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Message started by Maf on 24.03.10 at 22:17:22

Title: GLquake image quality
Post by Maf on 24.03.10 at 22:17:22
Hi there. I am a little unsure whether what I get when playing GLquake is what I should expect. I use the original Voodoo Graphics + latest ref. driver + latest miniGL and the thing that makes me unsure are hmm.. there are horizontal lines on the textures, like a horizontal noise.. it looks somehow like dithering. I can't provide any screenshots but I'm pretty sure you all know what I mean ;) Is this what I'm suppose to get with GLquake or something goes wrong?

Title: Re: GLquake image quality
Post by oldskool on 24.03.10 at 22:24:11
I just insatll Quake and it looked like the version I used to play, I then downloaded the GL update and then the miniGL it didnt work the other way round. Its totally different especially with 2xAA. To think 10 years or so ago I was playing vanilla quake with my v2 sli's :'(
Are you launching Quake.exe or QlQuake.exe try both you will know the difference.

Title: Re: GLquake image quality
Post by Maf on 24.03.10 at 22:25:41

oldskool wrote on 24.03.10 at 22:24:11:
I just insatll Quake and it looked like the version I used to play, I then downloaded the GL update and then the miniGL it didnt work the other way round. Its totally different especially with 2xAA. To think 10 years or so ago I was playing vanilla quake with my v2 sli's :'(

I really don't think this answers my question  ;)

Title: Re: GLquake image quality
Post by oldskool on 24.03.10 at 22:30:13
Can you change the resolution via the menu or does it instruct you to do it via the command line ?
Or drop the console it should show the GL 0.97 or scroll the text abck and check if its using GL

Title: Re: GLquake image quality
Post by Maf on 24.03.10 at 22:32:34

oldskool wrote on 24.03.10 at 22:30:13:
Can you change the resolution via the menu or does it instruct you to do it via the command line ?

Oh come on :) I AM in GL mode. Resolution change via command line.
And I use Quake 1.09 / GL 0.98

Title: Re: GLquake image quality
Post by oldskool on 24.03.10 at 22:36:53
A picture says a thoasand words  ;)

Title: Re: GLquake image quality
Post by Maf on 24.03.10 at 22:43:29

oldskool wrote on 24.03.10 at 22:36:53:
A picture says a thoasand words  ;)

Ok, then share the ancient knowledge of taking a screenshot from GLquake :D

Title: Re: GLquake image quality
Post by oldskool on 24.03.10 at 22:51:09
F12 it puts them in the ID1 folder, goes a bit funny if you do it on a v5 though.
http://img257.imageshack.us/img257/84/quake02.jpg

Title: Re: GLquake image quality
Post by Maf on 24.03.10 at 23:15:24
Why funny? The screenshot above looks nice, vivid colors :)
Here go my scrennshots:



Title: Re: GLquake image quality
Post by oldskool on 24.03.10 at 23:20:31
What card are you using please?

My picture was taken at 1024x768 no AA what res are you using, I can see the lines you are talking about.

Goes funny when I have 2xAA and take a screen shot the chips go out of sync

http://img641.imageshack.us/img641/2365/quakesrew.jpg
:o

Title: Re: GLquake image quality
Post by Maf on 25.03.10 at 18:32:43
640x480x16bit, Voodoo 1 4mb.

EDIT: I've just tested Voodoo 3 2000 and now it looked better, without any horizontal lines etc. So what is the reason? Pass-thru cable? 2d card? SST-1 itself?

UPDATE: Tested with Voodoo 2, different pass-thru cable and the same 2d card (ET6000). Looks OK, just like with Voodoo 3.

UPDATE: Tried as well with another Voodoo 1 and it looks like with the other one, so it's kind of Voodoo 1 related thing.

UPDATE: Well actually not, this is a screenshot from Voodoo 2 - weird, in the actual game this doesn't look that bad...


And here's one made with Voodoo 4. It looks OK, especially within the game, but when you zoom in, you can see 'interlace-like' likes. Is this normal?


crappity smack, they all look actually the same  :-?
So guys, wtf is going on? :)

Title: Re: GLquake image quality
Post by oldskool on 25.03.10 at 19:10:03
My v5 does the same at low resolution as well, always thought it was to do with the chip sync but the v3 has only 1
Try as higher  resolution

Title: Re: GLquake image quality
Post by Maf on 25.03.10 at 19:30:23
Here you go, Voodoo 4 1024x768


I zoomed some fragment 4 times to show what's up.
On the other hand, I run Driver with Glide and everything looked alright.

Title: Re: GLquake image quality
Post by goriath on 25.03.10 at 19:48:01

Maf wrote on 24.03.10 at 22:17:22:
I can't provide any screenshots...


Why? When you take the screenshot, horizontal lines are captured too?

