rec.autos.simulators

What upgrading did for GPL

Keepe

What upgrading did for GPL

by Keepe » Wed, 21 Apr 1999 04:00:00

Just after my last post about getting a Voodoo3 2000 PCI and having
trouble with it (turns out Voodoo3 cards will not work if a system
previously has had only a Voodoo1 card; they want a clean system or
one that had Voodoo2 previously), I got the opportunity to purchase
a Pentium III 450MHz chip and Intel BX-2 motherboard.  The person
who had it (a co-worker who won it at the Intel Pentium III training)
wanted $500.  I offered $400.  He offered $450.  I offered cash.
He offered $430.  It's mine!

So on Saturday, after getting a new case, a 64MB PC100 DIMM, and
exchanging the Voodoo3 2000 PCI for a Voodoo3 3000 AGP, I built
my new computer.  Once it was stable, the first thing I tried was,
of course, Grand Prix Legends.

Alas, one still has to limit texture memory to 2MB to get it to
look properly, but wow.  Driving a car I'm entirely unaccustomed
to -- the Eagle -- I set my best-ever time at Zandvoort on my
third lap.

I don't think it's just the jump from 20 fps to 36 fps.  I think
it also has to do with how much more frequently the game port is
polled.  I unchecked the "poll with interrupts enabled" box, so
the port is being polled at ridiculous speeds, and it makes the
calibration arrows remarkably smooth, even on my overused, four-
year-old T2 wheel.  The result of perhaps both this and the better
frame rate is that I can throw the car around a lot more, and keep
control where previously I was doomed to spin out.  I never expected
that an upgrade of this nature would do so much for my ability to
control the car.  I always figured 20 fps (or higher at times) was
plenty, and never considered the game port polling frequency as
having any impact.

My previous system was an AMD K6 300MHz chip on a 75MHz bus, with
Diamond Stealth II S220 (4MB Rendition V2100) video card (and,
briefly, the Voodoo3 2000 PCI (16MB 3Fdx)) and 40MB of fastpage
RAM.  Still pretty speedy, but the difference between that and
the new setup was well worth the approximately $600.

Now I wonder what kind of difference getting a wheel unit with
dual-axis pedals would make.  Being able to brake while still
rolling out of the throttle must make for much less drastic
weight distribution, thus making the car more stable entering
turns.  I'd have to train myself to trail brake like that,
though, after having learned to drive on the T2.  (In Real
Life, I have never driven a four-wheeled vehicle larger than
a go-kart.)

As for the Voodoo3, there still is the driver bug whereby the
gamma correction slider for Glide only makes the 3Dfx splash
screen darker or brighter, leaving the games unaffected.  So,
for now, I only can race on a few tracks in GPL if I don't mind
not being able to see the flaggers or any cars in the distance.
The rest of the tracks might as well be at night.  My monitor
just doesn't have the kind of brightness output the video card
expects by default.

I'm also still unable to get Viper Racing to recognize the
Voodoo3 as a 3Dfx card.  It runs only in Direct3D mode.  But
with the benchmark now at 48 fps, and with Direct3D gamma
correction sliders operational, I'm not complaining, though it
does concern me, and I wonder if other games I couldn't get
to work in Glide mode with the 2000 might still not work
in Glide with this new card.

The BX-2 motherboard has an onboard sound chip.  I don't like it
because its wavetable is horrible compared to my Montego sound card.
However I worry that if I disable the onboard audio, it might
disable the onboard game port as well, and the Montego port might
not be as accurate as the onboard one.  Does anyone have familiarity
with this kind of situation?

Now I just wanna go out there and buy racing games!  Been looking
at Powerslide.  Heard that people liked the demo, and saw in a review
that it has a regular ol' dirt oval in it.  How's it handle?

But, 3Dfx, PLEASE fix the drivers!  I want to be able to SEE when
running Glide applications!!

Oh yeah, I haven't tried OpenGL with the new setup, but on the old
setup with the Voodoo3 2000 PCI, GPL ran at about one frame every
four seconds.  It looked beautiful though!  I guess the beta OpenGL
drivers for GPL don't agree with the Voodoo3, or maybe it's just
the old PCI bus card or something... Guess I should try it on the
new setup and see what happens.

