In article <[email hidden]>, daxe
<[email hidden]> writes:
An AGP card that doesn't support AGP textures? WTF???
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +51.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
NASCAR Heat limited to 800x600 on Voodoo 3 cards
Voodoo 3 owners found the NASCAR Heat demo capped at 800x600. Posters quoted the readme and Monster Games' Dave Pollatsek explaining that the Voodoo 3 cannot handle 512x512 textures or AGP texturing, so no patch would fix it, while others reported getting higher resolutions under Windows 2000. Ed Martin of Monster Games acknowledged hacks already existed.
With Ed Martin (Monster Games)
Automated summary.
That's correct.
That said, there are some hacks out there already. :-)
--ed.
<[email hidden]> wrote in message
news:[email hidden]...
Quoted text (17 lines)
> On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke: > > >Im trying the Nascar Heat demo and its quite nice so far, my only > >issue with the demo so far is it will only let me use up to 800x600 > >for video options with my V3 3000 and wont let me go anymore, I have > >tried to change the line in the options.cfg to "video_mode 4" but it > >still wont give me 1024x768. > > > >I dont care if Nascar Heat thinks I dont have enough grunt to run to > >run in this mode, I think im able to decide this myself. > > Someone said you need a video card with more than 16mb of memory to > get above 800x600 for some reason. I have a Voodoo5 and get above > 800x600 options without having to change the options.cfg. > > -- > NosTo get higher than 800 x 600 resolution in Nascar Heat you will need a
Voodoo card that has more than 16 meg of memory or a TNT card with more than
16 meg from what I have heard from people on he Nascar Heat newsgroup.
Robert
<[email hidden]> wrote in message
news:[email hidden]...
Quoted text (17 lines)
> On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke: > > >Im trying the Nascar Heat demo and its quite nice so far, my only > >issue with the demo so far is it will only let me use up to 800x600 > >for video options with my V3 3000 and wont let me go anymore, I have > >tried to change the line in the options.cfg to "video_mode 4" but it > >still wont give me 1024x768. > > > >I dont care if Nascar Heat thinks I dont have enough grunt to run to > >run in this mode, I think im able to decide this myself. > > Someone said you need a video card with more than 16mb of memory to > get above 800x600 for some reason. I have a Voodoo5 and get above > 800x600 options without having to change the options.cfg. > > -- > Nos
--
rrevved <[email hidden]> wrote in message
news:[email hidden]...
> On Sat, 12 Aug 2000 01:10:21 -0400, "Robert Platts" <[email hidden]>
wrote:
>
> >To get higher than 800 x 600 resolution in Nascar Heat you will need a
> >Voodoo card that has more than 16 meg of memory or a TNT card with more
than
> >16 meg from what I have heard from people on he Nascar Heat newsgroup.
> >
> >
> >Robert
> >
>
> Robert, where is the Nascar Heat newsgroup?
> Which newsserver, etc.?
> Thanks
>
Rrevved,
It's at news.simracing.org. The group is called nh.discussion.
Scott Moore
The Sports Gaming Network
http://www.sports-gaming.com
"Where are we going, and why are we in a handbasket?"
> >
> ><[email hidden]> wrote in message
> >news:[email hidden]...
> >> On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke:
> >>
> >> >Im trying the Nascar Heat demo and its quite nice so far, my only
> >> >issue with the demo so far is it will only let me use up to 800x600
> >> >for video options with my V3 3000 and wont let me go anymore, I have
> >> >tried to change the line in the options.cfg to "video_mode 4" but it
> >> >still wont give me 1024x768.
> >> >
> >> >I dont care if Nascar Heat thinks I dont have enough grunt to run to
> >> >run in this mode, I think im able to decide this myself.
> >>
> >> Someone said you need a video card with more than 16mb of memory to
> >> get above 800x600 for some reason. I have a Voodoo5 and get above
> >> 800x600 options without having to change the options.cfg.
> >>
> >> --
> >> Nos
> >
>
On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke:
Someone said you need a video card with more than 16mb of memory to
get above 800x600 for some reason. I have a Voodoo5 and get above
800x600 options without having to change the options.cfg.
--
Nos
Quoted text (8 lines)
>Im trying the Nascar Heat demo and its quite nice so far, my only >issue with the demo so far is it will only let me use up to 800x600 >for video options with my V3 3000 and wont let me go anymore, I have >tried to change the line in the options.cfg to "video_mode 4" but it >still wont give me 1024x768. > >I dont care if Nascar Heat thinks I dont have enough grunt to run to >run in this mode, I think im able to decide this myself.On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote:
from the readme section about video cards:
* 3Dfx Voodoo 3
This card cannot support large textures and does not support
AGP textures.
that might give you an idea why your (and my) v3 doesn't go over
800x600
~daxe
Quoted text (8 lines)
>Im trying the Nascar Heat demo and its quite nice so far, my only >issue with the demo so far is it will only let me use up to 800x600 >for video options with my V3 3000 and wont let me go anymore, I have >tried to change the line in the options.cfg to "video_mode 4" but it >still wont give me 1024x768. > >I dont care if Nascar Heat thinks I dont have enough grunt to run to >run in this mode, I think im able to decide this myself. Hmmm....I guess I'm glad I bought the ATI Rage Fury Maxx instead of
going Voodoo 3 then. Thanks Jasper for the advice!
<[email hidden]> wrote in message
news:[email hidden]...
Quoted text (40 lines)
> On Sat, 12 Aug 2000 04:55:06 GMT, [email hidden] wrote: > > >On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke: > > > >>Im trying the Nascar Heat demo and its quite nice so far, my only > >>issue with the demo so far is it will only let me use up to 800x600 > >>for video options with my V3 3000 and wont let me go anymore, I have > >>tried to change the line in the options.cfg to "video_mode 4" but it > >>still wont give me 1024x768. > >> > >>I dont care if Nascar Heat thinks I dont have enough grunt to run to > >>run in this mode, I think im able to decide this myself. > > > >Someone said you need a video card with more than 16mb of memory to > >get above 800x600 for some reason. I have a Voodoo5 and get above > >800x600 options without having to change the options.cfg. > > > >-- > >Nos > > Look like this is the first game out to now say a V3 3000 isnt a good > enough video card then, I have lots a off Car sims/Flight sims and > this would be the FIRST game that im getting crippled on because I > have a V3 3000, my computer runs everything else fine in 1024x768 > and even some games in 1600x1200 and really even though Nascar Heat > demo is very nice I cant see any thing in the texture maps/graphics > that would bring my rig to a crawl, I have games that look much better > than this game that are 2 years older than it. > > There are lots of jaggies in Nascar heat at 800x600 and the cars in > the distance dont look very defined, im sure it would look better at > 1024x768 though. > > Other than that though it runs sweet as a nut, im getting 55 fps with > all options on in the test, I like the driving too its fun and with > the Hardcore mode enable its a challenge too. > > Great Nascar game pity its only a USA release. > > HotdogI hope a patch like Viper Racing 1024x768 enabler with Voodoo3.
