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Old 28-Aug-2004, 14:52   #1
BrynS
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Default Is it possible to run D3 on a Kyro I/II?

As thread title -- has anyone been able to run Doom 3 on a Kyro I or II?

I would try it out myself, as I have a 64MB Hercules Kyro II in my server rig (AMD Thunderbird 1.2GHz, 512MB RAM), but most of this system is in bits while I source specific components for an upgrade. I would have thought that a 64MB Kyro II should be able to run Doom 3 on low quality at 640x480 (albeit perhaps not above 30fps?), provided that any caps bits/HW shader limitations could be overlooked through the driver/registry?

If anyone has any benchmarks and/or screenshots of a Kyro in action, I would be interested to view them. Also, if it is not possible to run Doom 3 on a Kyro in default settings, does anyone have insight/tips on how to tweak the card's settings and perhaps the Doom3config.cfg file to get it to run?

I will try it out myself, but this will only be possible in a few weeks time.

Cheers,


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Old 28-Aug-2004, 15:22   #2
Ante P
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Well there's Voodoo 4/5 drivers that can cope with D3 so perhaps it might work on Kyro as well.
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Old 28-Aug-2004, 17:07   #3
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In theory yes a Kyro could run Doom 3 more so if it’s a 64meg version. But so far I have failed to get Doom working. The only way I could see it working is if PowerVR make the driver open source which is very unlikely. Or PowerVR them self’s make some new drivers. In theory it should look better then the Voodoo screenshots due to more space for textures and EMBM support which I believe is used in Doom. But I don’t see it getting 20fps at 640x480 so it’s not going be very playable. My bets would be 10fps.

Perhaps someone could make a program like 3d Analyzer to emulate the missing caps?
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Old 28-Aug-2004, 17:22   #4
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EMBM is not used in Doom 3. It uses a combination of DOT3 bump mapping and simple math ops on older hardware.

And by the way, missing caps only affects Direct3D. In OpenGL it'd be extensions.
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Old 28-Aug-2004, 17:58   #5
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“And by the way, missing caps only affects Direct3D. In OpenGL it'd be extensions.”
Can you pretend to support extensions that you cannot do in the same way you can do with caps?
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Old 28-Aug-2004, 18:53   #6
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Sure, with an OpenGL wrapper. The only problem is, if the Kyro hardware doesn't support the specific operations that Doom 3 needs, you won't be able to get it to work properly.
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Old 28-Aug-2004, 19:51   #7
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D3 requires cubemaps, which the Kyro doesn't support.
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Old 28-Aug-2004, 20:39   #8
see colon
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Quote:
D3 requires cubemaps, which the Kyro doesn't support.
nor does the vsa100 yet it is able to run the game.
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Old 29-Aug-2004, 03:58   #9
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Quote:
Originally Posted by see colon
Quote:
D3 requires cubemaps, which the Kyro doesn't support.
nor does the vsa100 yet it is able to run the game.
I saw screenshots just the other day. I'll rather be polite and not describe what it exactly looks like *cough*.....
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Old 29-Aug-2004, 04:43   #10
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I think getting it to run is already a feat, expecially considering that this is 2004. It looks alright considering how old the card is. Of course, it doesn't look good comared to even a gforce mx 420 but hey, if on is trying to run it on a kyro or v5500, then you can't expect more.
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Old 29-Aug-2004, 06:51   #11
BrynS
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Quote:
Originally Posted by Sworkhard
I think getting it to run is already a feat, expecially considering that this is 2004. It looks alright considering how old the card is. Of course, it doesn't look good comared to even a gforce mx 420 but hey, if on is trying to run it on a kyro or v5500, then you can't expect more.
Exactly -- I'm not expecting a Kyro II to run the full ARB2 path, but I am intrigued as to the possible performance of it on say, the NV10 path with various extensions enabled/disabled depending on conformity?

I have seen a few pics where someone managed to get the D3 Alpha running on a KyroII a while back and though it didn't look that great, the person concerned was evidently able to make the appropriate tweaks to get it to run. Out of interest, what is the typical overdraw factor in Doom 3 -- is it more or less pronounced than most fps games?


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Old 29-Aug-2004, 16:40   #12
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Quote:
Originally Posted by Chalnoth
EMBM is not used in Doom 3. It uses a combination of DOT3 bump mapping and simple math ops on older hardware.

And by the way, missing caps only affects Direct3D. In OpenGL it'd be extensions.
...because nV1x doesn't support EMBM?!

running it on a gF2pro 64MB here - still not sure it i'm getting any bumpmapping at all because the texture scaling has droppped down to something like Quake1 levels of detail
haven't had an nV card of my own before (was using this one as a general performance comparisson to the KyroII) - there's something really horrible going on with texture compression on this card too
fog seems to be a bit hit n' miss in some games too
funnily enough, even with D3 set to f'ugly it's kind of 'believable', which is a fairly neat achievement for an engine...
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Old 29-Aug-2004, 18:33   #13
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The GeForce2 is capable of the same quality in Doom 3 that the GeForce3/4 are capable of, and nearly the same quality as the GeForce FX/6800.

But you're probably better off turning most of those quality options down....but no, some form of bump mapping is always enabled.
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