Posts by dr.zeissler

    Mein UT99 Rip hat eigentlich alle S3TC-Texturen, damit geht es bei der R7000 auch direkt.

    Ja der Renderer ist OGL und die Einträge sollten eigentlich passen...aber da ist wohl doch noch irgendwas falsch.

    SSam1+2 scheinen unter OpenGL mit der V5 schon hochauflösende Texturen darzustellen. (sehen zumindest so aus),

    aber die Qualität einer Radeon7000 unter UT99 bekomme ich mit der V5 nicht hin. Da ist ein sehr großer Unterschied.

    Hab jetzt mal SSam1 und SSam2 installiert. Das sieht schon recht gut aus. Ich glaube ich brauche kein MesaFX.

    Muss jetzt noch mal ein wenig experimentieren was die besten Einstellungen sind.

    Bei Quake3-Arena empfehle ich den Kai's TextureFix und bei Texturen 32Bit, bei Auflösung kann 16Bit bleiben. Ich spiele in 1024x768 und das sieht wirklich richtig gut aus.

    Also diese T_Buffer-Effekte sind für mich kontraproduktiv. Ich möchte das Bild scharf und das AA macht das Bild in der Tiefe weicher und es es gehen Details verloren. Mit dem LOD -2 im Treiber bilde ich mir ein, dass es ganz gut aussieht. Irgendwie erinnere ich mich aber daran, dass WickedGL mit Voodoo3 besser ausgesehen hat...das müsste ich noch mal testen.

    Das mit dem MesaFX find eich ganz interessant. Das könnte tatsächlich noch was bringen.

    Was mir aber fehlt ist der direkte Vergleich. Also Standard-Treiber mit LOD-2 gegen MesaFX.

    Hier werden nur 16Bit vs. 32Bit getestet, wobei ich da keinen Unterschied sehe, außer dass die Performance in 32Bit deutlich schlechter ist.



    Von Tweak3D

    Direct3D Options

    Enter the Direct3D/OpenGL settings tab by right clicking the desktop. Choose Properties, then Settings, then Advanced, then there should be a 3dfx/Voodoo5 tab in which you'll find these settings.

    We’re going to take you through the driver feature set from beginning to end, so let us start with the first few options that the drivers have to offer.

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    Alpha blending is the ability to give an image, or pixel at the smallest level, an attribute that will determine whether the image will appear solid (opaque), invisible (transparent), or semi-transparent. When used in conjunction with polygons, this method can be used to create glass, water, or anything else that is virtually 'see-through'. The more alpha-blends you have in a game, the slower the game will run. It takes a lot of processing to do translucency. You’ll see alpha blending in things like smoke, flares, lighting, fog.

    The choices are Automatic (default), smoother, and sharper. The smoother the alpha blends, the more alpha blending that occurs and you’ll have a more gradient and smooth affect on your visuals. Using smoother alpha blends will affect speed but not by any noticeable amount. I personally would leave it at automatic so the card can determine what effects require smooth blends and what effects require sharp blends. For FPS games, I would choose an option of sharp for good visuals and fast performance at the same time.

    For 3D Filter Quality, you have three options: Normal, Automatic, or High. Using this option, the display image can be filtered by averaging pixel values. By using this overlay filter, the image quality for full-screen 3D applications can be improved. Selecting the High option will average more pixels than the Normal option, resulting in a smoother but blurrier image, while the Normal option averages fewer pixels for a sharper image.

    Automatic - Select this option to allow your system's software to use video filtering as needed.
    Normal - Select this option to use the 4x1 linear filter.
    High - Select this option to use the 2x2 box filter for a sharper video image.

    The higher you go, the slower the frame rate. But again, speed is not reduced significantly. I would leave the option as Normal for consistent speed while maintaining high quality imaging.

    Z-Buffering Optimization will optimize calculations to the z-buffer. This buffer determines which parts in render are seen by the viewer and will take out the parts that are not. Enabling this features will enable the card to use optimized z-buffer extensions (much like how SSE speeds certain multimedia things up) and should increase performance. Leave this option enabled. Only disable optimization if you have weird anomalies in your games.

