For those that wanted to try out the max reso for your V4/V5 based cards that have 128MB VRAM or more

  • Some time back my friend omega_supreme & I were trying to find a driver that would allow us to use the max FSAA setting at x1600x1200 over 1280x1024, and it seems that omega_supreme found the exact correct driver which is AmigaMerlin 3.1 R1, you can find his test results here which he completed with his 3dfx Voodoo 5 6000 AGP 128MB Rev.A 3700 I believe which he had at the time, which only has 128MB of course, but seeing now some people own Anthony's Strange God cards with 256MB or Even that 512MB card Anthony has himself, I am wondering how this will impact the extra VRAM these cards have in advance.

    Here the research omega did many years back on march 15, 2004, a good 19 years ago already!
    https://www.3dfxzone.it/enboard/index.php?topic=963.0

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    Vor einiger Zeit haben mein Freund omega_supreme und ich versucht, einen Treiber zu finden, der es uns erlauben würde, die maximale FSAA-Einstellung bei x1600x1200 über 1280x1024 zu verwenden, und es scheint, dass omega_supreme den genau richtigen Treiber gefunden hat, nämlich AmigaMerlin 3.1 R1, Sie können seine Testergebnisse hier finden, die er mit seiner 3dfx Voodoo 5 6000 AGP 128MB Rev. A 3700 durchgeführt hat, die er zu der Zeit hatte, die natürlich nur 128MB hat, aber da jetzt einige Leute Anthonys Strange God Karten mit 256MB oder sogar die 512MB Karte, die Anthony selbst hat, besitzen, frage ich mich, wie sich das auf den zusätzlichen VRAM auswirken wird, den diese Karten im Voraus haben.

    Hier die Untersuchung, die Omega vor vielen Jahren am 15. März 2004 durchgeführt hat, also schon vor 19 Jahren!

    https://www.3dfxzone.it/enboard/index.php?topic=963.

  • 1600x1200x32 with double buffering consumes a lot from 32mb. it should work but storage volume for textures will suffer dramatically. anyway bear in mind that the 4-chips card in 8x aa mode will perform as a half of a single chip card in normal (non-aa) mode. in other words its performance will be near to a single v2 card in glide apps and maybe slightly faster than a single v2 in d3d apps. may be enough for q2 for example.

  • Yea well even V4's with 64MB/128MB would be good enough to use for such a test run, these would need tio use FSAA x2 at 1600x1200x16/32.
    Strange God / Snow White / S.U.X. 6000 cards for AGP/PCI with 256MB would be ideal


    Set reso to 1600x1200x16/24/32.

    For 32 Bit glide you need to Force 32 Bit color via the OpenGL/Glide tab menu in your 3dfx tools or Kool Smokey's V./Control 1.82b.
    32 Bit Glide works with Descent 3 & UT GOTYE 1999, just these two support 32 bit Glide mode.

    Other glide games, Freespace2shoyuld be a fun run the nebula's especially GrandAdmiralThrawn I remember that the nebula's would bring your 3dfx Voodoo5 6000 AGP 128MB rev.A3 3400 to it's knee's, epic memories :topmodel:

    Imagine with double the VRAM buffer, that can change things big time.

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    Ja, auch V4's mit 64MB/128MB wären gut genug für einen solchen Testlauf, diese müssten FSAA x2 bei 1600x1200x16/32 verwenden.

    Strange God / Snow White / S.U.X. 6000 Karten für AGP/PCI mit 256MB wären ideal

    Reso auf 1600x1200x16/24/32 einstellen.

    Für 32 Bit Glide müssen Sie 32 Bit Farbe erzwingen über das OpenGL/Glide Tab Menü in Ihren 3dfx Tools oder Kool Smokey's V./Control 1.82b.

    32 Bit Glide funktioniert mit Descent 3 & UT GOTYE 1999, nur diese beiden unterstützen den 32 Bit Glide Modus.

    Andere Glide-Spiele, Freespace2shoyuld ein Spaß sein laufen die nebula's vor allem GrandAdmiralThrawn Ich erinnere mich, dass die nebula's würde Ihre 3dfx Voodoo5 6000 AGP 128MB rev.A3 3400 zu bringen, um es die Knie, epische Erinnerungen :topmodel:

    Stellen Sie sich vor, Sie hätten den doppelten VRAM-Puffer, das kann die Dinge ganz schön verändern.