But anyway, the point to writing this was just to let people who've
been pondering an upgrade in order to improve their experiences with
sim racing know: Faster computer, faster car.  It's that simple.

--

http://www.racesimcentral.net/~keeper/toons.html - Animaniacs, P&TB, F!, etc. files
http://www.racesimcentral.net/~keeper/midi.html - My own MIDI files - Updated 5 Dec.

Eric T. Busc

What upgrading did for GPL

by Eric T. Busc » Wed, 21 Apr 1999 04:00:00

Sounds like you were running in software OpenGL, not using hardware
acceleration at all.  FWIW, you'll likely not have much better luck with
3dfx's perpetually in beta OpenGL ICD, so I'd suggest you stick to
Glide.

Eric



Bria

What upgrading did for GPL

by Bria » Wed, 21 Apr 1999 04:00:00

Ouch, thats a little steep when you could have bought  a Celeron 300A
guaranteed to overclock to 450 and an Abit BX motherboard for under $200.
Research, research, research.  Thats really what the web is for.


> Just after my last post about getting a Voodoo3 2000 PCI and having
> trouble with it (turns out Voodoo3 cards will not work if a system
> previously has had only a Voodoo1 card; they want a clean system or
> one that had Voodoo2 previously), I got the opportunity to purchase
> a Pentium III 450MHz chip and Intel BX-2 motherboard.  The person
> who had it (a co-worker who won it at the Intel Pentium III training)
> wanted $500.  I offered $400.  He offered $450.  I offered cash.
> He offered $430.  It's mine!

> So on Saturday, after getting a new case, a 64MB PC100 DIMM, and
> exchanging the Voodoo3 2000 PCI for a Voodoo3 3000 AGP, I built
> my new computer.  Once it was stable, the first thing I tried was,
> of course, Grand Prix Legends.

> Alas, one still has to limit texture memory to 2MB to get it to
> look properly, but wow.  Driving a car I'm entirely unaccustomed
> to -- the Eagle -- I set my best-ever time at Zandvoort on my
> third lap.

> I don't think it's just the jump from 20 fps to 36 fps.  I think
> it also has to do with how much more frequently the game port is
> polled.  I unchecked the "poll with interrupts enabled" box, so
> the port is being polled at ridiculous speeds, and it makes the
> calibration arrows remarkably smooth, even on my overused, four-
> year-old T2 wheel.  The result of perhaps both this and the better
> frame rate is that I can throw the car around a lot more, and keep
> control where previously I was doomed to spin out.  I never expected
> that an upgrade of this nature would do so much for my ability to
> control the car.  I always figured 20 fps (or higher at times) was
> plenty, and never considered the game port polling frequency as
> having any impact.

> My previous system was an AMD K6 300MHz chip on a 75MHz bus, with
> Diamond Stealth II S220 (4MB Rendition V2100) video card (and,
> briefly, the Voodoo3 2000 PCI (16MB 3Fdx)) and 40MB of fastpage
> RAM.  Still pretty speedy, but the difference between that and
> the new setup was well worth the approximately $600.

> Now I wonder what kind of difference getting a wheel unit with
> dual-axis pedals would make.  Being able to brake while still
> rolling out of the throttle must make for much less drastic
> weight distribution, thus making the car more stable entering
> turns.  I'd have to train myself to trail brake like that,
> though, after having learned to drive on the T2.  (In Real
> Life, I have never driven a four-wheeled vehicle larger than
> a go-kart.)

> As for the Voodoo3, there still is the driver bug whereby the
> gamma correction slider for Glide only makes the 3Dfx splash
> screen darker or brighter, leaving the games unaffected.  So,
> for now, I only can race on a few tracks in GPL if I don't mind
> not being able to see the flaggers or any cars in the distance.
> The rest of the tracks might as well be at night.  My monitor
> just doesn't have the kind of brightness output the video card
> expects by default.

> I'm also still unable to get Viper Racing to recognize the
> Voodoo3 as a 3Dfx card.  It runs only in Direct3D mode.  But
> with the benchmark now at 48 fps, and with Direct3D gamma
> correction sliders operational, I'm not complaining, though it
> does concern me, and I wonder if other games I couldn't get
> to work in Glide mode with the 2000 might still not work
> in Glide with this new card.