    Anti-Aliasing is what everyone is talking about. It takes out jaggies and sparklies from your image. Jaggies are staircase-like formations on edges of objects on screen, particularly diagnols. And sparkles come from poorly aligned texture seams. You have these options:

    Single Chip Only: No Anti-Aliasing will be used: Will use one VSA-100 chip. Best for compability.
    Fastest Performance: No Anti-Aliasing will be used: Will use both VSA-100 chips for best performance! Totally recommended if you want speed above all else.
    2 Sample: Good quality AA: I don’t recommend playing above 1024x768 as your frame rates really drop with this setting. Here, the best resolution to play at would be 800x600 and I recommend this for non FPS type games but you can also play 800x600 and 640x480 in FPS games.
    4 Sample: Excellent quality AA: Don’t even bother playing FPS games with these, you’ll be the one who is fragged instead of fragging. This option is great for other slow-paced games. A good game that comes to mind is Myth and Myth 2. Great games for looks.
    OpenGL Options

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    Glide Splash Screen is the 3dfx Glide logo that comes on when you play a glide-based game. It’s cool at the start but gets annoying afterwards and just wastes time. Whatever tickles your fancy.

    Legacy Texture Compression enables the card to accept legacy texture compression techniques and port them to FXT1 compression. It will improve performance because now you can have older games load compressed textures instead of bloated ones into local memory. I suggest Enabled for peak performance.

    Alpha blending here is the same thing as in Direct3D.

    3D Filter Quality here is the same thing as in Direct3D.

    MIP Map Dithering will cause the hardware to blend between pairs of MIP map levels to produce a full continuum of texture levels. This can result in much smoother texturing. However, this can also decrease performance because dithered MIP Maps cannot be multi-textured. I recommend leaving this disabled if you’re already having performance problems (e.g. low frame rates). If you can play everything well with it enabled, then leave it as is. Try to see what the game is like with it off and on. If there’s no noticeable visual difference in the games you play, turn it off for improved performance.

    Triple Buffering will allocate a third frame buffer. This frame buffer can increase performance by enabling the hardware to render at the same time that the 3D application performs other tasks. However, the additional frame buffer required for this uses up video memory that could otherwise be used for storing textures. Enabling Triple Buffering could hurt the performance of your 3D applications that use a lot of textures. But since the Voodoo5 5500 already has more than adequate RAM (64MB), I think leaving this enabled would be the best choice.

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    Rendering color-depth determines the number of colors available for rendering the 3D graphics. 16 bits per-pixel, or 16bpp, produces a maximum palette of 65,536 colors, which can result in color banding or other visual anomalies in some cases. 32 bits per-pixel, or 32bpp, can produce a palette with many millions of colors available for rendering, resulting in smoother color gradients and shading without color bands or other color-related artifacts. Setting this option to "Force 32bpp Rendering" causes older Glide applications to render using 32bpp even though they were not originally designed to support 32bpp rendering under Glide, which can result in improved image quality over 16bpp rendering. I recommend leaving this option at "Forced" because it does improve overall image quality. Turn it off if you tend to play above 1024x768 for improved performance in 16bit native games.

    Maximum Buffered Frames allows you to limit the number of pending swap buffers to 0, 1, 2, or 3. A higher number of pending swap buffers can slow the system's response to input as all of the pending swap buffers are processed before the system proceeds to the next operation. Higher swaps leads to potentially higher frame rates, but at the same time increasing latency (waiting for the card to draw the frame). I recommend choosing 1 or 2 for best performance without much latency.

    Anti-Aliasing here is the same thing as in Direct3D.

    That’s basically it for all optimization options in the drivers. You can further optimize things such as colors to improve your visual experience. And you definitely have to optimize in-game options to further enhance image quality or improve game performance.
    Visual Optimizations

    Visual optimizations are different for every gamer. You’ll have to tweak colors, contrast and brightness to how you like your games to be. I can’t tell you what works because what works for me may not work for you. So play around with the following options and see what pleases your eyes.

