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Rec.Autos.Simulators Archive

"Surround gaming" with 3x PCI cards or 1AGP/2PCI? (without Parhelia)

4 posts by 4 people · 17 Jan 2003 17:00 UTC - 30 Jan 2003 14:11 UTC

Jason Steele 17 Jan 2003 17:00 UTC#81811
I'm just curious because I can't find much information on this subject but I doubt i'm the only one to ever wonder either applied to games or simulators. Am curious for web resources, references, if anyone has tried and failed or succeeded, etc. Ive seen a pic of this done before actually (saw someone running Unreal something or other across _5_ monitors with 5 PCI cards, albeit in software mode and each in 320 res or something way low. How? They just maximized a window across a 5x wide windows desktop), and i've seen the UnrealCAVES too which are 3 or 4 computers linked together with some modified source code) but i'm wondering if any other games support 2 or 3 monitors especially in OpenGL mode on one machine. In theory any of them should be able to, since OpenGL is accelerated across multiple monitors. Why "surround gaming"? I really like the peripheral vision effect and have ever since I saw TX-1 in the arcades almost 20 years ago. Why not a Matrox Parhelia? 1) Matrox Parhelia's are still very expensive (I can get 3x PCI open GL cards for less than half the cost), 2) they only play at lower resolutions (no higher than 1024x768 per monitor) 3) They suffer a major framerate hit in triplehead mode. Now I know the last one is going to be an issue under PCI due to older accelerators but it just seems like the Parhelia is too expensive for what it does - I hear of games having to drop to 640x480 per monitor or be set on medium detail to be playable. When Parhelia2 comes out either the 1st one will finally be affordable or possibly the 2nd one will finally have the performance to be worth the money. (ie - my definition of worth the money is running the latest games fully maxed and not stumbling, or at least having comparable benchmarks to the top end cards when in single head mode rather than being slower than a GF2 GTS in some benchmarks before triplehead is ever turned on) Main problem I see: Three cards sharing the video bandwidth in PCI with the rest of the system compared to a 4 or 8x AGP bus is a bottleneck, but i'm still curious what it would play like or what kind of sacrifices would have to be made? I thought most of the traffic on the AGP bus was textures anyways, i'd be willing to try low res textures to see 1280 or 1600 on each monitor. Alternately if it's low res anyway to use 3 cards with TV out and try it on larger (like 27") TV screens. If all of the textures are already loaded on the card does the lack of AGP bandwidth matter all that much? The only PCI accelerators available are older spec anyways (those i'm aware of - Voodoo 5 5500, Radeon 7500, Geforce 2 400MX) but might still give an enjoyable gaming experience if detail settings were adjusted to minimize bus load and the absolute latest games weren't attempted. Plus 3x the acceleration power (rather than splitting one card across 3 monitors) should help too. Even then I don't expect to match Parhelia detail or framerates, but it might still be worth attempting due to other benefits. (triple TVout or triple 1280/1600res monitors) For that matter, why not try 4 or 5 or more PCI OpenGL cards? Alternately for discussion - networked PC's running the same software rendering multiple viewports. (like the abovementioned UnrealCAVE - has any other software done this? That would be neat to see in that RACER free car simulation for example or something else where either source is available or it's a smaller project where special interest user input has a chance of being heard.) Any responses whatsoever that have something relevant to contribute are welcome. :) Jason Steele PS - crossposted to several relevant groups in the hopes of stimulating discussion :)
Jason, You need WidevieW for this - networked PC's with the clients following the server exactly. I have built a six screen setup like this - you can find details at my website: http://www.shetland.flyer.co.uk and take a look in the news on the main page, and the WidevieW pages for more technical info. All the best, Rory "Jason Steele" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (69 lines)> I'm just curious because I can't find much information on this subject > but I doubt i'm the only one to ever wonder either applied to games or > simulators. Am curious for web resources, references, if anyone has > tried and failed or succeeded, etc. > > Ive seen a pic of this done before actually (saw someone running > Unreal something or other across _5_ monitors with 5 PCI cards, albeit > in software mode and each in 320 res or something way low. How? They > just maximized a window across a 5x wide windows desktop), and i've > seen the UnrealCAVES too which are 3 or 4 computers linked together > with some modified source code) but i'm wondering if any other games > support 2 or 3 monitors especially in OpenGL mode on one machine. In > theory any of them should be able to, since OpenGL is accelerated > across multiple monitors. > > Why "surround gaming"? I really like the peripheral vision effect and > have ever since I saw TX-1 in the arcades almost 20 years ago. Why > not a Matrox Parhelia? 1) Matrox Parhelia's are still very expensive > (I can get 3x PCI open GL cards for less than half the cost), 2) they > only play at lower resolutions (no higher than 1024x768 per monitor) > 3) They suffer a major framerate hit in triplehead mode. > > Now I know the last one is going to be an issue under PCI due to older > accelerators but it just seems like the Parhelia is too expensive for > what it does - I hear of games having to drop to 640x480 per monitor > or be set on medium detail to be playable. When Parhelia2 comes out > either the 1st one will finally be affordable or possibly the 2nd one > will finally have the performance to be worth the money. (ie - my > definition of worth the money is running the latest games fully maxed > and not stumbling, or at least having comparable benchmarks to the top > end cards when in single head mode rather than being slower than a GF2 > GTS in some benchmarks before triplehead is ever turned on) > > Main problem I see: Three cards sharing the video bandwidth in PCI > with the rest of the system compared to a 4 or 8x AGP bus is a > bottleneck, but i'm still curious what it would play like or what kind > of sacrifices would have to be made? I thought most of the traffic on > the AGP bus was textures anyways, i'd be willing to try low res > textures to see 1280 