Race Sim Central
Rec.Autos.Simulators Archive

3DFX support

19 posts by 12 people · 31 Aug 1997 - 08 Sep 1997

says... I would be happy with Direct3D or OpenGL support. Writing to a specific proprietary API is what got them into the "verite only" mindset to begin with. -- /*===================================================*/ John Simmons (Redneck Techno-Biker) http://www2.connectnet.com/~jms/ If you want to send me email, go the URL above and click "Send Me Mail" in the Contents frame. /*===================================================*/ Some helpful email addresses for spammers: Current board of the FCC: USPS: Miscellaneous: /*===================================================*/
Joe McGinn 31 Aug 1997#376522
>business sense. I'd rather see Papyrus concentrate on their new products >than their old ones anyway. I'm sure that all of their new games (SODA >isn't really a Papyrus product AFAIK) will support 3Dfx (at least as D3D). But SODA does NOT support 3dfx. Niether does Red Baron 2, another upcoming Sierra release. Face it, Sierra is way behind the curve for 3d card support. Only EA is as bad as Sierra, these too are tied for last place. Utterly pathetic and inexcusable when you consider the kinds of resources they have. Joe
pundit 31 Aug 1997#376523
Quoted text (11 lines)> >business sense. I'd rather see Papyrus concentrate on their new products > >than their old ones anyway. I'm sure that all of their new games (SODA > >isn't really a Papyrus product AFAIK) will support 3Dfx (at least as D3D). > But SODA does NOT support 3dfx. Niether does Red Baron 2, another > upcoming Sierra release. Face it, Sierra is way behind the curve for > 3d card support. Only EA is as bad as Sierra, these too are tied for > last place. Utterly pathetic and inexcusable when you consider the > kinds of resources they have. > Joe
Actually, EA is going whole hog into 3dfx accleration with their upcoming sports games. They even have a sizeable investment in 3dfx Corp.(not long before the IPO), though you're right that they were very cautious in approaching 3D acceleration (not a suprise since their titles reach a very broad base). I believe their Win 95 Andretti Racing and NHL 98 will support 3dfx, at least that's what I heard around the time of E3.
Rich Sco 01 Sep 1997#376605
Quoted text (10 lines)>says... >> What I dont understand is how Sierra can support 3DFX in some of its other >> titles, racing included, and not in Nascar2? I have read they will support >> 3DFX in the upcoming Grand Prix Legends. WHY NOT in Nascar2?????? By the >> way I do own a Rendition card . I just dont want it as my 2D card. All I >> use it for is Nascar2. >I would be happy with Direct3D or OpenGL support. Writing to a >specific proprietary API is what got them into the "verite only" >mindset to begin with.
I'd prefer OpenGL, vs MS crappy Proprietary 3D garbage. If you see what ID has been able to do in Quake with OpenGL, it's obviously the way to go. Richard
Dirtb 02 Sep 1997#376701
>"If you see what - *ack* those French blokes - have been able to do in >MotoRacer with Direct3D, it's obviously the way to go" I think MotoRacer is great, just bought the full version this weekend, *but* I don't think it's a great tester of the merits of D3D. It's a "walled" driver, just like Need For Speed. It isn't acutally doing much rendering. It ought to be fast. As a counterpoint, look at the Mercenaries D3D patch. It gets dog-slow when there is a lot of action on screen, even on Pentium 200's. I have a 166, and my frame rate drops from 45 to below 10 with 3 enemy mechs on screen. It's pathetic. My point is, that there is just too wide a performance disparity in the D3D titles right now. Are MotoRacer and Mercs the "exceptions to the rule", the best and worst we'll see? Dunno... Who can say? It also remains to be seen if the DX5 D3D performance increase (Draw Primitive, or whatever) will be for real. I will say that I haven't seen any D3D title except MotoRacer that impressed me with its performance. Monster Truck Madness and Hellbender both ran much slower than I expected. Flying Corps is pretty good, but not great. Lots of goofy twitches and pauses. In my experience, the D3D games are allowing me to run at the same frame rate with nicer graphics, while the direct ports have both the nice graphics and a 50% increase in speed. I was hoping SODA was going to be D3D, since it would give us a good idea about D3D for racing games/sims. Framerate is very important in driving sims, and I've only seen D3D deliver the goods once in about 6 games, and in that one case, it wasn't a very demanding game. --
