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Voodoo 5500 memory concerns... (Read 507 times)
paulpsomiadis
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Voodoo 5500 memory concerns...
02.03.03 at 20:47:37
 
I know that the Voodoo 5500 is 'supposed' to have 64MB RAM, but 3DMark2001SE shows this: -

Description:            Primary Display Driver
Manufacturer:            NuAngel's Helping Hand
Name:                  NuAngel.net Voodoo5 5500 AGP
Total Local Video Memory:      32 MB <--- weird alert!
Total Local Texture Memory:      27 MB
Total AGP Memory:            0  bytes
Display Driver:            3dfx16vs.drv
Display Driver Version:      4.13.01.0028
Driver WHQL Certified:      No
Max Texture Width :      2048
Max Texture Height:      2048
Max User Clipping Planes:      6
Max Active Hardware Lights:      0
Max Texture Blending Stages:      2
Textures In Single Pass:      2
Vertex Shader Version:      N/A
Pixel Shader Version:      N/A
Max Vertex Blend Matrices:      0
Max Texture Coordinates:      2
Vendor ID:            0x121a
Device ID:            0x0009
Sub-System ID:            0x0002121a
Revision:                  0x01

I tested two different cards and BOTH V5500's said the same!

Is this normal and if not what can be done about it?
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Re: Voodoo 5500 memory concerns...
Reply #1 - 02.03.03 at 21:49:27
 
Yes, this is perfectly normal...

(And this question has been raised for as long as Voodoo5 do exist *g* )

External Software can only see one VSA-100, and therefor will display max. 32MB of total Memory.
(Note that during 2D Operations, only one VSA-100 is active, and only 32MB are used).

Even when both are used during 3D, basically only 32MB are available, as each VSA-100 needs its own Texture Memory.
So whenever you approach a Situation where more than 32MB of Textures are used, expect gross Slowdowns.

So nothing to be concerned about, just the typical effects of a Voodoo5 Smiley
-----------
lol

Patience beat me by 2 Minutes *g*
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« Last Edit: 02.03.03 at 21:51:58 by FalconFly »  
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Re: Voodoo 5500 memory concerns...
Reply #2 - 02.03.03 at 22:25:34
 
I think this is driver-related. At least on my Voodoo˛, where the 12mb are divided on 4mb each TMU and 4mb the FBI, dxdiag shows the full 12mb. Of course there are limitations as the fbi is for framebuffer and z-buffer only and so there is never more the 8mb texture memory also with low resolutions and only double-buffering (instead of triple). I don't think 3dmark (i only have 99max and 2000) will give comparable results in the theoretic benchmarks on voodoo2 or voodoo5 cards compared to non-3dfxcards because of the exclusive tmu's (vsa's) and their (local) memory. I suggest the exclusive memory is the reason why the 8mb texture rendering test is so slow on my Voodoo˛ (much slower than the 32MB texture rendering speed on my ATI RAGE PRO 4MB(!) AGP(!) although the Voodoo˛ beats the ATI in the RACE and FPS practical bench by nearly factor 2). Maybe there is a texture that does not fit fully in the first tmu and has to use the second and so the driver ends up have two textures constantly beeing swapped in and out. I also think that the drivers don't allow full usage because they have a kind of pipe where they profile how often each texture is used and reserve some memory for those textures. All this logic prevents theoretical benchmarks from beeing competitive. Of course i can only speak for my Voodoo˛ so i can't say say how good the two VSA's scale on a Voodoo5. But it would be interesting to know if the effects are the same.

The great speed of the 32mb texture rendering bench on my ATI (build 1997) pushes a question to my mind. Why didn't 3dfx fully supported the AGP specs?

Regards,
Andreas
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Board: Asus CUSL-2-C (Chipset: Intel i815), CPU: Intel PIII 933, RAM: 2 Infineon 128MB (1 PC133-333, 1 PC133-222) and 1 Infineon 256MB (PC 333-333) SD-RAM, Video: 3dfx Voodoo 3 3000 AGP, TV: LifeView FlyKit (Chipset: BT848, Tuner: No), Sound: Creative Labs Soundblaster PCI 512, NET: 3COM Etherlink XL Combo OS: Windows 98SE with SESP21D, Video Driver: 1.07.00 with GLIDE and OGL from 1.07.00b
 
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Re: Voodoo 5500 memory concerns...
Reply #3 - 02.03.03 at 22:43:11
 
I think their official answer at that time was, that AGP Texturing was completely unusable when it was introduced.

First, the initial loads of AGP Motherboards had enough Problems running stable at 66MHz, and then there was no Game in sight that would exceed the generous 16MB of a Banshee or a Voodoo3, for example...

The competing Cards such as the RivaTNT or TNT2, did as well show that AGP Texturing was bollox back then (since the TNT2 even had 32MB local Video Memory).

So I guess they were certain to stay ahead of the Gaming Industry by adding more local Video Memory to their Cards...

They also cannot possibly have forseen, just for how long their cards would end up being in service (!)
Nowadays, those 16 or 32MB are tiny compared to the 128MB Behemoth's from NVidia or ATI, but only because they are simply old, and weren't designed to run latest Games under DirectX9 in the year 2003 Wink

If they were still in business, I'm sure the successor of the much delayed Voodoo4 and Voodoo5 cards would have finally fully supported AGP Texturing.
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nudgegoonies
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Re: Voodoo 5500 memory concerns...
Reply #4 - 02.03.03 at 23:22:36
 
I have read in an article about 3dfx (i surfed through your great links section falconfly) that one of the reasons for the failure of 3dfx were bad reviews in the press concerning the lack of AGP-Texturing.

Later it was the lack of the 32bit mode of the Voodooł that was also hyped by the press, or was it NVIDIA? Wink

But talking about AGP texturing. I love to play Grand Prix Legends and downloaded all additional real tracks for that game. Many tracks are very detailed and texture rich. For example if i drive the Sachsenring i have 28fps in the forest and 4fps in the city on Voodoo˛-Glide. On ATI-D3D i have 18fps in forest and 10 in the city.

So AGP-Texturing does only makes sense if there are many textures. But because 'number of polygons' and 'texturememory' mostly raise synchronous with the new technologies it can't help a video card last much longer than without. And do those new games really fill the 128MB's of the Radeon's and Geforce's?

Regards,
Andreas
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Board: Asus CUSL-2-C (Chipset: Intel i815), CPU: Intel PIII 933, RAM: 2 Infineon 128MB (1 PC133-333, 1 PC133-222) and 1 Infineon 256MB (PC 333-333) SD-RAM, Video: 3dfx Voodoo 3 3000 AGP, TV: LifeView FlyKit (Chipset: BT848, Tuner: No), Sound: Creative Labs Soundblaster PCI 512, NET: 3COM Etherlink XL Combo OS: Windows 98SE with SESP21D, Video Driver: 1.07.00 with GLIDE and OGL from 1.07.00b
 
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Re: Voodoo 5500 memory concerns...
Reply #5 - 03.03.03 at 00:11:37
 
Yes, UT2003 for example has its highest Texture Detail setting disabled, since it would require 256MB of Video Memory...

Even on that limited setting (Higher = Highest), it is possible that the total amount of Textures exceed even today's 128MB Cards, depending on number of Players visible, and the Map.

Unreal2 (on max. Settings) can as well exceed 128MB on some occasions.

Use of FSAA (that takes more Video Memory in order to run) makes it even slightly worse.

I've seen AGP 8x in action with my own Radeon 9700pro in Unreal2, for example, reducing framerates to below 10fps on some occasions Tongue

Anyway, it would be a useful thing to have on Voodoo's, especially for those situations where just slightly more VRAM is needed Smiley
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« Last Edit: 03.03.03 at 00:12:17 by FalconFly »  
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Re: Voodoo 5500 memory concerns...
Reply #6 - 03.09.03 at 15:43:34
 
I own a voodoo 5 5500 agp 64mb!
i have installed win98se with voodoolizer 1.05.00 winth dx8.1 support and in the dxdiag shows the memory of vga is 32mb!After uninstalling win98se I' ve installed win2000pro with voodoolizer 1.05.00 final with dx9 support!Even with the default dx of win2000 the dxdiag shown the real memory of voodoo5(64MB)!But win2000 do not support many games!Many crashes even with wwf raw and archangel demos!I want to play all my games with 64MB in win98se or win2000pro!What can i do!Is there someone who can really help me??    !Please make it fast!Thanks!
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Re: Voodoo 5500 memory concerns...
Reply #7 - 03.09.03 at 16:13:11
 
Quote:
I think this is driver-related. At least on my Voodoo˛, where the 12mb are divided on 4mb each TMU and 4mb the FBI, dxdiag shows the full 12mb. Of course there are limitations as the fbi is for framebuffer and z-buffer only and so there is never more the 8mb texture memory also with low resolutions and only double-buffering (instead of triple). 

(...)