Till then, I'll wait to buy the game.
Y.Minami
"daxe" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (12 lines)
> On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote: > > from the readme section about video cards: > > * 3Dfx Voodoo 3 > This card cannot support large textures and does not support > AGP textures. > > that might give you an idea why your (and my) v3 doesn't go over > 800x600 > > ~daxe There will be no patch to fix V3 3000, it is a hardware
issue. Read the following post that Kevin C made on nh.discussion.
The V3 3000 can not handle the large 512x512 textures.
The post below that is the response from Dave Pollatsek from
MGI on the same issue. Hope these clear it up for you.
Pete
--------------------------------------------------------------------------
First a little statement: Voodoos do not support AGP texturing.
From a bxboards.com review: "While the Voodoo3 is an AGP card, the chipset
is not AGP capable. This means the card can't map textures over the AGP bus.
This is really apparent when large textures are used. 3DMark in particularly
runs very choppy when 16 and 32 megabyte textures are used. 3dMark is a
rather artificial benchmark is some ways. Nevertheless, when games start to
use large textures, products without true AGP will be dead in the water."
Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space - they
need room for a frame buffer... the higher the res the bigger the frame
buffer, the less space available to textures..
Now some quick number crunching (note that I do not know what size/format
the textures used in the game are (or proprietary..) so I picked a very
common format used in games: tif.)
1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs used
already... A quick glance at the tracks and their *extreme* detail and I
think a pure guess of maybe 3 megs of textures would be safe. So that's 12
megs of ram used... leaving 4 for the frame buffer...
*IF* the card had to rehash the textures as they were used and they weren't
"cached" in the card... the performance would be the opposite of playable.
The argument that "Well I can play Nascar 3 just fine!..." is .. not very
valid. For one: LOOK at the screenshots! Which one could be mistaken for a
TV broadcast?... NR3 has a limited palette for the textures, small textures
anyway, ugly tracks with blurry no-detail textures, and still uses flat
shaded polygons for some parts. . . aye carumba.
Kevin C
----------------------------------------------------------------------------
---
You're on the right track, there--because the Voodoo3 (and below) can't
texture from AGP ram, it has about half the effective texture space of a
full-fledged AGP card (e.g. 16 MB TNT)...
While it is possible to use texture caching (uploading textures as needed),
it's a pretty bad fit for racing games, especially closed-course racing
games where you can pretty much see _everything_ on a given frame, which
would mean constantly uploading textures and thus trashing framerate.
Room-based first-person shooters are a much better fit for this technique,
due to the slow progress and extensive occlusion afforded by their level
designs.
Our strategy has been to just "fit everything in" the card by a
combination of "de-rezing" (although the V3 forces our hand because they
don't support 512x512 textures anyway) and limiting video-mode choices. It
mainly works well because the low-memory cards are typically also fill-rate
bound, and thus couldn't render quickly in the higher resolutions anyways.
Of course, older games that targeted 4-8 MB Voodoo/VoodooII cards and a P166
will always run great on your modern-day machine, but that's just a fact of
life...
So anyways, you voodoo3 owners out there, rest easy and know that we're
doing this all in your best interest! (I'm not completely kidding--my
current target machine at work is a K6-2/400 with V3-2000, not exactly the
space shuttle of systems) Luckily, 3Dfx has finally gotten back on the
cutting edge again with their hot new cards, so hopefully they can avoid
S3's fate...
An aside--one thing to watch out for is not getting the AGP texture space
you expect. In our office we're always swapping video cards and probably
spend a lot more time in "driver hell" than you guys do, but we've seen a
number of cases where cards show little or no AGP memory... sometimes it's
because of AGP aperture size, other times just unknown system/driver issues.
So if you don't seem to be getting what you expect out of your system
texture-wise, you might try to get the DirectX control panel applet that
comes with the DirectX SDK or some other diagnostic to see how much texture
space your card is reporting... caveat comptor.
etc, etc.
From Dave Pollatsek
----------------------------------------------------------------------------
---------
"Yoshi Minami" <[email hidden]> wrote in message
news:8n2rbv$2fja$[email hidden]...
Quoted text (23 lines)
> I hope a patch like Viper Racing 1024x768 enabler with Voodoo3. > Till then, I'll wait to buy the game. > > > Y.Minami > > > "daxe" <[email hidden]> wrote in message > news:[email hidden]... > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote: > > > > from the readme section about video cards: > > > > * 3Dfx Voodoo 3 > > This card cannot support large textures and does not support > > AGP textures. > > > > that might give you an idea why your (and my) v3 doesn't go over > > 800x600 > > > > ~daxe > >On Sun, 13 Aug 2000 00:09:17 GMT, [email hidden] wrote:
Well except for a red mess o' texture a couple of times under beat
the heat qualifying, the game runs pretty good so far on my p.o.s
C300a@374 (used to be 450 until ME {more sensitive?)
96mb ram
ATi rage 2c 8mb (gotta have something for 2d)
2x 8mb voodo2
the only other problem is it won't draw past a certian amount of
track at a time but at speed who notices that much
Btwy: use a wheel, I had my gamepad in the first time.. don't work
<G>
Quoted text (32 lines)
>On Sat, 12 Aug 2000 04:55:06 GMT, [email hidden] wrote: > >>On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke: >> >>>Im trying the Nascar Heat demo and its quite nice so far, my only >>>issue with the demo so far is it will only let me use up to 800x600 >>>for video options with my V3 3000 and wont let me go anymore, I have >>>tried to change the line in the options.cfg to "video_mode 4" but it >>>still wont give me 1024x768. >>> >>>I dont care if Nascar Heat thinks I dont have enough grunt to run to >>>run in this mode, I think im able to decide this myself. >> >>Someone said you need a video card with more than 16mb of memory to >>get above 800x600 for some reason. I have a Voodoo5 and get above >>800x600 options without having to change the options.cfg. >> >>-- >>Nos > >Look like this is the first game out to now say a V3 3000 isnt a good >enough video card then, I have lots a off Car sims/Flight sims and >this would be the FIRST game that im getting crippled on because I >have a V3 3000, my computer runs everything else fine in 1024x768 >and even some games in 1600x1200 and really even though Nascar Heat >demo is very nice I cant see any thing in the texture maps/graphics >that would bring my rig to a crawl, I have games that look much better >than this game that are 2 years older than it. > >There are lots of jaggies in Nascar heat at 800x600 and the cars in >the distance dont look very defined, im sure it would look better at >1024x768 though.Your incredibly large loss then.