  • 8bit is 1byte, 16bit is 2byte, 32bit 4...

    so 1600x1200x2(16bit) /1024*2 is 3.66MB

    and 1600x1200x4(32bit) is 7.32MB

    Just for example 1024x768x32 3MB is and modern 4k 31.6MB.

    For storing the rendered image in the buffer. Double buffering increases that 2x(ish).

    The rest is available for textures, meshes, shadowmaps, z buffer... so everything you need to actually render it and store it in the buffer.

    My point being... Resolution increase... it does increase the requirement somewhat, but its not that terrible when you go beyond 16-32MB cards. Voodoos will bleed their soul out on other fronts way before memory becomes an issue.

    But vram is like penis size.. Sure doesnt hurt having more...(well...)

  • if you read my message properly if using Max FSAA settings this will increase VRAM usage by quite a lot, without FSAA things will always run faster, but that was not what I am looking in to.

    With the V4 4500 with 128MB VRAM mod done by Komponent, his result was pretty crazy, he managed to be a lot higher with the card that using the standard with 32MB, that is when FSAA was enabled.

    My questions remains.


    As for AmigaMerlin drivers they use original Glide files I believe, 3dfx cards don't need a wrapper they do glide natively.

    Glide 3.xx was just an updated version of Glide 2.xx.

    Anyways I await results of high VRAM based V4's & V5's., the higher the reso the more VRAM is used, it also depends what game you run, some games have much larger textures than that of others.

  • Well, on an AGP-based system there is always the option to use the system memory for graphics processing, if there's not enough VRAM. I think, by raising the amount of VRAM you simply don't use this feature. But I don't know, if thats the answer to your question.

    "Du bist und bleibst a Mensch und du kannst eben net deine menschlichkeit überwinden."

    Dennis_50300

  • My reason for asking is because why are there people modding 64 to 128MB VRAM per VSa-100 on their V4/V5 cards, my only guess is to run games that use greater texturs at high reso's , but adding FSAA does make things run slower, not sure of this impact VRAM... I would expect it would, AGP or PCI card wise would not have to matter.

    A Strange God / Voodoo5 6000 with 128MB or 256MB, I am sure the extra VRAM can make things matter, or otherwise buyers or users of these card types would not do that, sorry if I am confused.

  • Well, on an AGP-based system there is always the option to use the system memory for graphics processing, if there's not enough VRAM. I think, by raising the amount of VRAM you simply don't use this feature. But I don't know, if thats the answer to your question.

    Bit that doesn‘t apply to 3dfx cards, as they don‘t Support AGP texturing.

  • Well, on an AGP-based system there is always the option to use the system memory for graphics processing, if there's not enough VRAM. I think, by raising the amount of VRAM you simply don't use this feature. But I don't know, if thats the answer to your question.

    Bit that doesn‘t apply to 3dfx cards, as they don‘t Support AGP texturing.

    Yea that too, I just want to know why people use VRAM mods on their V4 & V5 cards, what benefit does this give, maybe to run newer gen games that require more VRAM? that is all I could think of tho.

    The thing is litterally no one ever did abenchmark to show us an actual difference of what the extra VRAM can give as an advantage when using max FSAA settings in combination.
    It's great many people have these cards, but it would be nice to show us it's actual proper potential, even when max FSAA is used, at a reso of 1024x768x16/32, 1280x1024x16/32 & 1600x1200x16/32


    As for omega_supreme's test only AM 3.1 R1 allowed us V4 & V5 card users use the max FSAA setting at 1600x1200 reso, 16 & 32Bit in that perspective.
    Entirely unplayable, you'd need a Quantum3D AAlchemy 6484 to make that playable yes 16 VSA-100's rofl, I remember Hank telling me that FSAA x32 was possible with 16 chips, but they never implanted that in the drivers, just FSAA x4 & x8 I believe.

    Imagine an 84128 setup, 8 chips, 4 cycles per clock and 128MB per chip, that would be an interesting challenge, as VRAM upgrades can go.
    I mean how fan can ya go, right.

    3 Mal editiert, zuletzt von Gold Leader (6. September 2023 um 00:16)