And if you have a voodoo2 SLI setup.. Dx diag will show  you 16MB of RAM Cheesy

it's 8MB framebuffer (the two fb's memory add up, that's why the voodoo2 SLI is able to do 1024x768) + 8MB texture memory (since textures must be replicated, they don't add up)


for the voodoo5, the same thing occurs, so you have a bit more than 32MB actually 
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Re: Voodoo 5500 memory concerns...
Reply #8 - 03.09.03 at 20:41:24
 
Quote:
I know that the Voodoo 5500 is 'supposed' to have 64MB RAM, but 3DMark2001SE shows this: -

Description:  Primary Display Driver
Manufacturer:  NuAngel's Helping Hand
Name:   NuAngel.net Voodoo5 5500 AGP
Total Local Video Memory: 32 MB <--- weird alert!
Total Local Texture Memory: 27 MB
Total AGP Memory:  0  bytes
Display Driver:  3dfx16vs.drv
Display Driver Version: 4.13.01.0028
Driver WHQL Certified: No
Max Texture Width : 2048 
Max Texture Height: 2048 
Max User Clipping Planes: 6 
Max Active Hardware Lights: 0 
Max Texture Blending Stages: 2 
Textures In Single Pass: 2 
Vertex Shader Version: N/A
Pixel Shader Version: N/A
Max Vertex Blend Matrices: 0 
Max Texture Coordinates: 2 
Vendor ID:  0x121a
Device ID:  0x0009
Sub-System ID:  0x0002121a
Revision:   0x01

I tested two different cards and BOTH V5500's said the same!

Is this normal and if not what can be done about it?


This is what I found when digging through my collection/horde of 3Dfx stuff -- the official 3Dfx answer:
=================

DirectX Diagnostics (dxdiag.exe) is incorrectly reporting the amount of memory on my Voodoo5.

This is completely normal. DXDiag does not recognize the architecture of the Voodoo5 5500 properly, since the card has a dual bus design and segmented memory for each chip. DXDiag also does not properly recognize the memory reserved for frame buffer, texture storage, etc.  


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« Last Edit: 03.09.03 at 20:44:38 by BlacK_Out »  

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Re: Voodoo 5500 memory concerns...
Reply #9 - 04.09.03 at 09:44:26
 
???Which drivers are the best for Win98SE  and for Win2000pro with fully support of dx8,dx8.1 or dx9?Can you tell me the best choices at the properties of 3DFX HUB for the best performance in games?I want to thank you all for your concern!VOODOO RULES! Roll Eyes
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Re: Voodoo 5500 memory concerns...
Reply #10 - 04.09.03 at 10:48:28
 
Quote:
you must understand something :
no 3rd party driver supports really or/and fully DirX8 or 9

when the last 3Dfx drivers for Win2k and Win9x went out in nov. 2000, only the support for DirX7 was announced (The DirectDraw portion of the drivers supports Direct3D when using DirectX 7.0 )

this is the work of x3dfx (the team of Belfast) which in janv 2001 announced a support for DirX8.0 (The DirectDraw portion of the drivers supports Direct3D
when using DirectX 8.0
) and this support is not perfect unluckily

anyway for the moment, the best driver is probably the Amigamerlin 2.9 for Win9x or the Amigamerlin 2.5SE for Win2k/XP
but if you look here :
http://www.falconfly.de/vsa100.htm
you will see also that others drivers are Highlighted, you can try it

but soon, the next Amigamerlin 3.0 will be out   Smiley


There are always problems to implement DX8.0 fully for Direct3D. Not to mention soon there will be neccessary to move to DirectX 8.1 full suport (DDraw+Direct3D). And DX8.1 means vertex/pixel shaders... lots of problems...
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Re: Voodoo 5500 memory concerns...
Reply #11 - 04.09.03 at 11:31:36
 
Quote:
hum, if 3Dfx was still alive, we would have a true support for DirXx since several months now and probably a Rampage or better on our pc's ....


That would've be nice. Too few actually seen one Rampage. Not to mention feel it, use it... The black strategy of lies fooled people and make them go straight: TNT then GeForce. Blind.

Question is: might someone produce Rampage's today? Maybe Quantum (they have the VSA technology)?
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Re: Voodoo 5500 memory concerns...
Reply #12 - 04.09.03 at 19:04:40
 
Nope, and for one reason -- Nvidia owns the rights to that technology, once they bought it out, if you were one of those companies wanting to continue the work of 3Dfx you were sh** outta luck! and still are.

There were several reasons Nvidia bought them out, one was -- so they don't come back!  Cry

Meaning, Quantum could try but they would ending up paying roalties up the ying-yang, and wasting their money in the long run.

Speaking of DirectX -- last I knew of the Voodoo 4/5 cards were DirectX 6 *compliant* but for 7,8,9 if the card (any card) isn't fully compliant in haredware, you can only make it compatible, meaning it won't make use of the new funtions, but it will work --- just might be a little slower. Depending on the game.


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« Last Edit: 04.09.03 at 19:05:15 by BlacK_Out »  

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