> doesn't like it, therefore it must be crap". Also, OpenGL is SGI's > proprietary API. There is definitely an issue regarding MS's refusal > to support OpenGL properly, but that doesn't make one API better than > any other. According to www.opengl.org, Microsoft is a member of the Architectural Review Board for OpenGL. In fact, Microsoft is one of the five permanent members of the ARB (the ARB currently has seven member companies). IRIS GL was SGI's proprietary API, but OpenGL (which isn't even fully compatible with IRIS GL) is a licensed open technology. Dept. of Computer Sciences http://www.cs.purdue.edu/people/bingle Purdue University (765) 494-0893 West Lafayette, IN 47907-1398
Joe McGinn 02 Sep 1997#376703
>Actually, EA is going whole hog into 3dfx accleration with their upcoming >sports games. They even have a sizeable investment in 3dfx Corp.(not long >before the IPO), though you're right that they were very cautious in >approaching 3D acceleration (not a suprise since their titles reach a very >broad base). I believe their Win 95 Andretti Racing and NHL 98 will >support 3dfx, at least that's what I heard around the time of E3. You're right, EA is slowly getting with the program. Sierra, though, there the slowest, most backwards ... it's very annoying. Joe
Ken Nicols 02 Sep 1997#376704
>I'd prefer OpenGL, vs MS crappy Proprietary 3D garbage. Have you programmed to either API? If not, how can you draw a comparison other than by the second-hand comment of "John Romero doesn't like it, therefore it must be crap". Also, OpenGL is SGI's proprietary API. There is definitely an issue regarding MS's refusal to support OpenGL properly, but that doesn't make one API better than any other. "If you see what - *ack* those French blokes - have been able to do in MotoRacer with Direct3D, it's obviously the way to go" Both these statements have equal merit, IMO. Ken -- #include <disclaim>
Ken Nicols 02 Sep 1997#376705
Quoted text (12 lines)>>"If you see what - *ack* those French blokes - have been able to do in >>MotoRacer with Direct3D, it's obviously the way to go" >I think MotoRacer is great, just bought the full version this weekend, >*but* I don't think it's a great tester of the merits of D3D. >It's a "walled" driver, just like Need For Speed. It isn't acutally >doing much rendering. It ought to be fast. >As a counterpoint, look at the Mercenaries D3D patch. >It gets dog-slow when there is a lot of action on screen, even on >Pentium 200's. >I have a 166, and my frame rate drops from 45 to below 10 with 3 enemy >mechs on screen. It's pathetic.
Yes, I've heard it's terrible. However, it all depends on how much effort people put in to rewriting the code for 3D support. It speaks volumes for the design of Quake that the OpenGL version works so well, except for large open areas. It would be interesting to see a D3DQuake just to see how different the performance is. I think we have to wait for titles that were *designed* for hardware 3D, rather than having 3D tacked on the end. Ubisoft's F1 looks promising, and Wipeout 20xx also looked great, although I've never played it to comment on speed. I think all these had software 3D with D3D tacked on at the end. Just like any bit of hardware, every year sees better exploitation of the APIs, and more tricks learnt for eeking out a few extra FPS. There's probably also a lot of scope for improving the D3D and OpenGL drivers. Wasn't there a guy doing a 3DFX-specific full GL driver for Quake, reporting huge frame rate speed-ups until he got squashed by someone's legal department? I've not played enough D3D/3DFX games to comment. From a software developer point of view, a common API, D3D or OpenGL, is going to sell a whole lot more than a chipset-targeted port. Maybe Rendition have a deal with Papy, where they pay Papy $x to write for their chips only? With things like Nascar being huge sellers, Rendition must be picking up a good number of sales on the back of it. Agreed, Motoracer is an excellent blast, but it's hardly tasking on my brain or the computer's! I want to see all games adopting a hardware-independant API, whether D3D or OGL, so that if I decide to upgrade to a different 3D chipset, all my games don't stop working. I just get a bit annoyed when people say D3D sucks because John Romero said so. Ken -- #include <disclaim>
Jim Sokolo 03 Sep 1997#376781
Quoted text (8 lines)> >business sense. I'd rather see Papyrus concentrate on their new products > >than their old ones anyway. I'm sure that all of their new games (SODA > >isn't really a Papyrus product AFAIK) will support 3Dfx (at least as D3D). > But SODA does NOT support 3dfx. Niether does Red Baron 2, another > upcoming Sierra release. Face it, Sierra is way behind the curve for > 3d card support. Only EA is as bad as Sierra, these too are tied for > last place. Utterly pathetic and inexcusable when you consider the > kinds of resources they have.
