I know what Im doing and theres some weird things happening or I missed something :D, but there it is
When Im done, Ill post the changes here or send to Sfft if he is still up to making an update to the driver.
Hello Dolenc and welcome.;)
The results you have achieved are truly remarkable. Congratulations!
I hope that, once you have found the solution, you will also write the results here, as well as send them to SFFT.
Thanks again for your efforts. :)
P.S.
Remember to subscribe by ticking "Check here to subscribe to this topic", otherwise you will not receive notifications. ;)
Yea more exploring needed, just add some resolutions they said.... Its more than just glide part, does checks elsewhere too(I guess), so Im checking minivdd next [|)], just hope its not that mode table ...
You can have desktop and d3d games already with just adding the required timings, that you can get here(bottom of post reg files):
https://www.vogons.org/viewtopic.php?p=1051669#p1051669
And if someone want to help me a little bit, how can I read debug messages?
"GDBG_INFO(110, "%s: "Read me");"
Ill just talk to myself some more :)
"Yea more exploring needed, just add some resolutions they said.... Its more than just glide part, does checks elsewhere too(I guess), so Im checking minivdd next , just hope its not that mode table ..."
No buddy your wrong, it is only in glide and it does look at the mode table, either add values or make a workaround ignoring modes.
"And if someone want to help me a little bit, how can I read debug messages?
"GDBG_INFO(110, "%s: "Read me");""
Sure buddy let me tell you, its easy, you just enable debugging when building dll, now when you run the game in the root folder you will get a .txt file "dbg" and you can read all the logoutputs there. Yea life is easyer now!
Well I have everything working, was wrong from the start, resolutions needed to be added to OpenGl too, so I used mesafx. (dont have the source for 3dfx opengl wrapper)
About a week lost experimenting with workarounds cus I was stubborn, happens :), at the end only resolution list had to be expanded.
Theres a smarter way of doing this, like those 2 wizzards from nGlide forum did https://www.zeus-software.com/forum/viewtopic.php?p=4397#p4397, but sice this isnt a wrapper, would need a bit of a re-write to handle different resolutions and what they do to the card(2pixel rend, sli, could be more ...) and since voodoo has finite resolutions that are usable and someone has to make the timings, lets stick to "dumb" solution for now.
I need a bit of help getting sources if someone has them, mesaFx 6.3 (have 6.2 now), something for glide2x, Ill try to get that glideXp wrapper going, but just in case, I see people using newer that whats posted on koolsmokys site. Appriciated if someone has anything.
Sorry
Dolenc but I didn't answer you because I didn't know how to help you. However, your 'Monologue' produced excellent results.;)
For the Mesa files, try having a look here:
https://www.3dfxzone.it/dir/3dfx/mesafx/archive/
QuoteOriginally posted by Dolenc
Well I have everything working, was wrong from the start, resolutions needed to be added to OpenGl too, so I used mesafx. (dont have the source for 3dfx opengl wrapper)
About a week lost experimenting with workarounds cus I was stubborn, happens :), at the end only resolution list had to be expanded.
Theres a smarter way of doing this, like those 2 wizzards from nGlide forum did https://www.zeus-software.com/forum/viewtopic.php?p=4397#p4397, but sice this isnt a wrapper, would need a bit of a re-write to handle different resolutions and what they do to the card(2pixel rend, sli, could be more ...) and since voodoo has finite resolutions that are usable and someone has to make the timings, lets stick to "dumb" solution for now.
I need a bit of help getting sources if someone has them, mesaFx 6.3 (have 6.2 now), something for glide2x, Ill try to get that glideXp wrapper going, but just in case, I see people using newer that whats posted on koolsmokys site. Appriciated if someone has anything.
Those are already built, need the source, will keep searching, think mesa 6.2 has that alt-tab bug.
Here are some preview files, if anyone wanna give it a try (pre-pre-pre-pre-release with no guarantee) (required timings are link a few post before)
https://easyupload.io/9ocf8t (link expires in 30 days)
(!Backup any existing files you have, so you can revert back!)
- glide2x_wrapper.dll, dont need this one, but I use it for testing, same as every other glide2xp build, rename to glide2x.dll and put in windowssystem or windowssystem32 for xp.
- glide3x_ks210.dll, build from KoolSmoky v2610 glide source, fairly stable, this one is in my testing a bit faster, has some gamma issues in some games, rename to glide3x.dll and put in windowssystem or windowssystem32 for xp.
- glide3x_sourcef.dll, build from sourceforges 4040 source found on sezeros github, has shaky 2d image(atleast for me) in xp and some red color tinting in both xp and win98, not sure whats up, early builds were working semi-fine, rename to glide3x.dll and put in windowssystem or windowssystem32 for xp.
- opengl32_mesa.dll, built from mesafx6.2 found on sezeros github, rename to usually Opengl32.dll and put next to games exe and pray it takes this one.
What I test with is raziel 1.06 for win98 and sfft 1.9 (or is it last alpha? forgot) for xp.
If Im spaming Sfft-s topic too much, let me know and Ill open another one.
(https://i.postimg.cc/50bjkDX0/QUAKE2-2022-05-16-22-07-59-47.png)
Looking around for mesa 6.3 source files....;)
Let's say this is your own topic, so you could open a dedicated thread, since your mod is derived from several files and drivers.
This is my opinion, but I think Glide can confirm it.
Congratulations on your perseverance and results! :)
QuoteOriginally posted by Dolenc
Those are already built, need the source, will keep searching, think mesa 6.2 has that alt-tab bug.
Here are some preview files, if anyone wanna give it a try (pre-pre-pre-pre-release with no guarantee) (required timings are link a few post before)
https://easyupload.io/9ocf8t (link expires in 30 days)
(!Backup any existing files you have, so you can revert back!)
- glide2x_wrapper.dll, dont need this one, but I use it for testing, same as every other glide2xp build, rename to glide2x.dll and put in windowssystem or windowssystem32 for xp.
- glide3x_ks210.dll, build from KoolSmoky v2610 glide source, fairly stable, this one is in my testing a bit faster, has some gamma issues in some games, rename to glide3x.dll and put in windowssystem or windowssystem32 for xp.
- glide3x_sourcef.dll, build from sourceforges 4040 source found on sezeros github, has shaky 2d image(atleast for me) in xp and some red color tinting in both xp and win98, not sure whats up, early builds were working semi-fine, rename to glide3x.dll and put in windowssystem or windowssystem32 for xp.
- opengl32_mesa.dll, built from mesafx6.2 found on sezeros github, rename to usually Opengl32.dll and put next to games exe and pray it takes this one.
What I test with is raziel 1.06 for win98 and sfft 1.9 (or is it last alpha? forgot) for xp.
If Im spaming Sfft-s topic too much, let me know and Ill open another one.
So this one stays, as ment, for sfft drivers feedback, rambling continues here:
https://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=36175
I dont see a PM option, so @SFFT if you are still here and up for a driver refresh. Its just glide and opengl.
Here are the prebuilt files, I describe additions in "Ini additions.txt". In readme you can see changes.
In short:
- glide2x to glide3x wrapper
- glide3x from laster sourceforge dev branch source and with added changes
- mesaFx 6.2(ish) for openGl icd with added changes
Think I added all the files needed. Pass is sfft, link expires in 30days.
https://easyupload.io/qyczd2
If you want sources and build it yourself, or just the changes, ofc you can get them too.