> The BX-2 motherboard has an onboard sound chip.  I don't like it
> because its wavetable is horrible compared to my Montego sound card.
> However I worry that if I disable the onboard audio, it might
> disable the onboard game port as well, and the Montego port might
> not be as accurate as the onboard one.  Does anyone have familiarity
> with this kind of situation?

> Now I just wanna go out there and buy racing games!  Been looking
> at Powerslide.  Heard that people liked the demo, and saw in a review
> that it has a regular ol' dirt oval in it.  How's it handle?

> But, 3Dfx, PLEASE fix the drivers!  I want to be able to SEE when
> running Glide applications!!

> Oh yeah, I haven't tried OpenGL with the new setup, but on the old
> setup with the Voodoo3 2000 PCI, GPL ran at about one frame every
> four seconds.  It looked beautiful though!  I guess the beta OpenGL
> drivers for GPL don't agree with the Voodoo3, or maybe it's just
> the old PCI bus card or something... Guess I should try it on the
> new setup and see what happens.

> But anyway, the point to writing this was just to let people who've
> been pondering an upgrade in order to improve their experiences with
> sim racing know: Faster computer, faster car.  It's that simple.

> --

#2159831
> http://www2.cruzio.com/~keeper/toons.html - Animaniacs, P&TB, F!, etc.
files
> http://www.armory.com/~keeper/midi.html - My own MIDI files - Updated 5
Dec.

Graeme Nas

What upgrading did for GPL

by Graeme Nas » Wed, 21 Apr 1999 04:00:00

Not true! Just start GPL with this small Batch File:
[ Section: 1/1 File: GPL_for_voodoo3.bat UUencoded by: Turnpike Version 4.01  ]

begin 644 GPL_for_voodoo3.bat

`
end

sum -r/size 45467/90 section (from "begin" to "end")
sum -r/size 63568/37 entire input file

It allows you to run with 8Mb of texture memory. I can't remember who it
was who wrote this file but thanks! (In advance, since I haven't got my
V3 yet!)

--
Cheers!
Graeme Nash


http://www.karisma1.demon.co.uk
ICQ# 11257824
________________________________________________________________________________
                        "Sorry, my eyes were on screensaver"

                                (Calvin & Hobbes)

Trip

What upgrading did for GPL

by Trip » Wed, 21 Apr 1999 04:00:00


> Alas, one still has to limit texture memory to 2MB to get it to
> look properly, but wow.

For whatever it's worth, I'm running GPL on the Voodoo3 3000 AGP, and
I've never had to check the "limit texture memory to 2 MB" to make it
work properly.

Trips

Eric T. Busc

What upgrading did for GPL

by Eric T. Busc » Wed, 21 Apr 1999 04:00:00

Are you running at any resolution other than 640x480?

Eric


John Moor

What upgrading did for GPL

by John Moor » Wed, 21 Apr 1999 04:00:00

Mine's been running 24/7 since last year. Where did you see them that cheap?
JM

> Ouch, thats a little steep when you could have bought  a Celeron 300A
> guaranteed to overclock to 450 and an Abit BX motherboard for under $200.
> Research, research, research.  Thats really what the web is for.


> > Just after my last post about getting a Voodoo3 2000 PCI and having
> > trouble with it (turns out Voodoo3 cards will not work if a system
> > previously has had only a Voodoo1 card; they want a clean system or
> > one that had Voodoo2 previously), I got the opportunity to purchase
> > a Pentium III 450MHz chip and Intel BX-2 motherboard.  The person
> > who had it (a co-worker who won it at the Intel Pentium III training)
> > wanted $500.  I offered $400.  He offered $450.  I offered cash.
> > He offered $430.  It's mine!

> > So on Saturday, after getting a new case, a 64MB PC100 DIMM, and
> > exchanging the Voodoo3 2000 PCI for a Voodoo3 3000 AGP, I built
> > my new computer.  Once it was stable, the first thing I tried was,
> > of course, Grand Prix Legends.

> > Alas, one still has to limit texture memory to 2MB to get it to
> > look properly, but wow.  Driving a car I'm entirely unaccustomed
> > to -- the Eagle -- I set my best-ever time at Zandvoort on my
> > third lap.