You make a very interesting point, in a somewhat backwards way... How did the two biggest (and probably most profitable) computer game companies get to be so big and profitable? By continually making sound business decisions? Probably... ---Jim
papa.. 04 Sep 1997#376831
Well also because they are big they move slow....consider that EA is going to be supporting the 3dfx chip with almost all new games... I have not purchased Nascar2 because of its lack of support of the 3dfx...they dont want to support it and want to have an exclusive Rendition deal fine...just dont expect my money, small thing I know but sure are alot of 3dfx owners out there.... Pierre
Greg Cisko 05 Sep 1997#376877
Actually Nascar2 has a great framerate even on a P5-166. 3D is not really needed. Believe it or not. -- Header address intentionaly scrambled to ward off the spamming hordes.
Joe McGinn 05 Sep 1997#376878
>> I have not purchased Nascar2 because of its lack of support of the >> 3dfx...they dont want to support it and want to have an exclusive >Actually Nascar2 has a great framerate even on a P5-166. 3D is not >really needed. Believe it or not. Not. I have a P200, and while N2 is better than most unaccelerated software, it would benefit greatly from 3dfx support. I could turn many mroe graphic details on, and the increased frame-rate would make the game that much better. Joe
Greg Cisko 05 Sep 1997#376879
Quoted text (10 lines)> >> I have not purchased Nascar2 because of its lack of support of the > >> 3dfx...they dont want to support it and want to have an exclusive > >Actually Nascar2 has a great framerate even on a P5-166. 3D is not > >really needed. Believe it or not. > Not. I have a P200, and while N2 is better than most unaccelerated > software, it would benefit greatly from 3dfx support. I could turn > many mroe graphic details on, and the increased frame-rate would make > the game that much better.
Well maybe my P5-166 is setup better than your P5-200? Or maybe you are running in Win95? I am re-booting to DOS. I have all the graphics details maxed, draw 12 cars infront, 4 behind and it is just fine in 640x480. Very smooth in fact (not just tolerable). I agree 3D may give a better framerate but it will not make or break N2 if you have a P5-166 (or even P5-133). Plus the current 3D implementation of N2 leaves something to be desired in the eyecandy department. It does not kick ass in the eyecandy department like IndyCar 2 does. Right? What was it that they left out, bi-linear filtering or perspective correction or something? BTW, I agree 100% with the 3DFX support. I certainly will not purchase a Rendition card just for Papyrus games. 3DFX is much more supported. I am hoping it becomes the type of standard that SoundBlaster is. 3D 101: If Papyrus starts producing games which require 3D support, it had better be 3DFX. I have found that just because a 3D card has Direct3D drivers does not mean a game will work with your 3D card. Flying Corps has Direct3D support now. I have a Diamond Stealth 3D 3000 which has Direct3D properly installed. Flying Corps would not work in 3D mode. I found out from the game programmer and Diamond that my card is not really a 3D card. Close but not quite. Diamond says it is 3D in name only. Luckily I have no intention of using this card for a serious 3D card. I have it because of superior 2D performance. But since I haven't gotten a 3DFX card yet, and my Stealth 3D had Direct3D drivers I thought I would try that Direct3D game. Apparently if the card will support certain Direct3D calls, it will work. Just because you have a so-called 3D card with Direct3D drivers, does not mean it will work with Direct3D games. -- Header address intentionaly scrambled to ward off the spamming hordes.
:>I would be happy with Direct3D or OpenGL support. Writing to a :>specific proprietary API is what got them into the "verite only" :>mindset to begin with. :I'd prefer OpenGL, vs MS crappy Proprietary 3D garbage. If you see :what ID has been able to do in Quake with OpenGL, it's obviously the :way to go. There are great looking and moving Direct3D games (demos) as well, for instance G-Police. Also, it is said at the moment Direct3D 5.0 may actually be faster than OpenGL on Wintel machines, because the D3D drivers different 3D accelerators have are closer to the metal than existing OpenGL drivers (including 3Dfx's mini-GL driver), which are merely some "wrappers" around 3D cards' proprietary APIs, like 3Dfx's WinGlide. Anyways, it seems we will be getting great looking Direct3D and OpenGL games, so I don't care which API the games use, as long as most 3D cards have working drivers for both APIs.
