>>"If you see what - *ack* those French blokes - have been able to do in
>>MotoRacer with Direct3D, it's obviously the way to go"
>I think MotoRacer is great, just bought the full version this weekend,
>*but* I don't think it's a great tester of the merits of D3D.
>It's a "walled" driver, just like Need For Speed. It isn't acutally
>doing much rendering. It ought to be fast.
>As a counterpoint, look at the Mercenaries D3D patch.
>It gets dog-slow when there is a lot of action on screen, even on
>Pentium 200's.
>I have a 166, and my frame rate drops from 45 to below 10 with 3 enemy
>mechs on screen. It's pathetic.
Yes, I've heard it's terrible.
However, it all depends on how much effort people put in to rewriting
the code for 3D support. It speaks volumes for the design of Quake
that the OpenGL version works so well, except for large open areas. It
would be interesting to see a D3DQuake just to see how different the
performance is.
I think we have to wait for titles that were *designed* for hardware
3D, rather than having 3D tacked on the end. Ubisoft's F1 looks
promising, and Wipeout 20xx also looked great, although I've never
played it to comment on speed.
I think all these had software 3D with D3D tacked on at the end. Just
like any bit of hardware, every year sees better exploitation of the
APIs, and more tricks learnt for eeking out a few extra FPS.
There's probably also a lot of scope for improving the D3D and OpenGL
drivers. Wasn't there a guy doing a 3DFX-specific full GL driver for
Quake, reporting huge frame rate speed-ups until he got squashed by
someone's legal department?
I've not played enough D3D/3DFX games to comment. From a software
developer point of view, a common API, D3D or OpenGL, is going to sell
a whole lot more than a chipset-targeted port.
Maybe Rendition have a deal with Papy, where they pay Papy $x to write
for their chips only? With things like Nascar being huge sellers,
Rendition must be picking up a good number of sales on the back of it.
Agreed, Motoracer is an excellent blast, but it's hardly tasking on my
brain or the computer's! I want to see all games adopting a
hardware-independant API, whether D3D or OGL, so that if I decide to
upgrade to a different 3D chipset, all my games don't stop working. I
just get a bit annoyed when people say D3D sucks because John Romero
said so.
Ken
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