Title: Re: GLquake image quality
Post by oldskool on 25.03.10 at 19:49:35
Look very closely, its looks like a v5 in low res note to self get upto date before posting  :P

Title: Re: GLquake image quality
Post by Maf on 25.03.10 at 20:06:44

goriath wrote on 25.03.10 at 19:48:01:
Why? When you take the screenshot, horizontal lines are captured too?

At that time, I didn't yet know how to take a screenshot in GLquake ;)
Ok, I took one more look and I can't see any lines within the game with Voodoo 4 :P

Title: Re: GLquake image quality
Post by goriath on 25.03.10 at 21:07:17
I asked you because that horizontal lines with your Voodoo Graphics remember mine while playing Unreal with Voodoo2 SLI some years ago...and I was not able to capture the lines in the screenshot in order to explain the issue I encountered

Title: Re: GLquake image quality
Post by Maf on 15.02.11 at 12:31:14
Hi again, I decided to investigate the issue one more time, this time with V5. I can see this horizontal artifacts/lines both in Quake in Unreal, the resolution doesn't play any role (the higher the resolution, the thinner the lines). But I found two interesting solutions:

1. Force 32bit rendering in 3dfx Hub
or
2. Set FSAA to 4x

This is weird, isn't it? Where is this legendary image quality? ;)

Forcing 32bit rendering unfortunatelly lowers the fps from 70 to 45 in Unreal (1280x1024).
Is there any better way to solve this issue? And what actually causes it?

Title: Re: GLquake image quality
Post by batracio on 17.02.11 at 08:46:46

Maf wrote on 15.02.11 at 12:31:14:
Is there any better way to solve this issue? And what actually causes it?


Select High under 3D Filter Quality in 3dfx tools to force a 2x2 filter. Default option uses the old V1 & V2 4x1 horizontal filter.

Title: Re: GLquake image quality
Post by Maf on 17.02.11 at 09:35:47

batracio wrote on 17.02.11 at 08:46:46:

Maf wrote on 15.02.11 at 12:31:14:
Is there any better way to solve this issue? And what actually causes it?


Select High under 3D Filter Quality in 3dfx tools to force a 2x2 filter. Default option uses the old V1 & V2 4x1 horizontal filter.


I tested this one already and I'm almost sure it didn't help, but I'll give it one more try.

Title: Re: GLquake image quality
Post by Maf on 27.03.11 at 15:02:23

batracio wrote on 17.02.11 at 08:46:46:
Select High under 3D Filter Quality in 3dfx tools to force a 2x2 filter. Default option uses the old V1 & V2 4x1 horizontal filter.


By the way, does this mean, that these line artifacts are unavoidable with Voodoo 1?
And, enlighten me guys, do only I notice them?

Title: Re: GLquake image quality
Post by batracio on 30.03.11 at 18:27:37
Did you get rid of the horizontal artifacts with V5 or not? By the way, setting 3D filter quality to High may not be enough. Setting alpha blending to Sharper will ensure 2x2 filtering.

And no, there's no way that I know of to avoid the horizontal artifacts with V1/2. Anyway the 4x1 filter eliminates most of the 16-bit dithering artifacts found in non-3dfx hardware.

Title: Re: GLquake image quality
Post by Maf on 08.05.11 at 01:17:05
Ok, I know this topic is already boring, but I'm back playing with Voodoo 5 5500 and as said earlier, when I set 3d Filter to High and Alpha-Blending to Sharper, the fuzzy horizontal lines are still there - this means the 22-bit rednering is not getting enabled? I'm confused.

Title: Re: GLquake image quality
Post by Maf on 11.05.11 at 22:31:07
I did some further test with Q3A and UT and here are my observations:
- the "no horizontal lines" aka. 22-bit rendering actually works when enable High filter / Sharper blanding, BUT ONLY when I switch the OpenGL/Glide to Single-Chip only - so are my problems SLI-related?
- another observation: the "horizontal lines" are present when rendering with 640x480, 800x600 or 1024x768 resolution, but not with 512x384. Is there any reason?

Title: Re: GLquake image quality
Post by FalconFly on 12.05.11 at 21:54:50
Just a thought (could be wrong) :

did you enable Vsync ?

Not sure but it might help (at least worth a shot).

Title: Re: GLquake image quality
Post by Maf on 13.05.11 at 00:24:08

FalconFly wrote on 12.05.11 at 21:54:50:
Just a thought (could be wrong) :

did you enable Vsync ?

Not sure but it might help (at least worth a shot).

I tried, didn't help ;)

Title: Re: GLquake image quality
Post by Quaker763 on 10.08.11 at 23:40:19
hmmm strange. I just played GlQuake with a voodoo 2 and got those lines.

Title: Re: GLquake image quality
Post by Maf on 20.08.11 at 14:19:26

Quaker763 wrote on 10.08.11 at 23:40:19:
hmmm strange. I just played GlQuake with a voodoo 2 and got those lines.

So I'm not the only one? ;)
Maybe you always had but never noticed them?

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