> > I don't think it's just the jump from 20 fps to 36 fps.  I think
> > it also has to do with how much more frequently the game port is
> > polled.  I unchecked the "poll with interrupts enabled" box, so
> > the port is being polled at ridiculous speeds, and it makes the
> > calibration arrows remarkably smooth, even on my overused, four-
> > year-old T2 wheel.  The result of perhaps both this and the better
> > frame rate is that I can throw the car around a lot more, and keep
> > control where previously I was doomed to spin out.  I never expected
> > that an upgrade of this nature would do so much for my ability to
> > control the car.  I always figured 20 fps (or higher at times) was
> > plenty, and never considered the game port polling frequency as
> > having any impact.

> > My previous system was an AMD K6 300MHz chip on a 75MHz bus, with
> > Diamond Stealth II S220 (4MB Rendition V2100) video card (and,
> > briefly, the Voodoo3 2000 PCI (16MB 3Fdx)) and 40MB of fastpage
> > RAM.  Still pretty speedy, but the difference between that and
> > the new setup was well worth the approximately $600.

> > Now I wonder what kind of difference getting a wheel unit with
> > dual-axis pedals would make.  Being able to brake while still
> > rolling out of the throttle must make for much less drastic
> > weight distribution, thus making the car more stable entering
> > turns.  I'd have to train myself to trail brake like that,
> > though, after having learned to drive on the T2.  (In Real
> > Life, I have never driven a four-wheeled vehicle larger than
> > a go-kart.)

> > As for the Voodoo3, there still is the driver bug whereby the
> > gamma correction slider for Glide only makes the 3Dfx splash
> > screen darker or brighter, leaving the games unaffected.  So,
> > for now, I only can race on a few tracks in GPL if I don't mind
> > not being able to see the flaggers or any cars in the distance.
> > The rest of the tracks might as well be at night.  My monitor
> > just doesn't have the kind of brightness output the video card
> > expects by default.

> > I'm also still unable to get Viper Racing to recognize the
> > Voodoo3 as a 3Dfx card.  It runs only in Direct3D mode.  But
> > with the benchmark now at 48 fps, and with Direct3D gamma
> > correction sliders operational, I'm not complaining, though it
> > does concern me, and I wonder if other games I couldn't get
> > to work in Glide mode with the 2000 might still not work
> > in Glide with this new card.

> > The BX-2 motherboard has an onboard sound chip.  I don't like it
> > because its wavetable is horrible compared to my Montego sound card.
> > However I worry that if I disable the onboard audio, it might
> > disable the onboard game port as well, and the Montego port might
> > not be as accurate as the onboard one.  Does anyone have familiarity
> > with this kind of situation?

> > Now I just wanna go out there and buy racing games!  Been looking
> > at Powerslide.  Heard that people liked the demo, and saw in a review
> > that it has a regular ol' dirt oval in it.  How's it handle?

> > But, 3Dfx, PLEASE fix the drivers!  I want to be able to SEE when
> > running Glide applications!!

> > Oh yeah, I haven't tried OpenGL with the new setup, but on the old
> > setup with the Voodoo3 2000 PCI, GPL ran at about one frame every
> > four seconds.  It looked beautiful though!  I guess the beta OpenGL
> > drivers for GPL don't agree with the Voodoo3, or maybe it's just
> > the old PCI bus card or something... Guess I should try it on the
> > new setup and see what happens.

> > But anyway, the point to writing this was just to let people who've
> > been pondering an upgrade in order to improve their experiences with
> > sim racing know: Faster computer, faster car.  It's that simple.

> > --

> #2159831
> > http://www2.cruzio.com/~keeper/toons.html - Animaniacs, P&TB, F!, etc.
> files
> > http://www.armory.com/~keeper/midi.html - My own MIDI files - Updated 5
> Dec.

Randy Cassid

What upgrading did for GPL

by Randy Cassid » Wed, 21 Apr 1999 04:00:00



GPL polls the game port at the same frequency regardless of the setting
of the "poll with interrupts enabled" box.  See my recent post about
this curious little checkbox for an explanation of why things are now
smooth.

