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#1 |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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Some time ago I've tried a gl driver coded by S3 people that would let gamers to run an incredible and complex 3D game like Quake was, on a incredible and slow decelerator chip like the S3 Virge. It's really incredible to see a game using it's internal acceleration with bilinear filtering on a board that in the other 99% of the cases you enable any kind of acceleration it would get artifacts, texture errors, hang... ecc.
Frame rate was from 5 to 10fps but technically I was impressed. No way to compare to other accelerator but surely it would be interesting to know why only so many games was supporting a chip that on the paper had lot of interesting features for that age. Bye |
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#2 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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i dont remember the virge having other features that the better 3d cards didnt have
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#3 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,141
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I didn't know that was possible!
but my S3 virge 2MB came with a CD containing demos of descent 2 and terminal velocity. playable, good quality 640x480 bilinear filtered! under DOS I think. that looked excellent at the time. I would have loved getting full versions. and later with a virge DX 4MB (the older one had vid ram issues), the demos didn't work of course I never had anything other worth running on Virge. Some directX games would run, but with the slow fps and lack of alpha blending giving ugly plain blocks around vegetation and stuff it was better to play in software mode at 320x200. |
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#4 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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i think the mystique had the same problem
suprisingly though the mystique version of tombraider looked damm good |
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#5 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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Mystique didn't do transparency, mip mapping or bilinear texture filtering. It used that ugly stipple alpha for transparency. When you used its 3D acceleration, you mainly just got a speed boost. It was actually sorta nice to use it alongside a Voodoo. Voodoo was so blurry that the pixelation of Mystique was kinda nice at times! It could do higher resolutions than Voodoo too; not locked to 640x480.
The cheap 2D/3D card to have was definitely a Verite V2xxx board. Before RIVA 128 came out and got good drivers anyway. |
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#6 | |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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Quote:
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#7 |
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Member
Join Date: Nov 2004
Posts: 153
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I would like to know more details of the Virge. All I got so far is:
Virge 3D was relatively cheap but feature packed. But use of each of the important features (bilinear filtering, Z-buffering, perspective correction, even texturing) added a cycle needed to process it. Later DX and GX got free perspective correction and faster filtering. |
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#8 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,380
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Quote:
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#9 |
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Member
Join Date: Jun 2003
Location: Central California
Posts: 254
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I remember S3's OpenGL wrapper for GLQuake! That's what I used to get Quake to run on my Warp5. It managed better than the Virge cards did, around 20 fps, but the lighting was all wrong.
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#10 | |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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Quote:
You had a few choices back then on filtering quality. -Voodoo was very aggressive and blurriest. Obviously it was the gold standard though and fast as hell at the time. -Mystique didn't filter at all and didn't mip map so you had swimmy aliasing in the background. Think of it as a hardware accelerated software renderer. -Virge apparently could do almost everything rather well but really slow. According to the spec sheet, at least. Drivers usually didn't work in D3D, OpenGL didn't exist. -Verite V2k had good filtering quality for the time. It did per-poly mip mapping though. -RIVA 128 had somewhat "noisy" filtering. I've never actually used anything from PowerVR though so can't speak on that. I set up a machine with a Riva 128 a while back, to take a screenshot for Wikipedia. Quake 2 with latest drivers. This is the highest res it can run the game at and it was decently quick at it. You can see the grainy filtering in the steps. Not all that annoying IMO.
Last edited by swaaye; 11-Aug-2008 at 20:45. |
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#11 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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i could run quake2 at 1024x768 an a riva 128zx it sort of looked grainy though for lack of a better word
ps: the powervr had really nice iq ultimate race pro looked great (a lot of games had specs like : requires a voodoo1 card and a pentium 133mhz, or a powervr card and a pentium 166mhz cos the powervr relied on the cpu more) the permedia 2 looked nice too, one of the few cards to have a full opengl icd |
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#12 |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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Quote:
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#13 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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GLQuake for Virge? I don't really remember playing with it on that. Are you sure you're not remembering the Metal mini-GL?
GLQuake wasn't really complex. It only used a couple of dozen OpenGL entry points - which is why so many people got by with using thin mini-GLs for ages. The Virge's major omission was blending - it only had alpha blend - so it wasn't too hot with lightmaps. There were some tricks you could do, but you'd have been stuck with black-and-white maps. Other than that - as said, Virge had very good quality, but it was a bit of a dog on the performance side. Bilinear filtering and Z buffering were particularly expensive. Tomb Raider ran pretty well on it - would have been even better if we'd hooked into Core's Z-sort renderer rather than adapting the irretrievably Z-buffered port they'd already done, but that would have been a lot more work... Actually come to think of it I do vaguely remember doing some playing about with something that did mono lightmaps on Quake... |
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#14 | ||
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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Quote:
http://files.filefront.com/s3quakezi.../fileinfo.html Quote:
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#15 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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Good grief. That sounds enormously familiar. I think I might have written that readme.
<edit> Indeed - doesn't look like any code survives, but I found it in the timesheets. November 1997 - January 1998, plenty of time down to 'GLQuake'. So it was me after all! Last edited by Dio; 21-Aug-2008 at 15:08. |
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#16 | |
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Senior Member
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Quote:
__________________
I speak only for myself. |
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#17 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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Where's me flat cap and zimmer frame?
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#18 | |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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Quote:
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#19 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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The code does still survive as well. Found it on a very antique backup
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#20 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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Dio's next project, Virge drivers for vista
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#21 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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I'd rather have serious dental work.
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#22 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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So would most of the u.k population given the shortage of dentists
ps: whats a brit doing writing drivers for s3 they were a u.s company wernt they ? |
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#23 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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We did the S3 BRender driver for them via Argonaut, and they liked us. We started contracting with them for ports and UK devrel work, and eventually they brought us on board full time.
We jumped ship not long after the VIA buyout when it became clear that they weren't going to be heavily involved in high-end 3D. The main bad sign was that they were so short of good hardware people we were taken from devrel to help out... at one point I was pretty much designing the pixel shader for the first of the post-VIA chips! |
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#24 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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He mentioned the name of the gods, argonaught aka particle systems
/Davros bows were you involved in i-war ? once upon a time microsoft were looking at b-render it could of become directx Last edited by Davros; 02-Sep-2008 at 17:01. |
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#25 | |
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Member
Join Date: May 2002
Location: Santa Clara
Posts: 584
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Quote:
The work that Dio and I did with Argonaut was before that. |
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