Isn't it a shame to have a video card (TNT2 Ultra) with such screwed up
drivers that we anxiously wait for any new version we can get our hands on,
including unreleased alphas, just to try to make things better.
Unlike the TNT2s, I've always found the TNTs quite stable.
Most gamers I know agree that the 2.08 drivers are faster than the 3.53. In
fact I recently found a TNT driver shootout from vers. 1.08 to 3.66 and the
1.76 slightly edged out the 2.08 in D3D and OpenGL, but not in 2D. Try
running Midtown Madness with the 3.53s. In traffic they'll drop down to 1/2
My computer was run with a clean install of Win98 and only the video and
sound cards installed.
Make you Glide changes in your registry of get the V3 overclocking utility
which has all the adjustments you need.
All games (all graphics, period) exhibit visual anomolies when overclocked
too high, usually sparkles first, then tearing, then lockup.
I find it hard to believe that people are getting all kinds of graphics
details from a (almost 2 yr. old) game that were never even programmed into
it. (hmmm, was that from this ng?)
Slot
>Are you sure you weren't overclocking something in your system beyond the
>specs at the time? Before the V3 which I'm currently using for ***
>purposes I've gone from Riva128 to TNT to TNT2 and also gone through
>almost every version of nVIDIA's reference drivers, including the leaked
>ones, and never had any stability problems - EXCEPT when I tried to
>overclock the original TNT's memory beyond 125 MHz. That resulted in
>a single lockup in about every two hours.
>This was not my experience at all using the 3.53's. At the time I was
>playing GPL, SCGT and NFSHS. In GPL there was no change, but in D3D at
>default settings I noticed something in NFSHS (which I've also found to
>be the best benchmark in overclocking GPUs; for some reason NFSHS is the
>first game to exhibit visual anomalies when the chip is clocked beyond
>its capabilities, and I've used it find the sweet point for my TNTs as
>well as the V3) - the image quality had improved (earlier, at some
>angles, the textures seemed to get excessively blurred, other times there
>were ugly jaggies around the edges of textures - now this was cured).
>With the improved image quality there may indeed have been a slight drop
>in frame rates, but this again is subjective, the differences were
>miniscule. However, in my experience, the 3.53 introduced some radical
>changes to how the D3D mipmap settings affected frame rates & image
>quality. F.ex in some games I ended up choosing 0 mipmap levels for
>optimum performance & visuals, yet in others totally different settings
>were in order. Luckily there was the option to save different settings
>for different games and activate them from the system tray. Also, the
>3.53's overclocking option, and Vblank + render ahead settings were a
>nice plus for a tweaker, although you had to enable them from the
>registry.
>> When it comes to GPL and V3, I'm primarily happy about the frame rate
>improvement at the start of the races and generally at all times when
>there are a lot of cars around me - that's when the extra FPS really
>count. But image quality, I'm not too sure about that. With TNTs there
>were several filtering options in GPL's OpenGL settings (core.ini) and
>I found the trilinear one to be the most pleasing. When I switched to V3
>I was surprised at the lack of filtering and to this date I haven't found
>a suitable setting from V3's quite limited Glide options that would
>rectify the situation. Unlike with TNT's trilinear approximation, the
>textures aren't blurred in the distance (while being crisp near by) and
>this makes the hills look unrealistically tiled. For a demonstration,
>point your browser here:
> http://www.racesimcentral.net/~midpro/TiledRing.jpg
>I welcome any solution as long as it doesn't include getting a new video
>card. Are there any filtering options for Glide that could be enabled in
>core.ini?
>---
>Antti Markus Peteri
> 15 miles. your dim light shines from so far away
> - Soul Asylum, Promises Broken