Randy

Gerre

What upgrading did for GPL

by Gerre » Wed, 21 Apr 1999 04:00:00


> >Alas, one still has to limit texture memory to 2MB to get it to
> >look properly,

> Not true! Just start GPL with this small Batch File:
> [ Section: 1/1 File: GPL_for_voodoo3.bat UUencoded by: Turnpike Version 4.01  ]

> begin 644 GPL_for_voodoo3.bat

> `
> end

> sum -r/size 45467/90 section (from "begin" to "end")
> sum -r/size 63568/37 entire input file

Could you please cut'n'paste that batch file for those of us who
are using lame news readers that don't have a clue how to deal
with uuencoded stuff? :)

Thanks,
Grant.

schwab

What upgrading did for GPL

by schwab » Wed, 21 Apr 1999 04:00:00

Can't seem to find it Randy... can you do a cut-and-paste from your
previous one (possibly in your *sent* box)??

--Dave




> > ...  I think
> > it also has to do with how much more frequently the game port is
> > polled.  I unchecked the "poll with interrupts enabled" box, so
> > the port is being polled at ridiculous speeds, and it makes the
> > calibration arrows remarkably smooth,

> GPL polls the game port at the same frequency regardless of the setting
> of the "poll with interrupts enabled" box.  See my recent post about
> this curious little checkbox for an explanation of why things are now
> smooth.

> Randy

--
Dave Schwabe
The Aussie Toad -- Grand Prix Legends & Brabham site
http://users.wi.net/~schwabe
Randy Cassid

What upgrading did for GPL

by Randy Cassid » Wed, 21 Apr 1999 04:00:00


w.r.t. "Poll with interrupts enabled"

I believe that this setting will only have an effect on the computer
while you're running a program that is using DirectInput to read the
joystick.  So you don't need to worry about it messing up Quicken or
Excel or whatever.  While running games, having this box unchecked can
cause a couple of anomalies...
(1) It's possible that your system clock may run a little slowly while
running the game.
(2) If the game uses any devices that require frequent and/or timely
attention by the CPU (the serial ports are most notorious for this),
these devices may not operate very well while the box is unchecked.  So
if you find you're now having more disconnects, or jumpy on-line game
performance, you may need to adjust your serial port settings.

Now, some background...

The computer reads a standard PC gameport joystick by timing how long
it takes to charge a capacitor on each axis.  When you move the
joystick, you alter the resistance on the axis, and thus how long it
takes for the capacitor to charge to a certain level.  A compliant
joystick will use variable resistors (potentiometers - a.k.a. "pots")
that yield a maximum charge time of about one millisecond.  This may
seem to be almost instantaneous, but on a 400MHz machine, it's an
eternity!

To read the joystick, the CPU will tell the gameport "Discharge your
capacitors now, and start recharging them."  The CPU will then sit in a
loop that tests each capacitor, noting when each one has recharged.
The "when" here may be "how many times have I tested the capacitors so
far?", or "How many clock cycles have passed since I told the
capacitors to discharge?", or some such.

While the CPU is sitting in its loop waiting for the capacitors to
recharge, some other device in the computer may generate an interrupt.
For example, the serial port might say "Hey! You need to feed me more
characters to transmit!", or "Hey! I've received a bunch of characters,
and my buffer is getting full!  You better read them out of my buffer
soon, or I'm not going to have anyplace to put new characters as I
receive them!", etc.

If this happens, and if the joystick reader hasn't turned off
interrupts, the computer will go off and service the interrupt.  So,
the joystick reader won't necessarily have an accurate idea of when
each capacitor has recharged, giving you "jumpy" joystick reads.

They will be particularly jumpy if the reader is using the "how many
times have I tested the capacitors so far?" method of timing.  In this
case, its timing will be thrown off if the interrupt came in any time
after it discharged the capacitors.  If it's using the "How many
machine cycles have passed..." method, then it will only be thrown off
if the interrupt comes in just as a capacitor is about to become
recharged.  Either way, by disallowing interrupts while reading the
joystick, you give the joystick reader a better chance of coming up
with an accurate read.

Randy

Trip

What upgrading did for GPL

by Trip » Wed, 21 Apr 1999 04:00:00

I run 640*480 almost all the time, but i'm pretty sure I've tried it on
the Voodoo3 at 800 and 1024 as well with no problems.

I'll try it again tonight to be sure and let you know...

