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Re: Nascar Heat and V3 3000 800x600 is all you can get ??

34 posts by 17 people · 12 Aug 2000 - 13 Aug 2000 16:11 UTC

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)

hardware: PC/graphicstech supportNASCAR Heat

Automated summary.

EldredP 12 Aug 2000#242703
In article <[email hidden]>, daxe <[email hidden]> writes:
Quoted text (8 lines)>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??? 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.
Ed Martin 12 Aug 2000#242901
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. > > -- > Nos
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 <[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
Scott Moore 12 Aug 2000#243073
-- 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 > > >
Nos 12 Aug 2000 04:55 UTC#243058
On Sat, 12 Aug 2000 23:20:59 GMT, [email hidden] thus spoke:
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.
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
daxe 12 Aug 2000 05:16 UTC#243067
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.
Regular Racer 12 Aug 2000 05:35 UTC#243126
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. > > Hotdog
Yoshi Minami 12 Aug 2000 06:37 UTC#242939
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]...
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
Pete 12 Aug 2000 06:58 UTC#242941
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 > >
ssrat 12 Aug 2000 07:16 UTC#242944
On Sun, 13 Aug 2000 00:09:17 GMT, [email hidden] wrote:
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.
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>
d0le 12 Aug 2000 07:20 UTC#242950
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 >
Gault 12 Aug 2000 08:35 UTC↳ reply to Pete#242965
"Pete" <[email hidden]> wrote in message news:mA6l5.127625$[email hidden]... > There will be no patch to fix V3 3000, it is a hardware > issue. Read the following post that Kevin C made on nh.discussion. > The V3 3000 can not handle the large 512x512 textures. (snipped a ton of stuff) Bad news for my V3 then. Any idea if N4 will have a similar limitation for V3s? I've been thinking of getting a V5 or just holding out for whatever's next with T&L, but up until now the 3000 has been great. If N4 is also going with the larger textures then I just might have to upgrade sooner than I thought.
rewasson 12 Aug 2000 13:39 UTC↳ reply to Pete#242898
I have a v3 3000, and it does offer and run in 1024X768. I have it running in WIN2K. When you start, it warns that is was not designed for WIN2K, continue??, I click yes, and it runs very well. My CPU is at 839. Bob "> news:mA6l5.127625$[email hidden]...
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 limitation
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. > >
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, 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 > > > > > >
Gault 12 Aug 2000 15:47 UTC↳ reply to Pete#242870
"rewasson" <[email hidden]> wrote in message news:9scl5.96673$A%[email hidden]... > I have a v3 3000, and it does offer and run in 1024X768. I have it > running in WIN2K. When you start, it warns that is was not designed > for WIN2K, continue??, I click yes, and it runs very well. My CPU is > at 839. Thanks- there's some hope then. :-)
Cox Cable News 12 Aug 2000 15:50 UTC#242871
How can you not love a developer that ends a sentence like that with a smile emoticon :) Ed, you guys have done a fine job. Twice! Now, how about a track pack for Viper Racing :) Oh, and trucks for Nascar Heat. Oh, and 43 car, no-warp online racing :) Sorry, had to ask ") -Larry "Ed Martin" <[email hidden]> wrote in message news:8n3ksc$[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 > >
Cox Cable News 12 Aug 2000 15:51 UTC#242872
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$[email hidden]...
Quoted text (20 lines)> Funny how it's not a hardware issue with other SOFTWARE. > > -- > Todd S > > > "Pete" <[email hidden]> wrote in message > news:mA6l5.127625$[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, the
chipset
Quoted 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 the
water."
Quoted 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 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'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
Quoted 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 this
technique,
Quoted 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 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 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 (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 > > > > > > > > > > > >
Serial # 19781010 12 Aug 2000 16:20 UTC#243053
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]...
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 AGP
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
Quoted 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
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 > > > > > >
Pete 12 Aug 2000 16:34 UTC↳ reply to Pete#242805
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$[email hidden]...
Quoted text (28 lines)> Running a Voodoo3 3000 AGP here under Windows 2000 Pro. > P3 600 ( not o`clocked ) Abit BH6 V1.0. > > Just installed the demo and got three resolutions to choose from including > 1024 x 768. > > Gives me close to 32 fps with all graphics options maxed out. > Using the retail drivers for the Voodoo. > > Regards > > SaddleTramp. > > > "Pete" <[email hidden]> wrote in message > news:mA6l5.127625$[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, the
chipset
Quoted 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 the
water."
Quoted 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 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'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
Quoted 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 this
technique,
Quoted 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 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 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 (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 > > > > > > > > > > > >
Nos 12 Aug 2000 17:05 UTC#242815
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
Serial # 19781010 12 Aug 2000 17:08 UTC#242593
On Sat, 12 Aug 2000 04:55:06 GMT, [email hidden] wrote:
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
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
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 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
Nos 12 Aug 2000 17:13 UTC#242819
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 > > > > > > > > > > > >
d0le 12 Aug 2000 21:14 UTC#242715
On 12 Aug 2000 20:57:58 GMT, [email hidden] (EldredP) wrote:
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??? > >Eldred
You didn't know that great feature of Voodoo cards? :) One of their major non-selling points to me :>
Nos 12 Aug 2000 22:24 UTC#242641
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. -- Nos
EldredP 13 Aug 2000#242568
In article <[email hidden]>, d0le <[email hidden]> writes:
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 :> >
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.
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. > -- > Nos
d0le 13 Aug 2000 00:54 UTC#242623
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" 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.
Nos 13 Aug 2000 06:32 UTC#242507
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
Todd Sorensen 13 Aug 2000 16:11 UTC#242418
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 > >

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