rec.autos.simulators

CPR - Glide Patch - Thoughts

Huk_Phi

CPR - Glide Patch - Thoughts

by Huk_Phi » Thu, 02 Apr 1998 04:00:00

    Well, I intalled the ".dll" file and fired up CPR.  sure enough, I had a
3Dfx option in my "graphics" menu.  I have a modest p200mmx with a 8mb V2
card.  I set all options to max (except the steering wheel, which I do not
care for) -  set the "clipping" distance to 30, and started a "quick race".

    I definately thought the frame rate was better. As a matter of fact,
with multiple cars on the screen (like at the start of the race) - I got no
stuttering for the first time ever.  I did not fiddle with the game to
long - it was late - but what I saw, I liked.  Of course the patch does not
change the "gameplay" elements of the game, BUT, for people like me who are
stuck with the disk, it is better than nothing.

Tony G. - Nice Work

--
Huk_Phin

Marc

CPR - Glide Patch - Thoughts

by Marc » Thu, 02 Apr 1998 04:00:00


>    Well, I intalled the ".dll" file and fired up CPR.  sure enough, I had a
>3Dfx option in my "graphics" menu.  I have a modest p200mmx with a 8mb V2
>card.  I set all options to max (except the steering wheel, which I do not
>care for) -  set the "clipping" distance to 30, and started a "quick race".

>    I definately thought the frame rate was better. As a matter of fact,
>with multiple cars on the screen (like at the start of the race) - I got no
>stuttering for the first time ever.  I did not fiddle with the game to
>long - it was late - but what I saw, I liked.  Of course the patch does not
>change the "gameplay" elements of the game, BUT, for people like me who are
>stuck with the disk, it is better than nothing.

>Tony G. - Nice Work

I just tried it with the demo, so I don't know if this applies to the
full game also.

I set all the graphics on their highest settings and noticed a few
things:

-  framerate was definetely higher.  Everything was smoother.  I have
a P233 with a Voodoo2, so someone with a slower system and a Voodoo1
will probably notice more of a difference.

-  Textures seemed "cleaner", and more vibrant.  I wasn't sure if my
mind was playing tricks on me, so I asked my brother which looked
better and he happened to point out the Glide version.

-  Drawing was definately reduced and is occuring out-of-view.  For
example racing Miami, after hitting a turn I would go down a
straight-away and I can easily see the stands drawing (very
noticeable).  With the Glide version the stands draw as I am hitting
the turn (hard to notice since it is further away and the fence is
blocking my view of it), and by the time I hit the straight-away it is
already fully drawn.

Overall, I would say the Glide patch isn't "earth-shattering", but
does makes a good difference (more so on a slower machine with
Voodoo1).  That being said, TRI could have made better use of the
Glide API and made the graphics that much better (ie. F1RS), but it's
not bad for a first time out.

Marc.
--------
To replay via e-mail, remove "spam." from the beginning
of my e-mail address (Tyring to avoid junk mail)

Barton Spencer Brow

CPR - Glide Patch - Thoughts

by Barton Spencer Brow » Thu, 02 Apr 1998 04:00:00


> That being said, TRI could have made better use of the

Glide API and made the graphics that much better (ie. F1RS), but it's
not bad for a first time out.>>

I may be wrong, but I have a sneaking suspicion that TRI was, let's say,
"discouraged" from taking the time to fully implement Glide, since MS
had their own 3D algorithm to promote. I'm sure we'll never know,
because if there's ONE thing MS is exceptionally good at, it is the
crafting and enforcement of non-disclosure agreements with its
developers...

Bart Brown

Marc

CPR - Glide Patch - Thoughts

by Marc » Thu, 02 Apr 1998 04:00:00

On Wed, 01 Apr 1998 13:48:20 +0000, Barton Spencer Brown



>> That being said, TRI could have made better use of the
>Glide API and made the graphics that much better (ie. F1RS), but it's
>not bad for a first time out.>>

>I may be wrong, but I have a sneaking suspicion that TRI was, let's say,
>"discouraged" from taking the time to fully implement Glide, since MS
>had their own 3D algorithm to promote. I'm sure we'll never know,
>because if there's ONE thing MS is exceptionally good at, it is the
>crafting and enforcement of non-disclosure agreements with its
>developers...

That's my suspision also.

We know what Glide is capable of.  It can offer great visuals while
mainting very high frame rates.  My guess is the developers did not
exploit the API due to:
a) lack of talent and/or time
b) Microsoft interference.

Marc.
--------
To replay via e-mail, remove "spam." from the beginning
of my e-mail address (Tyring to avoid junk mail)


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