Ahh, but my main Glide-game, Freespace2, dont have it. Now that both glide and Freespace2 is open sourced I bet it would be easy to implement one, but not for me, I suck at these things
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Still strange no one ever built a stand alone framecounter for glide.
I don't find it strange at all. Back then all the games that used glide ran fast enough, so no one cared about fps, it was about apropriate eye-candy and game-play. ie -- Is it a good game? YES! Is it prettier than software rendering? YES! Is it faster than software rendering? YES!
Ah, such was a time before the my-manhood-compensator is faster than yours matches.
Perhaps you can't recall people benchmarking Software Renderer Quake1, and comparing benchmarks to determine which 2d VGA/VESA core was the best for running Quake. Tseng Labs or Weitek anyone?
Perhaps you can't recall people benchmarking Software Renderer Quake1, and comparing benchmarks to determine which 2d VGA/VESA core was the best for running Quake. Tseng Labs or Weitek anyone?
Ah yes, I do remember the days of which card was fastest in VESA modes. I suppose it was successful repression of that. But at least that time didn't last too long -- or I merely wasn't as involved in that squabble.
Though for quite some time, I would still check in to see which 2D core was the fastest; had highest refresh rates, or faster/smoother mpeg playback. But that was all secondary and, at least to me, seemed to be rather civilized.
I do remember countless hours spent in Usenet discussions on which yet-to-be-released 3D card would own. It was somewhat of a shame that most/if not all of them never seemed to have hit the market matching their theoretical specs. Fortunately, I jumped at chance to get the V1 about 3 months after their release. Same thing for the V2, and a quick update to V2-SLI a year later. Many months, if not years, passed by where I was so satisfied with the performance that I didn't bother to take notice of those other pissing matches.