I'll put money on it that it still wont have AA.Since the Voodoo doesnt support
it,They probly wont take the time to include it.
Brian
Well the only couple of titles I can think of quickly that support
both Voodoo and Rendition are Tomb Raider and Ef2k. There is AA in
both of the Rendition titles, but I don't think either Voodoo version
has it...So if your expecting AA just because your finally getting a
voodoo patch...I wouldn't hold my breath.
Dave Henrie
#99 The Pits Touring Car Championship
Yep,Even though the 3Dfx boxes say Anti Aliasing as a feature...Ther Voodoo has
no AA support.It has to do it through glide(Software based AA)Which is MUCH
slower.
Brian
But the end result is MUCH faster! I know, I have both.
Quoted text (8 lines)
>> Well the only couple of titles I can think of quickly that support >>both Voodoo and Rendition are Tomb Raider and Ef2k. There is AA in >>both of the Rendition titles, but I don't think either Voodoo version >>has it...So if your expecting AA just because your finally getting a >>voodoo patch...I wouldn't hold my breath. >Yep,Even though the 3Dfx boxes say Anti Aliasing as a feature...Ther Voodoo has > no AA support.It has to do it through glide(Software based AA)Which is MUCH > slower.Hi Aaron, AA is short for Anti-Aliasing. Which is a color technique
that smooths the jaggies on most images. For indycar Racing 2 the
cars look sharp and smooth, but the Rendition version of N2 does not
have AA and so the cars keep that shifting blurry look.
AA btw, was developed for desktop publishing to smooth out the
letters on the newfangled fonts on GUI based systems(ha! another bunch
of initials!)
Dave Henrie
#99 The Pits Touring Car Championship
Quoted text (20 lines)
>What exactly is an "AA" version of a patch? >Aaron >>>I'll put money on it that it still wont have AA.Since the Voodoo doesnt >support >>> it,They probly wont take the time to include it. >>>Brian >> Well the only couple of titles I can think of quickly that support >>both Voodoo and Rendition are Tomb Raider and Ef2k. There is AA in >>both of the Rendition titles, but I don't think either Voodoo version >>has it...So if your expecting AA just because your finally getting a >>voodoo patch...I wouldn't hold my breath. >>Dave Henrie >>#99 The Pits Touring Car ChampionshipO
I believe I read here that the N2 team took out the AA to meet
specifications for a minimun system requirement that had already been
decided. AA was there, but to include it would have forced the team
to accept higher min. standards...(I don't know if Papyrus or Sierra
set the limits)
Dave Henrie
#99 The Pits Touring Car Championship
>I really don't know why N2 doesn't have AA yet since it was already
>implemented in the engine. All I know is Rendition/Sierra have not been
>able to deliver on the promise their hardware.
Jim Sokoloff mentioned on this newsgroup a while back that AA
had to be removed from the graphics engine with some effort before
the release of N2 because the marketing guys felt that it raised the
memory requirements too high for the average Joe. :-----(
Mike Radler
Hawaii Ace League http://www.dithots.org/hal
If this is true, then I would have to wonder, if it was coded already (or at
least partially), why didn't they offer it as an option that could be turned
on or off depending on the system it was used on? If this wasn't possible,
then why not offer a patch that would add it at a later time? IMO, and
speaking from ignorance, I'd have to think that it was never started in the
first place.
ChrisP
>If this is true, then I would have to wonder, if it was coded already (or at
> least partially), why didn't they offer it as an option that could be turned
> on or off depending on the system it was used on? If this wasn't possible,
> then why not offer a patch that would add it at a later time? IMO, and
> speaking from ignorance, I'd have to think that it was never started in the
> first place.
AA was already in the graphics engine. They used it in ICR2. Maybe
Jim could shed some light on why it was not made an option instead
being totally yanked to save memory. I am not familiar with what's
involved so I can't even speculate as to whether or not it would have
been easy to set it up so that it could be switched on and off.
Here's a quote from Jim's post,
Jim Sokoloff (Former Papyrus employee) wrote on 9/5/97:
Mike Radler
Hawaii Ace League http://www.dithots.org/hal
Quoted text (12 lines)
> >If this is true, then I would have to wonder, if it was coded already (or at > > least partially), why didn't they offer it as an option that could be turned > > on or off depending on the system it was used on? If this wasn't possible, > > then why not offer a patch that would add it at a later time? IMO, and > > speaking from ignorance, I'd have to think that it was never started in the > > first place. > AA was already in the graphics engine. They used it in ICR2. Maybe > Jim could shed some light on why it was not made an option instead > being totally yanked to save memory. I am not familiar with what's > involved so I can't even speculate as to whether or not it would have > been easy to set it up so that it could be switched on and off.much snipped away
And there is the rub, the suits have dictated the engineering of the
project. I suppose quite a few people got fairly rich with the buyout
(as witnessed by the exodus of fairly high players), but the product
has suffered IMHO with Ken Williams and company (is he really as much
of an SOB as he looks in all his pictures?). The Papyrus sims always
were a bit ahead of the hardware curve so I don't see the point. The
minimum requirements are marketing crap. The only specs that mean
anything are the recommended requirements. Once a person with the
minimum requirement machine buys a game to fit that spec he/she will
be disappointed and will see right through it (as well as scream
***y ripoff).
If a sim is GOOD ENOUGH, people will buy the hardware to support it.
Falcon 3.0 sold more upgraded machines than any other title, I'm
willing to bet.
Jeff Haas


