Here is what I posted at the NH newsgroup concerning Voodoo3's and >
800x600
"First a little statement: Voodoos do not support AGP texturing.
From a bxboards.com review: "While the Voodoo3 is an AGP card, the
chipset
is not AGP capable. This means the card can't map textures over the
AGP bus.
This is really apparent when large textures are used. 3DMark in
particularly
runs very choppy when 16 and 32 megabyte textures are used. 3dMark is
a
rather artificial benchmark is some ways. Nevertheless, when games
start to
use large textures, products without true AGP will be dead in the
water."
Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space -
they
need room for a frame buffer... the higher the res the bigger the
frame
buffer, the less space available to textures..
Now some quick number crunching (note that I do not know what
size/format
the textures used in the game are (or proprietary..) so I picked a
very
common format used in games: tif.)
1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs
used
already... A quick glance at the tracks and their *extreme* detail and
I
think a pure guess of maybe 3 megs of textures would be safe. So
that's 12
megs of ram used... leaving 4 for the frame buffer...
*IF* the card had to rehash the textures as they were used and they
weren't
"cached" in the card... the performance would be the opposite of
playable.
The argument that "Well I can play Nascar 3 just fine!..." is .. not
very
valid. For one: LOOK at the screenshots! Which one could be mistaken
for a
TV broadcast?... NR3 has a limited palette for the textures, small
textures
anyway, ugly tracks with blurry no-detail textures, and still uses
flat
shaded polygons for some parts. . . aye carumba."
period.
On Sat, 12 Aug 2000 15:12:16 +0900, "Yoshi Minami"
<[email hidden]> wrote:
Quoted text (22 lines)
>I hope a patch like Viper Racing 1024x768 enabler with Voodoo3. >Till then, I'll wait to buy the game. > > >Y.Minami > > >"daxe" <[email hidden]> wrote in message >news:[email hidden]... >> On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote: >> >> from the readme section about video cards: >> >> * 3Dfx Voodoo 3 >> This card cannot support large textures and does not support >> AGP textures. >> >> that might give you an idea why your (and my) v3 doesn't go over >> 800x600 >> >> ~daxe >
"Pete" <[email hidden]> wrote in message
news:mA6l5.127625$[email hidden]...
> There will be no patch to fix V3 3000, it is a hardware
> issue. Read the following post that Kevin C made on nh.discussion.
> The V3 3000 can not handle the large 512x512 textures.
(snipped a ton of stuff)
Bad news for my V3 then. Any idea if N4 will have a similar limitation for
V3s? I've been thinking of getting a V5 or just holding out for whatever's
next with T&L, but up until now the 3000 has been great. If N4 is also
going with the larger textures then I just might have to upgrade sooner than
I thought.
I have a v3 3000, and it does offer and run in 1024X768. I have it
running in WIN2K. When you start, it warns that is was not designed
for WIN2K, continue??, I click yes, and it runs very well. My CPU is
at 839.
Bob
"> news:mA6l5.127625$[email hidden]...
for
> V3s? I've been thinking of getting a V5 or just holding out forwhatever's
> next with T&L, but up until now the 3000 has been great. If N4 is also
> going with the larger textures then I just might have to upgrade soonerthan
> I thought.
>
>
Quoted text (7 lines)
> > There will be no patch to fix V3 3000, it is a hardware > > issue. Read the following post that Kevin C made on nh.discussion. > > The V3 3000 can not handle the large 512x512 textures. > > (snipped a ton of stuff) > > Bad news for my V3 then. Any idea if N4 will have a similar limitationFunny how it's not a hardware issue with other SOFTWARE.
--
Todd S
"Pete" <[email hidden]> wrote in message
news:mA6l5.127625$[email hidden]...
> There will be no patch to fix V3 3000, it is a hardware
> issue. Read the following post that Kevin C made on nh.discussion.
> The V3 3000 can not handle the large 512x512 textures.
> The post below that is the response from Dave Pollatsek from
> MGI on the same issue. Hope these clear it up for you.
>
> Pete
> --------------------------------------------------------------------------
>
> First a little statement: Voodoos do not support AGP texturing.
> From a bxboards.com review: "While the Voodoo3 is an AGP card, the chipset
> is not AGP capable. This means the card can't map textures over the AGP
bus.
> This is really apparent when large textures are used. 3DMark in
particularly
> runs very choppy when 16 and 32 megabyte textures are used. 3dMark is a
> rather artificial benchmark is some ways. Nevertheless, when games start
to
> use large textures, products without true AGP will be dead in the water."
>
>
> Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space - they
> need room for a frame buffer... the higher the res the bigger the frame
> buffer, the less space available to textures..
>
> Now some quick number crunching (note that I do not know what size/format
> the textures used in the game are (or proprietary..) so I picked a very
> common format used in games: tif.)
> 1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs
used
> already... A quick glance at the tracks and their *extreme* detail and I
> think a pure guess of maybe 3 megs of textures would be safe. So that's 12
> megs of ram used... leaving 4 for the frame buffer...
>
> *IF* the card had to rehash the textures as they were used and they
weren't
> "cached" in the card... the performance would be the opposite of playable.
>
> The argument that "Well I can play Nascar 3 just fine!..." is .. not very
> valid. For one: LOOK at the screenshots! Which one could be mistaken for a
> TV broadcast?... NR3 has a limited palette for the textures, small
textures
> anyway, ugly tracks with blurry no-detail textures, and still uses flat
> shaded polygons for some parts. . . aye carumba.
>
> Kevin C
> --------------------------------------------------------------------------
--
> ---
> You're on the right track, there--because the Voodoo3 (and below) can't
> texture from AGP ram, it has about half the effective texture space of a
> full-fledged AGP card (e.g. 16 MB TNT)...
> While it is possible to use texture caching (uploading textures as
needed),
> it's a pretty bad fit for racing games, especially closed-course racing
> games where you can pretty much see _everything_ on a given frame, which
> would mean constantly uploading textures and thus trashing framerate.
> Room-based first-person shooters are a much better fit for this technique,
> due to the slow progress and extensive occlusion afforded by their level
> designs.
> Our strategy has been to just "fit everything in" the card by a
> combination of "de-rezing" (although the V3 forces our hand because they
> don't support 512x512 textures anyway) and limiting video-mode choices.
It
> mainly works well because the low-memory cards are typically also
fill-rate
> bound, and thus couldn't render quickly in the higher resolutions anyways.
> Of course, older games that targeted 4-8 MB Voodoo/VoodooII cards and a
P166
> will always run great on your modern-day machine, but that's just a fact
of
> life...
> So anyways, you voodoo3 owners out there, rest easy and know that we're
> doing this all in your best interest! (I'm not completely kidding--my
> current target machine at work is a K6-2/400 with V3-2000, not exactly the
> space shuttle of systems) Luckily, 3Dfx has finally gotten back on the
> cutting edge again with their hot new cards, so hopefully they can avoid
> S3's fate...
>
> An aside--one thing to watch out for is not getting the AGP texture space
> you expect. In our office we're always swapping video cards and probably
> spend a lot more time in "driver hell" than you guys do, but we've seen a
> number of cases where cards show little or no AGP memory... sometimes it's
> because of AGP aperture size, other times just unknown system/driver
issues.
> So if you don't seem to be getting what you expect out of your system
> texture-wise, you might try to get the DirectX control panel applet that
> comes with the DirectX SDK or some other diagnostic to see how much
texture
> space your card is reporting... caveat comptor.
>
> etc, etc.
>
> From Dave Pollatsek
> --------------------------------------------------------------------------
--
> ---------
>
>
>
>
> "Yoshi Minami" <[email hidden]> wrote in message
> news:8n2rbv$2fja$[email hidden]...
> > I hope a patch like Viper Racing 1024x768 enabler with Voodoo3.
> > Till then, I'll wait to buy the game.
> >
> >
> > Y.Minami
> >
> >
> > "daxe" <[email hidden]> wrote in message
> > news:[email hidden]...
> > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote:
> > >
> > > from the readme section about video cards:
> > >
> > > * 3Dfx Voodoo 3
> > > This card cannot support large textures and does not support
> > > AGP textures.
> > >
> > > that might give you an idea why your (and my) v3 doesn't go over
> > > 800x600
> > >
> > > ~daxe
> >
> >
>
>
"rewasson" <[email hidden]> wrote in message
news:9scl5.96673$A%[email hidden]...
> I have a v3 3000, and it does offer and run in 1024X768. I have it
> running in WIN2K. When you start, it warns that is was not designed
> for WIN2K, continue??, I click yes, and it runs very well. My CPU is
> at 839.
Thanks- there's some hope then. :-)
How can you not love a developer that ends a sentence like that with a smile
emoticon :)
Ed, you guys have done a fine job. Twice!
Now, how about a track pack for Viper Racing :)
Oh, and trucks for Nascar Heat.
Oh, and 43 car, no-warp online racing :)
Sorry, had to ask ")
-Larry
"Ed Martin" <[email hidden]> wrote in message
news:8n3ksc$[email hidden]...
Quoted text (27 lines)
> That's correct. > > That said, there are some hacks out there already. :-) > > --ed. > > <[email hidden]> wrote in message > news:[email hidden]... > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke: > > > > >Im trying the Nascar Heat demo and its quite nice so far, my only > > >issue with the demo so far is it will only let me use up to 800x600 > > >for video options with my V3 3000 and wont let me go anymore, I have > > >tried to change the line in the options.cfg to "video_mode 4" but it > > >still wont give me 1024x768. > > > > > >I dont care if Nascar Heat thinks I dont have enough grunt to run to > > >run in this mode, I think im able to decide this myself. > > > > Someone said you need a video card with more than 16mb of memory to > > get above 800x600 for some reason. I have a Voodoo5 and get above > > 800x600 options without having to change the options.cfg. > > > > -- > > Nos > >LOL!
You'll be in line with the rest of us :)
Though I tried it at 800X600 and found it still fine, I run in 1280X1024 @
44fps (Athlon 800 & GeForce DDR).
-Larry
"Yoshi Minami" <[email hidden]> wrote in message
news:8n2rbv$2fja$[email hidden]...
Quoted text (23 lines)
> I hope a patch like Viper Racing 1024x768 enabler with Voodoo3. > Till then, I'll wait to buy the game. > > > Y.Minami > > > "daxe" <[email hidden]> wrote in message > news:[email hidden]... > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote: > > > > from the readme section about video cards: > > > > * 3Dfx Voodoo 3 > > This card cannot support large textures and does not support > > AGP textures. > > > > that might give you an idea why your (and my) v3 doesn't go over > > 800x600 > > > > ~daxe > >Maybe all other software makes compromises that aren't necessarilly good for
everyone else to work 'around' the problem...
The design flaws in VooDoo cards are well known, especially AGP Texturing.
-Larry
"Todd Sorensen" <[email hidden]> wrote in message
news:wzdl5.39656$[email hidden]...
chipset
water."
size/format
> > the textures used in the game are (or proprietary..) so I picked a very
> > common format used in games: tif.)
> > 1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs
> used
> > already... A quick glance at the tracks and their *extreme* detail and I
> > think a pure guess of maybe 3 megs of textures would be safe. So that's12
> > megs of ram used... leaving 4 for the frame buffer...
> >
> > *IF* the card had to rehash the textures as they were used and they
> weren't
> > "cached" in the card... the performance would be the opposite ofplayable.
> >
> > The argument that "Well I can play Nascar 3 just fine!..." is .. notvery
> > valid. For one: LOOK at the screenshots! Which one could be mistaken fora
technique,
anyways.
> > Of course, older games that targeted 4-8 MB Voodoo/VoodooII cards and a
> P166
> > will always run great on your modern-day machine, but that's just a fact
> of
> > life...
> > So anyways, you voodoo3 owners out there, rest easy and know thatwe're
> > doing this all in your best interest! (I'm not completely kidding--my
> > current target machine at work is a K6-2/400 with V3-2000, not exactlythe
> > space shuttle of systems) Luckily, 3Dfx has finally gotten back on the
> > cutting edge again with their hot new cards, so hopefully they can avoid
> > S3's fate...
> >
> > An aside--one thing to watch out for is not getting the AGP texturespace
> > you expect. In our office we're always swapping video cards andprobably
> > spend a lot more time in "driver hell" than you guys do, but we've seena
> > number of cases where cards show little or no AGP memory... sometimesit's
Quoted text (20 lines)
> Funny how it's not a hardware issue with other SOFTWARE. > > -- > Todd S > > > "Pete" <[email hidden]> wrote in message > news:mA6l5.127625$[email hidden]... > > There will be no patch to fix V3 3000, it is a hardware > > issue. Read the following post that Kevin C made on nh.discussion. > > The V3 3000 can not handle the large 512x512 textures. > > The post below that is the response from Dave Pollatsek from > > MGI on the same issue. Hope these clear it up for you. > > > > Pete > > -------------------------------------------------------------------------- > > > > First a little statement: Voodoos do not support AGP texturing. > > From a bxboards.com review: "While the Voodoo3 is an AGP card, theQuoted text (8 lines)
> > is not AGP capable. This means the card can't map textures over the AGP > bus. > > This is really apparent when large textures are used. 3DMark in > particularly > > runs very choppy when 16 and 32 megabyte textures are used. 3dMark is a > > rather artificial benchmark is some ways. Nevertheless, when games start > to > > use large textures, products without true AGP will be dead in theQuoted text (7 lines)
> > > > > > Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space - they > > need room for a frame buffer... the higher the res the bigger the frame > > buffer, the less space available to textures.. > > > > Now some quick number crunching (note that I do not know whatQuoted text (19 lines)
> > TV broadcast?... NR3 has a limited palette for the textures, small > textures > > anyway, ugly tracks with blurry no-detail textures, and still uses flat > > shaded polygons for some parts. . . aye carumba. > > > > Kevin C > > -------------------------------------------------------------------------- > -- > > --- > > You're on the right track, there--because the Voodoo3 (and below) can't > > texture from AGP ram, it has about half the effective texture space of a > > full-fledged AGP card (e.g. 16 MB TNT)... > > While it is possible to use texture caching (uploading textures as > needed), > > it's a pretty bad fit for racing games, especially closed-course racing > > games where you can pretty much see _everything_ on a given frame, which > > would mean constantly uploading textures and thus trashing framerate. > > Room-based first-person shooters are a much better fit for thisQuoted text (9 lines)
> > due to the slow progress and extensive occlusion afforded by their level > > designs. > > Our strategy has been to just "fit everything in" the card by a > > combination of "de-rezing" (although the V3 forces our hand because they > > don't support 512x512 textures anyway) and limiting video-mode choices. > It > > mainly works well because the low-memory cards are typically also > fill-rate > > bound, and thus couldn't render quickly in the higher resolutionsQuoted text (48 lines)
> > because of AGP aperture size, other times just unknown system/driver > issues. > > So if you don't seem to be getting what you expect out of your system > > texture-wise, you might try to get the DirectX control panel applet that > > comes with the DirectX SDK or some other diagnostic to see how much > texture > > space your card is reporting... caveat comptor. > > > > etc, etc. > > > > From Dave Pollatsek > > -------------------------------------------------------------------------- > -- > > --------- > > > > > > > > > > "Yoshi Minami" <[email hidden]> wrote in message > > news:8n2rbv$2fja$[email hidden]... > > > I hope a patch like Viper Racing 1024x768 enabler with Voodoo3. > > > Till then, I'll wait to buy the game. > > > > > > > > > Y.Minami > > > > > > > > > "daxe" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote: > > > > > > > > from the readme section about video cards: > > > > > > > > * 3Dfx Voodoo 3 > > > > This card cannot support large textures and does not support > > > > AGP textures. > > > > > > > > that might give you an idea why your (and my) v3 doesn't go over > > > > 800x600 > > > > > > > > ~daxe > > > > > > > > > > > >Im trying the Nascar Heat demo and its quite nice so far, my only
issue with the demo so far is it will only let me use up to 800x600
for video options with my V3 3000 and wont let me go anymore, I have
tried to change the line in the options.cfg to "video_mode 4" but it
still wont give me 1024x768.
I dont care if Nascar Heat thinks I dont have enough grunt to run to
run in this mode, I think im able to decide this myself.
System Specs
Celeron 566 @ 925mhz
V3 3000
128 Meg PC133 SDRAM
Hotdog
Running a Voodoo3 3000 AGP here under Windows 2000 Pro.
P3 600 ( not o`clocked ) Abit BH6 V1.0.
Just installed the demo and got three resolutions to choose from including
1024 x 768.
Gives me close to 32 fps with all graphics options maxed out.
Using the retail drivers for the Voodoo.
Regards
SaddleTramp.
"Pete" <[email hidden]> wrote in message
news:mA6l5.127625$[email hidden]...
bus.
> This is really apparent when large textures are used. 3DMark inparticularly
> runs very choppy when 16 and 32 megabyte textures are used. 3dMark is a
> rather artificial benchmark is some ways. Nevertheless, when games startto
used
> already... A quick glance at the tracks and their *extreme* detail and I
> think a pure guess of maybe 3 megs of textures would be safe. So that's 12
> megs of ram used... leaving 4 for the frame buffer...
>
> *IF* the card had to rehash the textures as they were used and theyweren't
> "cached" in the card... the performance would be the opposite of playable.
>
> The argument that "Well I can play Nascar 3 just fine!..." is .. not very
> valid. For one: LOOK at the screenshots! Which one could be mistaken for a
> TV broadcast?... NR3 has a limited palette for the textures, smalltextures
> anyway, ugly tracks with blurry no-detail textures, and still uses flat
> shaded polygons for some parts. . . aye carumba.
>
> Kevin C
> ----------------------------------------------------------------------------
> ---
> You're on the right track, there--because the Voodoo3 (and below) can't
> texture from AGP ram, it has about half the effective texture space of a
> full-fledged AGP card (e.g. 16 MB TNT)...
> While it is possible to use texture caching (uploading textures as
needed),
> it's a pretty bad fit for racing games, especially closed-course racing
> games where you can pretty much see _everything_ on a given frame, which
> would mean constantly uploading textures and thus trashing framerate.
> Room-based first-person shooters are a much better fit for this technique,
> due to the slow progress and extensive occlusion afforded by their level
> designs.
> Our strategy has been to just "fit everything in" the card by a
> combination of "de-rezing" (although the V3 forces our hand because they
> don't support 512x512 textures anyway) and limiting video-mode choices.
It
> mainly works well because the low-memory cards are typically also
fill-rate
> bound, and thus couldn't render quickly in the higher resolutions anyways.
> Of course, older games that targeted 4-8 MB Voodoo/VoodooII cards and a
P166
> will always run great on your modern-day machine, but that's just a fact
of
> life...
> So anyways, you voodoo3 owners out there, rest easy and know that we're
> doing this all in your best interest! (I'm not completely kidding--my
> current target machine at work is a K6-2/400 with V3-2000, not exactly the
> space shuttle of systems) Luckily, 3Dfx has finally gotten back on the
> cutting edge again with their hot new cards, so hopefully they can avoid
> S3's fate...
>
> An aside--one thing to watch out for is not getting the AGP texture space
> you expect. In our office we're always swapping video cards and probably
> spend a lot more time in "driver hell" than you guys do, but we've seen a
> number of cases where cards show little or no AGP memory... sometimes it's
> because of AGP aperture size, other times just unknown system/driver
issues.
> So if you don't seem to be getting what you expect out of your system
> texture-wise, you might try to get the DirectX control panel applet that
> comes with the DirectX SDK or some other diagnostic to see how much
texture
> space your card is reporting... caveat comptor.
>
> etc, etc.
>
> From Dave Pollatsek
> --------------------------------------------------------------------------
--
> ---------
>
>
>
>
> "Yoshi Minami" <[email hidden]> wrote in message
> news:8n2rbv$2fja$[email hidden]...
> > I hope a patch like Viper Racing 1024x768 enabler with Voodoo3.
> > Till then, I'll wait to buy the game.
> >
> >
> > Y.Minami
> >
> >
> > "daxe" <[email hidden]> wrote in message
> > news:[email hidden]...
> > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote:
> > >
> > > from the readme section about video cards:
> > >
> > > * 3Dfx Voodoo 3
> > > This card cannot support large textures and does not support
> > > AGP textures.
> > >
> > > that might give you an idea why your (and my) v3 doesn't go over
> > > 800x600
> > >
> > > ~daxe
> >
> >
>
>
Quoted text (12 lines)
> There will be no patch to fix V3 3000, it is a hardware > issue. Read the following post that Kevin C made on nh.discussion. > The V3 3000 can not handle the large 512x512 textures. > The post below that is the response from Dave Pollatsek from > MGI on the same issue. Hope these clear it up for you. > > Pete > -------------------------------------------------------------------------- > > First a little statement: Voodoos do not support AGP texturing. > From a bxboards.com review: "While the Voodoo3 is an AGP card, the chipset > is not AGP capable. This means the card can't map textures over the AGPQuoted text (11 lines)
> use large textures, products without true AGP will be dead in the water." > > > Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space - they > need room for a frame buffer... the higher the res the bigger the frame > buffer, the less space available to textures.. > > Now some quick number crunching (note that I do not know what size/format > the textures used in the game are (or proprietary..) so I picked a very > common format used in games: tif.) > 1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs I don't know for sure but I would strongly think that you may run into a
similiar problem with N4. They have openly stated that glide won't be
supported and it will be d3d only.
Pete
"Gault" <[email hidden]> wrote in message
news:8n3287$np6$[email hidden]...
>
>
> Bad news for my V3 then. Any idea if N4 will have a similar limitationfor
> V3s? I've been thinking of getting a V5 or just holding out forwhatever's
> next with T&L, but up until now the 3000 has been great. If N4 is also
> going with the larger textures then I just might have to upgrade soonerthan
> I thought.
>
>
Ooops,
Should read P3 600E.
Regards
SaddleTramp.
"SaddleTramp" <[email hidden]> wrote in message
news:G7el5.30390$[email hidden]...
chipset
water."
size/format
> > the textures used in the game are (or proprietary..) so I picked a very
> > common format used in games: tif.)
> > 1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs
> used
> > already... A quick glance at the tracks and their *extreme* detail and I
> > think a pure guess of maybe 3 megs of textures would be safe. So that's12
> > megs of ram used... leaving 4 for the frame buffer...
> >
> > *IF* the card had to rehash the textures as they were used and they
> weren't
> > "cached" in the card... the performance would be the opposite ofplayable.
> >
> > The argument that "Well I can play Nascar 3 just fine!..." is .. notvery
> > valid. For one: LOOK at the screenshots! Which one could be mistaken fora
technique,
anyways.
> > Of course, older games that targeted 4-8 MB Voodoo/VoodooII cards and a
> P166
> > will always run great on your modern-day machine, but that's just a fact
> of
> > life...
> > So anyways, you voodoo3 owners out there, rest easy and know thatwe're
> > doing this all in your best interest! (I'm not completely kidding--my
> > current target machine at work is a K6-2/400 with V3-2000, not exactlythe
> > space shuttle of systems) Luckily, 3Dfx has finally gotten back on the
> > cutting edge again with their hot new cards, so hopefully they can avoid
> > S3's fate...
> >
> > An aside--one thing to watch out for is not getting the AGP texturespace
> > you expect. In our office we're always swapping video cards andprobably
> > spend a lot more time in "driver hell" than you guys do, but we've seena
> > number of cases where cards show little or no AGP memory... sometimesit's
Quoted text (28 lines)
> Running a Voodoo3 3000 AGP here under Windows 2000 Pro. > P3 600 ( not o`clocked ) Abit BH6 V1.0. > > Just installed the demo and got three resolutions to choose from including > 1024 x 768. > > Gives me close to 32 fps with all graphics options maxed out. > Using the retail drivers for the Voodoo. > > Regards > > SaddleTramp. > > > "Pete" <[email hidden]> wrote in message > news:mA6l5.127625$[email hidden]... > > There will be no patch to fix V3 3000, it is a hardware > > issue. Read the following post that Kevin C made on nh.discussion. > > The V3 3000 can not handle the large 512x512 textures. > > The post below that is the response from Dave Pollatsek from > > MGI on the same issue. Hope these clear it up for you. > > > > Pete > > -------------------------------------------------------------------------- > > > > First a little statement: Voodoos do not support AGP texturing. > > From a bxboards.com review: "While the Voodoo3 is an AGP card, theQuoted text (8 lines)
> > is not AGP capable. This means the card can't map textures over the AGP > bus. > > This is really apparent when large textures are used. 3DMark in > particularly > > runs very choppy when 16 and 32 megabyte textures are used. 3dMark is a > > rather artificial benchmark is some ways. Nevertheless, when games start > to > > use large textures, products without true AGP will be dead in theQuoted text (7 lines)
> > > > > > Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space - they > > need room for a frame buffer... the higher the res the bigger the frame > > buffer, the less space available to textures.. > > > > Now some quick number crunching (note that I do not know whatQuoted text (19 lines)
> > TV broadcast?... NR3 has a limited palette for the textures, small > textures > > anyway, ugly tracks with blurry no-detail textures, and still uses flat > > shaded polygons for some parts. . . aye carumba. > > > > Kevin C > > -------------------------------------------------------------------------- > -- > > --- > > You're on the right track, there--because the Voodoo3 (and below) can't > > texture from AGP ram, it has about half the effective texture space of a > > full-fledged AGP card (e.g. 16 MB TNT)... > > While it is possible to use texture caching (uploading textures as > needed), > > it's a pretty bad fit for racing games, especially closed-course racing > > games where you can pretty much see _everything_ on a given frame, which > > would mean constantly uploading textures and thus trashing framerate. > > Room-based first-person shooters are a much better fit for thisQuoted text (9 lines)
> > due to the slow progress and extensive occlusion afforded by their level > > designs. > > Our strategy has been to just "fit everything in" the card by a > > combination of "de-rezing" (although the V3 forces our hand because they > > don't support 512x512 textures anyway) and limiting video-mode choices. > It > > mainly works well because the low-memory cards are typically also > fill-rate > > bound, and thus couldn't render quickly in the higher resolutionsQuoted text (48 lines)
> > because of AGP aperture size, other times just unknown system/driver > issues. > > So if you don't seem to be getting what you expect out of your system > > texture-wise, you might try to get the DirectX control panel applet that > > comes with the DirectX SDK or some other diagnostic to see how much > texture > > space your card is reporting... caveat comptor. > > > > etc, etc. > > > > From Dave Pollatsek > > -------------------------------------------------------------------------- > -- > > --------- > > > > > > > > > > "Yoshi Minami" <[email hidden]> wrote in message > > news:8n2rbv$2fja$[email hidden]... > > > I hope a patch like Viper Racing 1024x768 enabler with Voodoo3. > > > Till then, I'll wait to buy the game. > > > > > > > > > Y.Minami > > > > > > > > > "daxe" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote: > > > > > > > > from the readme section about video cards: > > > > > > > > * 3Dfx Voodoo 3 > > > > This card cannot support large textures and does not support > > > > AGP textures. > > > > > > > > that might give you an idea why your (and my) v3 doesn't go over > > > > 800x600 > > > > > > > > ~daxe > > > > > > > > > > > >On Sat, 12 Aug 2000 15:12:16 +0900, "Yoshi Minami"
<[email hidden]> thus spoke:
>I hope a patch like Viper Racing 1024x768 enabler with Voodoo3.
