obobskivich
Headphoneus Supremus
Quote:
it isn't a miracle, have you ever actually seen the gameplay videos of Doom 3 or UT2004 on Voodoo2 SLI rigs? its full minimum settings with a lot of 3D shading and DX turned off, Doom 3 and UT2004 are also OpenGL compatable (they run quite nicely under 'nix as well) so you're just taking it to the lowest common denominator, which means GLiDE wrapped OGL and all that mess, the IQ is crap
now, Voodoo5 6000 can run Doom3 without any hacks and get about 25-30 FPS on lowest settings, which is a hair better than GeForce 3 or GeForce 2 (realize that Doom 3 was originally designed for GeForce 3, not GeForce FX)
as far as "Doom 3 was whipping any card when it came out", my FX 5900 ran it just fine, with no performance issues, and many of my buddies would mock it because their Radeon's would run it much faster (not to mention GeForce 6 was released fairly soon after the launch of Doom 3, and GF6800 tears that game a new one, in terms of performance)
the x3dfx community is an example of how hardware acceleration products can be used long after their marketed lifecycle, if software is painstakingly maintained, and you do lose quality/abilities as software progresses down the line (for example, just because they got Doom 3 running, doesn't mean it'd be something you'd want to play for all ~50 hours of the game)
and in terms of "A bloody miracle that cannot happen from fans of other companies", uh, what? theres plenty of ingenious people that like other companies, I'm one of them, personally I'd rather run the game the way id intended it to be run, and experience the story that way, than with everything striped in orange, no shadows, and no effects
@ cash68:
GLiDE was OpenGL, all 3dfx did was strip away "body fat" from the API to create something slim that they could directly accelerate in hardware, giving them a decent performance advantage, the downsides to GLiDE were a limited software library, and dwindling developer support as time went on (i.e: post Voodoo2, developers wanted something semi-standard, DirectX was getting some steam, etc), and RAGE was not an API, it was a trade name for pre-Radeon GPUs
Originally Posted by shigzeo /img/forum/go_quote.gif except that it is being run on a card from 1997. it is a miracle. whether you do or do not like the doom3, i do not see a game 6 years from now running on any modern hardware to any degree of playability. 3DFX had a fanbase that is to this day still rabid: no other company have been able to generate as much poisonous despair and hype as 3DFX - the voodoo2 running doom3 is a bloody miracle that cannot happen from fans of other companies. |
it isn't a miracle, have you ever actually seen the gameplay videos of Doom 3 or UT2004 on Voodoo2 SLI rigs? its full minimum settings with a lot of 3D shading and DX turned off, Doom 3 and UT2004 are also OpenGL compatable (they run quite nicely under 'nix as well) so you're just taking it to the lowest common denominator, which means GLiDE wrapped OGL and all that mess, the IQ is crap
now, Voodoo5 6000 can run Doom3 without any hacks and get about 25-30 FPS on lowest settings, which is a hair better than GeForce 3 or GeForce 2 (realize that Doom 3 was originally designed for GeForce 3, not GeForce FX)
as far as "Doom 3 was whipping any card when it came out", my FX 5900 ran it just fine, with no performance issues, and many of my buddies would mock it because their Radeon's would run it much faster (not to mention GeForce 6 was released fairly soon after the launch of Doom 3, and GF6800 tears that game a new one, in terms of performance)
the x3dfx community is an example of how hardware acceleration products can be used long after their marketed lifecycle, if software is painstakingly maintained, and you do lose quality/abilities as software progresses down the line (for example, just because they got Doom 3 running, doesn't mean it'd be something you'd want to play for all ~50 hours of the game)
and in terms of "A bloody miracle that cannot happen from fans of other companies", uh, what? theres plenty of ingenious people that like other companies, I'm one of them, personally I'd rather run the game the way id intended it to be run, and experience the story that way, than with everything striped in orange, no shadows, and no effects
@ cash68:
GLiDE was OpenGL, all 3dfx did was strip away "body fat" from the API to create something slim that they could directly accelerate in hardware, giving them a decent performance advantage, the downsides to GLiDE were a limited software library, and dwindling developer support as time went on (i.e: post Voodoo2, developers wanted something semi-standard, DirectX was getting some steam, etc), and RAGE was not an API, it was a trade name for pre-Radeon GPUs