There's an interesting new thread on the enboard related to some MS-DOS games, like Quake, QuakeWorld, FitzQuake, and Quake 2, that can run - using 3dfx video cards - with more than enough values of the frame rate as well as a considerable image quality.
Quake 2 with Voodoo5 5500 on MS-DOS
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The configuration of the 3dfx cards working on MS-DOS involves to use a unofficial release of the graphics API Mesa 3D (based on the official version 6.4.2) and the latest Glide3x library for DOS (version 3.10.00.30303) from sourceforge.
Quake 2 with Voodoo5 5500 on MS-DOS
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Furthermore, analyzing the results of some comparative benchmarks (*), the performances of a Voodoo5 card with Quake 2 on MS-DOS are comparable, and uperior in some cases, to those measurable using the same hardware on Windows.
Benchmark results with Quake 2, Voodoo5 5500, and Mesa on MS-DOS
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According to the enboard's member Maraakate, one of the project's owners, the 3dfx rendering on MS-DOS with these Quake-based games was successfully tested not only with a Voodoo5 but also with a wide range of other Voodoo video cards, including Voodoo3 and single Voodoo 2. And some reports indicate also the Voodoo Rush as a supported card.
Benchmark results with Quake 2, Voodoo5 5500, and Mesa on Windows
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Sources of the project are available on bitbucket.org, so if you want support the authors - just now they are searching for low level 3D developers in order to do bug fixing - please fell free to append a new message to the related thread.
A marketing image of the Voodoo5 5500
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Finally and again, many thanks to all of you for contribution and interest in 3dfx related topics.
(*)
The main components of the testing system are the following: a Asus P3B-F motherboard, a Intel Pentium III 800MHz processor working at 900MHz (using FSB at 100MHz), 512MB of SDRAM memory, and a 3dfx Voodoo5 5500 64MB video card.
The testers have measured the frame rates of Quake 2 at several video resolutions on both MS-DOS with Mesa and Windows 98SE with MesaFX v. 6.2.0.2, WickedGL v. 3.02, and OpenGL ICD. Lastly, the test's scenarios include 16-bit and 32-bit rendering, with or without multitexturing.
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