SFFT alpha drivers - V3/4/5 - Join to Testing

Started by Glide, 22 May 2004, 17:02:06

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Dautonico

I read at Guru3d that SFFT22 alowed me to play hl2 on my voodoo 3... is this true?
BraSil...

SuperFurryFurryThing

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
 

Voodoo5

#452
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 ;)
 

ggab

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.
 

Gorik

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
MB: Gigabyte GA-7ZXE
VIA VT8363A (KT133A)
CPU: Duron 1.3 Ghz
RAM: 256 MB PC100
H/D: 10 GB, 20GB
CD-ROM: WAITEC ALADAR1
AUDIO: CT8550
VIDEO: VOODOO 5500 AGP 64 RAM bios 1.18

Vanilias Ronk

But if I know good, HL2 must run on TNT2, Voodoo 3 is faster than TNT2.
 

Rolo01

@ Gorik
Thanks for the update, I wasnt able to run Pirates in Win98 or WinXP without crashes.
I will try what you posted.
 

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
 

Dr.Yak

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 ?

Q: What would happen if the value of pi was changed ?
A: The universe should reboot.

r21vo

Temporal Anti-Aliasing is supported on vsa-100 cards, but afaik only in OpenGL/Glide.

3dfx tricks, tests and wallpapers

3dfx.rule.lv

Dr.Yak

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 ?
Q: What would happen if the value of pi was changed ?
A: The universe should reboot.

ggab

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)?
 

Dautonico

@ggab

No look up untiln now with WarCraft 3@1024x768@everything on high

Great jog SFFT
BraSil...

FBS

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
 

ps47

@FBS: many microsoft games hate SLI.nothing you can do about it..