Andrew Boiu
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LDE-BDreams
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LDE-BDreams
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Exactly what games are you talking about? Remember, one of the big problem with how it looks in games is mostly related to the maximum texture size of 256x256. And this leads to washed-up textures and some of them looking better than others. For example Quake3. This game is using a large amount of texture memory, which leads to some textures on the wall to look extremely well, in contrast with some of the floor tiles or the places where animation is already done (hole in floor where a blue light appears to shift from left to right). I conducted a major set of experiments with the problem on texture memory usage, and speed. The biggest test was with NFS5 running in glide (for an unknown odd reason all of the voodoo cards, except for Rush and Voodoo1 are using normally the d3d. And their crappy explanation like it looks better on d3d for voodoo cards, good joke), and there the texture memory usage was begining to show up. I changed the texture memory allocation from 4Mb to 12 Mb. At 4Mb, good speed and no visual problems. As doing test after test and hitting the 12Mb, problems start to show up. Even if speed was not lower with more than 15% compared to 4Mb texture memory, some polygons wouldn't have a texture on them, and most noticeable, all the effects like alpha-blending where looking horrible. So 11Mb was the maximum quality that can be achieved on the Banshee (Voodoo3 falls in the same cathegory with the texture memory limits, for those with 16Mb). Also, of interest is that I tested more versions of glide, and discovered that a specific version was showing the best quality possible, and all seemed very clear and crisp. The test showed up that for a game in 2000, even in glide, 16Mb texture memory is a problem. And all the boards, including the Vooodoo4 and Voodoo5 are limited to the problem with displaying on screen only things that are on the local video memory. So, I would like you and others to understand that most of the problems with games after 1999 is texture memory. And no voodoo card can do AGP texturing. The solution to most of the problems with voodoo's would be to design a sort of swapping driver that can be totally transparent to programs, and fool them that they have 32Mb of texture whereas it's 16Mb Video Ram and 16Mb system Ram, and allow for maximum speed for textures to be transferred. I know this is not impossible, I heard of a special mini Opengl builded for Quake1GL that could make the game to play at more than 18 frames/second on a Voodoo graphics (voodoo1) with just 2Mb of VideoRam. And this is amazing. Also, another problem would be to implement on the little driver that would interface to both Directx and OpenGl, a method on how to fast compress textures on System Ram when they are loaded, and then let the video board carry on with calculations and show them as they are, compressed. Even more I would go to the chance that the driver should be able to track all the textures the video card is receiving and store them in a file on disk. Then a program should be able to compress the textures in there if necessary, or mostly important to let them all come into the system memory and be rightly available for the video card to pick them up, avoiding the problems related to where they should be, and how they are accessed. The program should be able to transform each texture stored in the file on disk, to standard formats like 256x256 or less or more, as it is possible. The video card when getting rid of these calculation (which takes the most time) would be able to work very close to how it worked in it's good years.
Problems arises when the Banshee has to do major efects like bump-maps and light-maps. Even then, the most unpleasant problem remains the multiple cycle that the TMU must do, so it's slowing down.
Andrei.
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