or 1600 on each monitor. Alternately if it's low > res anyway to use 3 cards with TV out and try it on larger (like 27") > TV screens. If all of the textures are already loaded on the card > does the lack of AGP bandwidth matter all that much? > > The only PCI accelerators available are older spec anyways (those i'm > aware of - Voodoo 5 5500, Radeon 7500, Geforce 2 400MX) but might > still give an enjoyable gaming experience if detail settings were > adjusted to minimize bus load and the absolute latest games weren't > attempted. Plus 3x the acceleration power (rather than splitting one > card across 3 monitors) should help too. Even then I don't expect to > match Parhelia detail or framerates, but it might still be worth > attempting due to other benefits. (triple TVout or triple > 1280/1600res monitors) > > For that matter, why not try 4 or 5 or more PCI OpenGL cards? > Alternately for discussion - networked PC's running the same software > rendering multiple viewports. (like the abovementioned UnrealCAVE - > has any other software done this? That would be neat to see in that > RACER free car simulation for example or something else where either > source is available or it's a smaller project where special interest > user input has a chance of being heard.) > > Any responses whatsoever that have something relevant to contribute > are welcome. :) > > > Jason Steele > > PS - crossposted to several relevant groups in the hopes of > stimulating discussion :)
I don't know where you got your information on the Matrox Parhelia from Jason, but it certainly does not have the limitations that you suggest. For example with Combat FS 3 I get 3840 X 1024 across three 17 inch screens with no difference in frame rate from the usual single screen performance. FS2002 will only work on 3 full screens at 1920 X 480 but that is the problem of the sim not the Parhelia which is awesome. If you are prepared to work in a stretched window, you can get very high res action with FS2002 as well. I know it costs more than the Nvidia cards but then you get what you pay for. I am assuming you have not yet had the chance to try it out. "Jason Steele" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (69 lines)> I'm just curious because I can't find much information on this subject > but I doubt i'm the only one to ever wonder either applied to games or > simulators. Am curious for web resources, references, if anyone has > tried and failed or succeeded, etc. > > Ive seen a pic of this done before actually (saw someone running > Unreal something or other across _5_ monitors with 5 PCI cards, albeit > in software mode and each in 320 res or something way low. How? They > just maximized a window across a 5x wide windows desktop), and i've > seen the UnrealCAVES too which are 3 or 4 computers linked together > with some modified source code) but i'm wondering if any other games > support 2 or 3 monitors especially in OpenGL mode on one machine. In > theory any of them should be able to, since OpenGL is accelerated > across multiple monitors. > > Why "surround gaming"? I really like the peripheral vision effect and > have ever since I saw TX-1 in the arcades almost 20 years ago. Why > not a Matrox Parhelia? 1) Matrox Parhelia's are still very expensive > (I can get 3x PCI open GL cards for less than half the cost), 2) they > only play at lower resolutions (no higher than 1024x768 per monitor) > 3) They suffer a major framerate hit in triplehead mode. > > Now I know the last one is going to be an issue under PCI due to older > accelerators but it just seems like the Parhelia is too expensive for > what it does - I hear of games having to drop to 640x480 per monitor > or be set on medium detail to be playable. When Parhelia2 comes out > either the 1st one will finally be affordable or possibly the 2nd one > will finally have the performance to be worth the money. (ie - my > definition of worth the money is running the latest games fully maxed > and not stumbling, or at least having comparable benchmarks to the top > end cards when in single head mode rather than being slower than a GF2 > GTS in some benchmarks before triplehead is ever turned on) > > Main problem I see: Three cards sharing the video bandwidth in PCI > with the rest of the system compared to a 4 or 8x AGP bus is a > bottleneck, but i'm still curious what it would play like or what kind > of sacrifices would have to be made? I thought most of the traffic on > the AGP bus was textures anyways, i'd be willing to try low res > textures to see 1280 or 1600 on each monitor. Alternately if it's low > res anyway to use 3 cards with TV out and try it on larger (like 27") > TV screens. If all of the textures are already loaded on the card > does the lack of AGP bandwidth matter all that much? > > The only PCI accelerators available are older spec anyways (those i'm > aware of - Voodoo 5 5500, Radeon 7500, Geforce 2 400MX) but might > still give an enjoyable gaming experience if detail settings were > adjusted to minimize bus load and the absolute latest games weren't > attempted. Plus 3x the acceleration power (rather than splitting one > card across 3 monitors) should help too. Even then I don't expect to > match Parhelia detail or framerates, but it might still be worth > attempting due to other benefits. (triple TVout or triple > 1280/1600res monitors) > > For that matter, why not try 4 or 5 or more PCI OpenGL cards? > Alternately for discussion - networked PC's running the same software > rendering multiple viewports. (like the abovementioned UnrealCAVE - > has any other software done this? That would be neat to see in that > RACER free car simulation for example or something else where either > source is available or it's a smaller project where special interest > user input has a chance of being heard.) > > Any responses whatsoever that have something relevant to contribute > are welcome. :) > > > Jason Steele > > PS - crossposted to several relevant groups in the hopes of > stimulating discussion :)
"Jason Steele" <[email hidden]> wrote in message news:[email hidden]... > I'm just curious because I can't find much information on this subject http://www.realtimesoft.com/multimon Thousands of setups in their database some more links here http://www.migman.com/hw/display/multi/links.htm -- Regards Peter "MiGMan" Inglis - [email hidden] MiGMan's Flight Sim Museum - www.migman.com - subscribe - www.migman.com/subscribe.htm Combatsim.com members get a special deal! - www.migman.com/ref/offers/combatsim.htm HOTAS COUGAR preferred retailer - www.migman.com/hw/control/tm/cougar.htm

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