>Till then, I'll wait to buy the game.
Just because you can't run it over 800x600? I run it at 800x600 on my
V5 anyway because I use 4X FSAA. 800x600 loooks great still and is no
reason not to buy the game.
--
Nos
On Sat, 12 Aug 2000 04:55:06 GMT, [email hidden] wrote:
Look like this is the first game out to now say a V3 3000 isnt a good
enough video card then, I have lots a off Car sims/Flight sims and
this would be the FIRST game that im getting crippled on because I
have a V3 3000, my computer runs everything else fine in 1024x768
and even some games in 1600x1200 and really even though Nascar Heat
demo is very nice I cant see any thing in the texture maps/graphics
that would bring my rig to a crawl, I have games that look much better
than this game that are 2 years older than it.
There are lots of jaggies in Nascar heat at 800x600 and the cars in
the distance dont look very defined, im sure it would look better at
1024x768 though.
Other than that though it runs sweet as a nut, im getting 55 fps with
all options on in the test, I like the driving too its fun and with
the Hardcore mode enable its a challenge too.
Great Nascar game pity its only a USA release.
Hotdog
Quoted text (17 lines)
>On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke: > >>Im trying the Nascar Heat demo and its quite nice so far, my only >>issue with the demo so far is it will only let me use up to 800x600 >>for video options with my V3 3000 and wont let me go anymore, I have >>tried to change the line in the options.cfg to "video_mode 4" but it >>still wont give me 1024x768. >> >>I dont care if Nascar Heat thinks I dont have enough grunt to run to >>run in this mode, I think im able to decide this myself. > >Someone said you need a video card with more than 16mb of memory to >get above 800x600 for some reason. I have a Voodoo5 and get above >800x600 options without having to change the options.cfg. > >-- >NosOn Sat, 12 Aug 2000 15:54:33 GMT, "Cox Cable News" <[email hidden]>
thus spoke:
>The design flaws in VooDoo cards are well known, especially AGP Texturing.
It's not a flaw, it's a design choice. Any time you have to get ram
from system memory it will be slower than onboard video ram. My V5
does over 800x600 in NH fine and it doesn't support AGP texturing
either. What's needed is a card with more than 16mb of video ram.
--
Nos
On Sun, 13 Aug 2000 00:09:17 GMT, [email hidden] thus spoke:
>There are lots of jaggies in Nascar heat at 800x600 and the cars in
>the distance dont look very defined, im sure it would look better at
>1024x768 though.
A V5 is just the ticket for those jaggies.
--
Nos
In other words it's not a hardware issue? It sounds like with Windows 2000
you can run NHeat at a higher resolution than with Windows 98 with a Voodoo
3.
--
Todd S.
"SaddleTramp" <[email hidden]> wrote in message
news:G7el5.30390$[email hidden]...
> Running a Voodoo3 3000 AGP here under Windows 2000 Pro.
> P3 600 ( not o`clocked ) Abit BH6 V1.0.
>
> Just installed the demo and got three resolutions to choose from including
> 1024 x 768.
>
> Gives me close to 32 fps with all graphics options maxed out.
> Using the retail drivers for the Voodoo.
>
> Regards
>
> SaddleTramp.
>
>
> "Pete" <[email hidden]> wrote in message
> news:mA6l5.127625$[email hidden]...
> > There will be no patch to fix V3 3000, it is a hardware
> > issue. Read the following post that Kevin C made on nh.discussion.
> > The V3 3000 can not handle the large 512x512 textures.
> > The post below that is the response from Dave Pollatsek from
> > MGI on the same issue. Hope these clear it up for you.
> >
> > Pete
>
> --------------------------------------------------------------------------
> >
> > First a little statement: Voodoos do not support AGP texturing.
> > From a bxboards.com review: "While the Voodoo3 is an AGP card, the
chipset
> > is not AGP capable. This means the card can't map textures over the AGP
> bus.
> > This is really apparent when large textures are used. 3DMark in
> particularly
> > runs very choppy when 16 and 32 megabyte textures are used. 3dMark is a
> > rather artificial benchmark is some ways. Nevertheless, when games start
> to
> > use large textures, products without true AGP will be dead in the
water."
> >
> >
> > Voodoo 3's have 16 MB of SDRam... not 16 MB of pure texture space - they
> > need room for a frame buffer... the higher the res the bigger the frame
> > buffer, the less space available to textures..
> >
> > Now some quick number crunching (note that I do not know what
size/format
> > the textures used in the game are (or proprietary..) so I picked a very
> > common format used in games: tif.)
> > 1 256x256 texture = 210kb Multiply that by 43 cars and you have 9 megs
> used
> > already... A quick glance at the tracks and their *extreme* detail and I
> > think a pure guess of maybe 3 megs of textures would be safe. So that's
12
> > megs of ram used... leaving 4 for the frame buffer...
> >
> > *IF* the card had to rehash the textures as they were used and they
> weren't
> > "cached" in the card... the performance would be the opposite of
playable.
> >
> > The argument that "Well I can play Nascar 3 just fine!..." is .. not
very
> > valid. For one: LOOK at the screenshots! Which one could be mistaken for
a
> > TV broadcast?... NR3 has a limited palette for the textures, small
> textures
> > anyway, ugly tracks with blurry no-detail textures, and still uses flat
> > shaded polygons for some parts. . . aye carumba.
> >
> > Kevin C
>
> --------------------------------------------------------------------------
> --
> > ---
> > You're on the right track, there--because the Voodoo3 (and below) can't
> > texture from AGP ram, it has about half the effective texture space of a
> > full-fledged AGP card (e.g. 16 MB TNT)...
