Search found 66 matches

by AnarchoCapitalist
Tue Feb 05, 2013 12:39 am
Forum: Problems
Topic: Rayman 2 won't recognize nglide anymore.
Replies: 2
Views: 1711

Re: Rayman 2 won't recognize nglide anymore.

Never mind, I got it fixed.
by AnarchoCapitalist
Mon Feb 04, 2013 9:10 pm
Forum: Problems
Topic: Rayman 2 won't recognize nglide anymore.
Replies: 2
Views: 1711

Rayman 2 won't recognize nglide anymore.

It only recognizes dx6.

I've tried uninstalling and reinstalling both, but it still only recognizes DX6.

Drivers 313 Geforce GTX660Ti. nglide 1.00
by AnarchoCapitalist
Sun Nov 18, 2012 1:59 am
Forum: Problems
Topic: No lens flares in POD anymore
Replies: 10
Views: 3092

Re: No lens flares in POD anymore

Zeus wrote:The problem will be fixed in 1.01 with REAL depth buffer state. I also noticed that lens flare rays have wrong blending mode in 0.99. This will be fixed too.

AnarchoCapitalist wrote:I don't know how this could be fixed for good without breaking something else.

It can be. Don't worry. ;)
Thanks:)
by AnarchoCapitalist
Wed Nov 14, 2012 6:12 pm
Forum: Problems
Topic: No lens flares in POD anymore
Replies: 10
Views: 3092

Re: No lens flares in POD anymore

I don't know how this could be fixed for good without breaking something else. A limitation is DX9 of course, but using DX9 is also a plus, at least for the programmers at Zeus Software. Even a 32 bit Fixed point logarithmic z buffer may not be close enough to perfect (in terms of accuracy) for emul...
by AnarchoCapitalist
Thu Oct 25, 2012 5:37 pm
Forum: General
Topic: Some technical questions about 3dfx HW and nglide.
Replies: 10
Views: 6070

Re: Some technical questions about 3dfx HW and nglide.

I agree 32-bit z would be better, but you know what DX11 means - dropped Windows XP / Vista / most GPUs support and decreased compatibility with games. That would be really stupid, since nGlide is not an emulator. And all that just for a small depth precision improvement. Implementing depth buffer ...
by AnarchoCapitalist
Mon Oct 22, 2012 1:28 pm
Forum: General
Topic: Some technical questions about 3dfx HW and nglide.
Replies: 10
Views: 6070

Re: Some technical questions about 3dfx HW and nglide.

We're talking here only about depth buffering. Another question... what hacks do you use to emulate w-buffering? Do they differ for nvidia compared to AMD hardware? I've noticed some things (mainly shorter/compressed looking depth and different color calculations, which is to be expected anyway and...
by AnarchoCapitalist
Tue Jul 31, 2012 10:03 pm
Forum: General
Topic: Some technical questions about 3dfx HW and nglide.
Replies: 10
Views: 6070

Re: Some technical questions about 3dfx HW and nglide.

1. What depth buffer format(s) did glide use on 3dfx hardware? All I know is that the Voodoo4 and 5 series had a 24 bit fp zbuffer format and a 24 bit fp wbuffer format, based upon info 3dfx advertised on the retail boxes. Even if 24-bit depth was available with Glide3.0 back then, it was a belated...
by AnarchoCapitalist
Sun Jul 29, 2012 1:44 am
Forum: General
Topic: Some technical questions about 3dfx HW and nglide.
Replies: 10
Views: 6070

Some technical questions about 3dfx HW and nglide.

1. What depth buffer format(s) did glide use on 3dfx hardware? All I know is that the Voodoo4 and 5 series had a 24 bit fp zbuffer format and a 24 bit fp wbuffer format, based upon info 3dfx advertised on the retail boxes. 2. What DX9 depth buffer format(s) is/are called for by nglide? Why? I hope t...
by AnarchoCapitalist
Wed May 30, 2012 6:22 pm
Forum: General
Topic: Support for MechWarrior 3
Replies: 10
Views: 7294

Re: Support for MechWarrior 3

And in DirectX 14 era there won't be any sense in using Glide or early DX API wrappers. You will use a Virtual Machine with Windows XP and DirectX 9 support then. The 3dfx Voodoo 5 will hopefully emulated as a Virtual Device by then. Maybe Zeus can get started on emulating a Voodoo5 as a virtual de...

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