Trips


> Are you running at any resolution other than 640x480?

> Eric



> > For whatever it's worth, I'm running GPL on the Voodoo3 3000 AGP,
> and
> > I've never had to check the "limit texture memory to 2 MB" to make
> it
> > work properly.

David Ewin

What upgrading did for GPL

by David Ewin » Wed, 21 Apr 1999 04:00:00


> The BX-2 motherboard has an onboard sound chip.  I don't like it
> because its wavetable is horrible compared to my Montego sound card.
> However I worry that if I disable the onboard audio, it might
> disable the onboard game port as well, and the Montego port might
> not be as accurate as the onboard one.  Does anyone have familiarity
> with this kind of situation?

The Turtle Beach Montego has a digital gameport that I would bet is much nicer
than the one on your onboard audio chip.

Dave Ewing

Graeme Nas

What upgrading did for GPL

by Graeme Nas » Wed, 21 Apr 1999 04:00:00

SET FX_GLIDE_TMU_MEMSIZE=8
GPL.exe

--
Cheers!
Graeme Nash


http://www.karisma1.demon.co.uk
ICQ# 11257824
________________________________________________________________________________
                        "Sorry, my eyes were on screensaver"

                                (Calvin & Hobbes)

schwab

What upgrading did for GPL

by schwab » Wed, 21 Apr 1999 04:00:00

Super, Randy... thanks for grabbing it again.

-_Dave



> > Can't seem to find it Randy... can you do a cut-and-paste from your
> > previous one (possibly in your *sent* box)??

> w.r.t. "Poll with interrupts enabled"

> I believe that this setting will only have an effect on the computer
> while you're running a program that is using DirectInput to read the
> joystick.  So you don't need to worry about it messing up Quicken or
> Excel or whatever.  While running games, having this box unchecked can
> cause a couple of anomalies...
> (1) It's possible that your system clock may run a little slowly while
> running the game.
> (2) If the game uses any devices that require frequent and/or timely
> attention by the CPU (the serial ports are most notorious for this),
> these devices may not operate very well while the box is unchecked.  So
> if you find you're now having more disconnects, or jumpy on-line game
> performance, you may need to adjust your serial port settings.

> Now, some background...

> The computer reads a standard PC gameport joystick by timing how long
> it takes to charge a capacitor on each axis.  When you move the
> joystick, you alter the resistance on the axis, and thus how long it
> takes for the capacitor to charge to a certain level.  A compliant
> joystick will use variable resistors (potentiometers - a.k.a. "pots")
> that yield a maximum charge time of about one millisecond.  This may
> seem to be almost instantaneous, but on a 400MHz machine, it's an
> eternity!

> To read the joystick, the CPU will tell the gameport "Discharge your
> capacitors now, and start recharging them."  The CPU will then sit in a
> loop that tests each capacitor, noting when each one has recharged.
> The "when" here may be "how many times have I tested the capacitors so
> far?", or "How many clock cycles have passed since I told the
> capacitors to discharge?", or some such.

> While the CPU is sitting in its loop waiting for the capacitors to
> recharge, some other device in the computer may generate an interrupt.
> For example, the serial port might say "Hey! You need to feed me more
> characters to transmit!", or "Hey! I've received a bunch of characters,
> and my buffer is getting full!  You better read them out of my buffer
> soon, or I'm not going to have anyplace to put new characters as I
> receive them!", etc.

> If this happens, and if the joystick reader hasn't turned off
> interrupts, the computer will go off and service the interrupt.  So,
> the joystick reader won't necessarily have an accurate idea of when
> each capacitor has recharged, giving you "jumpy" joystick reads.

> They will be particularly jumpy if the reader is using the "how many
> times have I tested the capacitors so far?" method of timing.  In this
> case, its timing will be thrown off if the interrupt came in any time
> after it discharged the capacitors.  If it's using the "How many
> machine cycles have passed..." method, then it will only be thrown off
> if the interrupt comes in just as a capacitor is about to become
> recharged.  Either way, by disallowing interrupts while reading the
> joystick, you give the joystick reader a better chance of coming up
> with an accurate read.

> Randy

--
Dave Schwabe
The Aussie Toad -- Grand Prix Legends & Brabham site
http://users.wi.net/~schwabe

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