> > While it is possible to use texture caching (uploading textures as
> needed),
> > it's a pretty bad fit for racing games, especially closed-course racing
> > games where you can pretty much see _everything_ on a given frame, which
> > would mean constantly uploading textures and thus trashing framerate.
> > Room-based first-person shooters are a much better fit for this
technique,
> > due to the slow progress and extensive occlusion afforded by their level
> > designs.
> > Our strategy has been to just "fit everything in" the card by a
> > combination of "de-rezing" (although the V3 forces our hand because they
> > don't support 512x512 textures anyway) and limiting video-mode choices.
> It
> > mainly works well because the low-memory cards are typically also
> fill-rate
> > bound, and thus couldn't render quickly in the higher resolutions
anyways.
> > Of course, older games that targeted 4-8 MB Voodoo/VoodooII cards and a
> P166
> > will always run great on your modern-day machine, but that's just a fact
> of
> > life...
> > So anyways, you voodoo3 owners out there, rest easy and know that
we're
> > doing this all in your best interest! (I'm not completely kidding--my
> > current target machine at work is a K6-2/400 with V3-2000, not exactly
the
> > space shuttle of systems) Luckily, 3Dfx has finally gotten back on the
> > cutting edge again with their hot new cards, so hopefully they can avoid
> > S3's fate...
> >
> > An aside--one thing to watch out for is not getting the AGP texture
space
> > you expect. In our office we're always swapping video cards and
probably
> > spend a lot more time in "driver hell" than you guys do, but we've seen
a
> > number of cases where cards show little or no AGP memory... sometimes
it's
> > because of AGP aperture size, other times just unknown system/driver
> issues.
> > So if you don't seem to be getting what you expect out of your system
> > texture-wise, you might try to get the DirectX control panel applet that
> > comes with the DirectX SDK or some other diagnostic to see how much
> texture
> > space your card is reporting... caveat comptor.
> >
> > etc, etc.
> >
> > From Dave Pollatsek
>
> --------------------------------------------------------------------------
> --
> > ---------
> >
> >
> >
> >
> > "Yoshi Minami" <[email hidden]> wrote in message
> > news:8n2rbv$2fja$[email hidden]...
> > > I hope a patch like Viper Racing 1024x768 enabler with Voodoo3.
> > > Till then, I'll wait to buy the game.
> > >
> > >
> > > Y.Minami
> > >
> > >
> > > "daxe" <[email hidden]> wrote in message
> > > news:[email hidden]...
> > > > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] wrote:
> > > >
> > > > from the readme section about video cards:
> > > >
> > > > * 3Dfx Voodoo 3
> > > > This card cannot support large textures and does not support
> > > > AGP textures.
> > > >
> > > > that might give you an idea why your (and my) v3 doesn't go over
> > > > 800x600
> > > >
> > > > ~daxe
> > >
> > >
> >
> >
>
>
On 12 Aug 2000 20:57:58 GMT, [email hidden] (EldredP) wrote:
You didn't know that great feature of Voodoo cards? :)
One of their major non-selling points to me :>
Quoted text (15 lines)
>In article <[email hidden]>, daxe ><[email hidden]> writes: > >>from the readme section about video cards: >> >>* 3Dfx Voodoo 3 >> This card cannot support large textures and does not support >>AGP textures. >> >>that might give you an idea why your (and my) v3 doesn't go over >>800x600 > >An AGP card that doesn't support AGP textures? WTF??? > >EldredOn Sat, 12 Aug 2000 21:14:03 GMT, d0le <[email hidden]> thus spoke:
>One of their major non-selling points to me :>
If using AGP texturing is such a great thing then why do the
manufacturers put so much ram on the video card? Put two and two
together. I read that Intel is looking to going back to an improved
PCI bus for video cards anyway.
--
Nos
In article <[email hidden]>, d0le <[email hidden]>
writes:
Sheesh. Oh well...<g>
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +51.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (9 lines)
>>An AGP card that doesn't support AGP textures? WTF??? >> >>Eldred > > >You didn't know that great feature of Voodoo cards? :) > >One of their major non-selling points to me :> >Tomato, Toematoe.
:)
-Larry
<[email hidden]> wrote in message
news:[email hidden]...
> On Sat, 12 Aug 2000 15:54:33 GMT, "Cox Cable News" <[email hidden]>
> thus spoke:
>
>
> >The design flaws in VooDoo cards are well known, especially AGPTexturing.
Quoted text (7 lines)
> > It's not a flaw, it's a design choice. Any time you have to get ram > from system memory it will be slower than onboard video ram. My V5 > does over 800x600 in NH fine and it doesn't support AGP texturing > either. What's needed is a card with more than 16mb of video ram. > -- > NosBecause onboard ram is MUCH faster than the AGP bus, but texturing
over AGP bus is much faster than uploading new textures to the card
"the old fashioned way"
On Sat, 12 Aug 2000 22:24:20 GMT, [email hidden] wrote:
Quoted text (9 lines)
>On Sat, 12 Aug 2000 21:14:03 GMT, d0le <[email hidden]> thus spoke: > > >>One of their major non-selling points to me :> > >If using AGP texturing is such a great thing then why do the >manufacturers put so much ram on the video card? Put two and two >together. I read that Intel is looking to going back to an improved >PCI bus for video cards anyway.On Sun, 13 Aug 2000 00:54:07 GMT, d0le <[email hidden]> thus spoke:
>Because onboard ram is MUCH faster than the AGP bus, but texturing
>over AGP bus is much faster than uploading new textures to the card
>"the old fashioned way"
AGP Voodoo cards still use the AGP bus for transferring data, they
just don't make use of system ram.
--
Nos
Gonna tell us where? :>)
--
Todd S
"Ed Martin" <[email hidden]> wrote in message
news:8n3ksc$[email hidden]...
> That's correct.
>
> That said, there are some hacks out there already. :-)
>
> --ed.
>
> <[email hidden]> wrote in message
> news:[email hidden]...
> > On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke:
> >
> > >Im trying the Nascar Heat demo and its quite nice so far, my only
> > >issue with the demo so far is it will only let me use up to 800x600
> > >for video options with my V3 3000 and wont let me go anymore, I have
> > >tried to change the line in the options.cfg to "video_mode 4" but it
> > >still wont give me 1024x768.
> > >
> > >I dont care if Nascar Heat thinks I dont have enough grunt to run to
> > >run in this mode, I think im able to decide this myself.
> >
> > Someone said you need a video card with more than 16mb of memory to
> > get above 800x600 for some reason. I have a Voodoo5 and get above
> > 800x600 options without having to change the options.cfg.
> >
> > --
> > Nos
>
>


