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    Above you have a load of image tweaking options for all your APIs. It is good to see controls for on-screen videos, too. I hate it when my movies are too dark and I can’t see a thing.

    The following tab shows driver and card information. Good to know what you have isn't it?

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    And lastly, you have your Anti-Aliasing tab which gives you the same options that are available in the Advanced Features tab.

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    It’s not always totally up to the manufacturer to give you the best performance. Some of the work is left to you and it’s definitely a learning experience to tweak and dive into things yourself instead of having the work done by someone else. Also, you’ll be more knowledgeable about what makes your games fly and what doesn’t. What you tweak will depend on you and the games you play. It’s also good to comprise because you don’t want something so fast that it also looks awful.

    I hope you’ve learned more about your Voodoo5 than you have before. And perhaps you already know everything about tweaking the Voodoo5, but then again you’ve read up to hear so something must have caught your eyes. :) And if you don’t’ have a Voodoo5, hopefully this guide has cleared up some questions you may have and could be the factor in your purchasing decision. Once again, thanks for reading.

    If you have any other questions or comments, you can e-mail me or join us on Undernet in IRC. We’re in the channel called #tweak3d.

    Moin, ich habe aktuell ein Shuttle XPC mit Pentium4 (1,6Ghz) und einer Voodoo5 AGP am Start. Das System hat Multiboot (Dos/Win3x, WinME, Win2k). Der V3 Treiber für Win3x geht leider nicht mit der Voodoo5. Allerdings geht der gepachte Vesa-Treiber mit 256 Farben in allen Auflösungen unter Win3x.

    An sich ist eine Voodoo5 keine schlechte Wahl, denn schließlich bekommt man:

    - ein prima Bild

    - OpenGL, GLide, D3D Support

    Allerdings hat die Karte auch Nachteile:

    - laute Lüfter

    - kein TnL

    - keine Shader

    Kurzum, man kann mit der Karte die älteren Spiele in recht guter Qualität spielen. Allerdings könnte man das mit einer Voodoo3 auch.

    Was mich stört:

    - Glide-Support mit größeren Texturen und 32Bit Farbtiefe nützt eigentlich nichts, bzw. wird nirgends unterstützt.

    - S3TC geht offensichtlich nur mit OpenGL, nicht mit Glide, ich bekomme weder mit Unreal226 noch mit UT99 die S3TC Texturen mit einer Voodoo5 zum laufen. Das geht mit einer Nvidia/ATI mit gutem OpenGL Support stressfrei.

    - Hat UT99 auf einer V5 auch so gute Texturen wie hier bei einer alten R7000 von ATI?…/album-72157702928362631/

    Ich finde in dem Treiber gar keine Option einen AF-Filter einzustellen. Gab es en Filter nur bei Nvidia/ATI?, oder anders gesagt, wie kann ich das Maximum aus der Voodoo5 holen? Gibt es da ein paar Tricks, bzw. spezielle Patches um die Qualität aufzupeppen und Features zu nutzen die eine V3 nicht bietet oder nicht die passende Performance für hat? Ich war halt immer nur mit V1 oder V2/3 gearbeitet und da fehlt mir bei einer V5 so ein wenig das KnowHow. Was mir allerdings auffällt ist, dass unter Glide die Spiele schön ruckelfrei laufen. So gut laufen sie sonst auf keiner Maschine und keiner anderen Grafikkarte. Vielleicht gibt es ja hier noch ein paar V5 Nutzer die mir da ein paar Tips geben können. Bei den Läftern muss ich wohl auch mal was machen, da die ein wenig rattern.

    Danke Euch

    Euer Doc



    Hi, die Quantum ist aktuell in einem C6-Projekt verbaut und steht daher aktuell nicht zur Verfügung.

    Der Interesse halber kannst Du mir gerne per PN Deine Preisvorstellung für die Orchid und die Quantum schreiben.