Hello there.
Even at it's current stage of development, nGlide has already surpassed every single glide wrapper out there as far as accuracy is concerned. Still, I couldn't help but notice there's no way to enforce 16-bit color depth so the games never quite look like they used to with my real Voodoo1.
One would assume 32-bit is always preferable to 16-bit, but that's not the case here since early 3dfx games were designed with this particular limitation in mind, often relying on banding as a mean of retaining detail.
IIRC Voodoo3's had some sort of pseudo-truecolor mode which was basically an enhanced 16-bit mode, but that's completely irrelevant to anything Voodoo1 was intended to handle.
Any chances for enabling/implementing this mode?
Much appreciated.
16-bit color mode
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Re: 16-bit color mode
Voodoo2 rendering model, AFAIK. 32-bit internal rendering -> 16-bit bramebuffer -> 16-bit output.
The difference in nGlide is - the output is 32-bit and rendered directly from PPU/TMU.
You want something like 32-bit internal rendering -> 16-bit framebuffer -> 16-bit output?
Well, the current target is "maximum compatibility".
When all glide games will be working perfectly and nGlide 1.0 will be published... maybe then.
Internal AA support, full mipmap support, shameless plug (for the completion ) etc.
And your's suggestion.
The difference in nGlide is - the output is 32-bit and rendered directly from PPU/TMU.
You want something like 32-bit internal rendering -> 16-bit framebuffer -> 16-bit output?
Well, the current target is "maximum compatibility".
When all glide games will be working perfectly and nGlide 1.0 will be published... maybe then.
Internal AA support, full mipmap support, shameless plug (for the completion ) etc.
And your's suggestion.
ASUS P4P800 SE, Pentium4 3.2E/2 GiB DDR400 (3-3-3-8), Sapphire Radeon HD3850 AGP, 2 Voodoo2 12 MB (SLI), Audigy 2 ZS.
Windows XP SP3 Pro Rus (w/o the POSReady hack), Catalyst 14.4, Voodoo2 W2k 1.02.00 drivers.
Windows XP SP3 Pro Rus (w/o the POSReady hack), Catalyst 14.4, Voodoo2 W2k 1.02.00 drivers.
Re: 16-bit color mode
The output image, or what is presented to the person looking at the screen, should look the same as it did on a computer with a real voodoo, or that's the ideal case in my humble opinion. The way things are handled internally or the bit depth the display is set to is irrelevant since a 32bit display mode can handle a 16bit color image as good as a 16bit color display mode. In short, yes, bring back the banding, at least optionally
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Re: 16-bit color mode
you do not want 16bit output. dithering has been broken on 16bpp since G80
Re: 16-bit color mode
Even if that was the only way to display a 16bit picture, I know better than to buy garbage hardware incompatible with what I normally use and need.
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- Posts: 68
- Joined: Wed Jun 01, 2011 11:55 pm
Re: 16-bit color mode
you're clearly ignorant to the fact that ATI has the same problem.Kelton wrote:Even if that was the only way to display a 16bit picture, I know better than to buy garbage hardware incompatible with what I normally use and need.
Re: 16-bit color mode
You're the only one talking brands here.Squall Leonhart wrote:you're clearly ignorant to the fact that ATI has the same problem.Kelton wrote:Even if that was the only way to display a 16bit picture, I know better than to buy garbage hardware incompatible with what I normally use and need.
Re: 16-bit color mode
Hello,
I for myself was aware of these differences in Myth TFL (the old vanilla version Patch 1.3), where blood stains (I know, it seems like a minor detail) and the terrain looked different (transitions less soft) than on my old Voodoo 2-card. I don't understand much of the theories and I don't want to annoy, but will there be a possibility in the future, to make these games look like on real hardware?
I admire your hard work and thank you very much for the best glide wrapper so far!
I for myself was aware of these differences in Myth TFL (the old vanilla version Patch 1.3), where blood stains (I know, it seems like a minor detail) and the terrain looked different (transitions less soft) than on my old Voodoo 2-card. I don't understand much of the theories and I don't want to annoy, but will there be a possibility in the future, to make these games look like on real hardware?
I admire your hard work and thank you very much for the best glide wrapper so far!
Re: 16-bit color mode
Thanks for the kind words, Kingravel.
Unfortunately I haven't made any decision on this yet. There are still more important areas to improve like compatibility and performance.
Unfortunately I haven't made any decision on this yet. There are still more important areas to improve like compatibility and performance.