:>"If you see what - *ack* those French blokes - have been able to do in :>MotoRacer with Direct3D, it's obviously the way to go" :I think MotoRacer is great, just bought the full version this weekend, :*but* I don't think it's a great tester of the merits of D3D. Very true, because Moto Racer is using only Direct3D 3.0 IM, while there already is a superior Direct3D 5.0 available. Try for instance G-Police demo (a D3D 5.0 game), very pretty and moves very nicely. :It's a "walled" driver, just like Need For Speed. It isn't acutally :doing much rendering. It ought to be fast. I don't know how being a "walled driver" has anything to do with the amount of rendering the game has to do. :My point is, that there is just too wide a performance disparity in :the D3D titles right now. Are MotoRacer and Mercs the "exceptions to :the rule", the best and worst we'll see? Dunno... Who can say? Irrelevant, since both games are using the _older_ Direct3D. :It also remains to be seen if the DX5 D3D performance increase :(Draw Primitive, or whatever) will be for real. Judging by the comments from the game developers so far, this appears to be the case. :In my experience, the D3D games are allowing me to run at the same :frame rate with nicer graphics, while the direct ports have both the :nice graphics and a 50% increase in speed. I thought the issue was "OpenGL vs. Direct3D", not "native vs. Direct3D"? Naturally native support is faster than either Direct3D or OpenGL, but it has its own drawbacks, like that it won't run on any other cards besides the one it is ported to. For instance, if you now have a Verite V1000 card, and replace it with another 3D card which is not 100% compatible with V1000 (I heard even V2200 is not), you can pretty much kiss goodbye to your 3D accelerated Nascar 2, ICR 2 etc. Most probably this wouldn't be the case if those games were using either OpenGL or Direct3D, even though there have been some compatibility/driver issues with both APIs. :Framerate is very important in driving sims, and I've only seen D3D :deliver the goods once in about 6 games, and in that one case, it :wasn't a very demanding game. G-Police demo does look pretty nice. ;-)
Dirtb 08 Sep 1997#377044
>Very true, because Moto Racer is using only Direct3D 3.0 IM, while >there already is a superior Direct3D 5.0 available. Try for instance >G-Police demo (a D3D 5.0 game), very pretty and moves very nicely. The demo has been pulled. I didn't have a chance to check it out. Have you played the full version? If you do big jumps on a lot of the tracks, you'll see that there is nothing outside the track. What you're seeing for much of the track is a couple of textures repeated over and over. Really? I feel it's very relevant, since these two games are available now. DX5 is still unproven. The one DX5 game I've heard about is a demo, and it's been pulled at the request of the manufacturer. I didn't really know there was an issue, but I think the thread started out with a guy asking why NASCAR2 didn't have 3DFX support. I was just responding to the guy that suggested D3D for racing sims. I think a D3D (with 3.x) NASCAR 2 would be dog slow. Hopefully the demo will be re-released. It didn't say why it was pulled. --
Have you looked closely at the Papy products? Try driving down to the keyhole at Mid-Ohio in ICR2. Drive around it onto the backstraight and look back across toward the pits - wow, where did the ground go?!? Does that detract from the game? Not at all, in fact Moto-Racer is one of the smoothest and fastest 3D games around. If repeating a couple of testures is a clever way to gain frame-rate and can be done without looking "samey" then I see no problem with it. Well, D3D support in Moto-Racer is pretty nice actually. I doubt it would be "dog slow" if it was done correctly. Cheers! John
Dirtb 08 Sep 1997#377046
>Does that detract from the game? Not at all, in fact Moto-Racer is one >of the smoothest and fastest 3D games around. If repeating a couple of >testures is a clever way to gain frame-rate and can be done without >looking "samey" then I see no problem with it. Read back to my previous post if you can. I think MotoRacer is great. It is the only D3D game I've seen that impressed me. I went on to hypothesize that it was because it was a "walled" game like Need For Speed, and wasn't as demanding as the other D3D games I'd played. Of all the D3D games I've played, MotoRacer is the only one that impressed me. Flying Corps is good, but it has a lot of pauses while it does the texture swaps. Mercenaries is plain awful. It looks great, but it turns into a slide show during fire-fights. They're all giant too. Do you know why? The Native Voodoo and Rendition patches fit on a single floppy. The Mercs and Flying Corps patches are between 5 and 8 meg ZIPPED. Pretty klunky. I hope games that use DX5 are as fast as claimed. It'd be nice to be able to have one standard so that old stuff would keep running on new, faster cards. --

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy