Old News
6Sept99 Well, I guess you've noticed that ad banner right above this? It's the small price we'll pay to have the FSBench site hosted on AVSIM. It is a pretty good deal, really, when you consider the other options.
10Aug99 It's been a month, and Fly! has been released since I last posted here. There are a lot of posts I made in the User News section (to your right) concerning the performance of Fly!, but we hope a patch is coming soon that will fix a lot of our problems with slow (below 15 fps) frame rates during those approaches to big-city airports (especially those in the 5 satellite-scenery areas). In the meantime, you can go to the Fly! forum at the AVSIM site for all the performance tips you need. There are some very active threads detailing the extensive system modifications some are using to get an extra 5 fps. 5Jul99 After a slight glitch last night, it seems the site is back to normal. Sorry about that. Please let me know if there is something that isn't working, a link that is dead, or a page that doesn't exist. By the way, if the blue-colored titles above are not a nice cursive script, download the Lucida Handrwiting font and put the files into your c:\windows\fonts directory.16Mar99 Ever want to use multi-monitors but didn't have an extra PCI slot? Matrox has announced the G400, spiffy little follow-up to the very good-looking G200, which can run two monitors at a time. Due Q2 99. Thanks, MURC.
14Mar99 I haven't heard from anyone with a Rage128 who experienced the same problems that Dave Kelly did, so maybe his situation is unique.
Canopus is getting out of the video business completely, except that they will support all hardware they have made, they will still release driver updates, and honor the 3 year warranty. Evidently they figure there is a lot of money to be made in "non-linear" (non-real-time) video program editing.
On the horizon now: the Voodoo3 (end of March), TNT2 (a very well-kept secret, due mid- to end-April), Permedia3 (Q2-99), and the Savage4 (Q2-99). All do single-pass multitexturing, have very fast RAMDACs (to support high refresh rates at high resolutions, if your monitor supports them), huge memories (32 MB at least), and 32-bit rendering (except the Voodoo3).
11Mar99 Buy.com is taking preorders for the Voodoo3 boards. The Voodoo3-2000 (faster than V2-SLI) is $100, and the Voodoo3-3500 (blazing) is $207.
Here is a Word97 files wherein Steve Christiansen debugs a problem with the TNT card. Very informative, lots of details about the system settings that can influence how your card behaves. (260KB)
10Mar99 I got a very interesting email from Dave Kelly. He just got the Rage128-driven Fury board. Make sure you look at that groovy screenshot he took:
Hi Bruce..
I just installed an ATI Rage Fury 32 Mb into my P2 350....
some initial impressions you may be interested in...
On FS98.. I'm getting constant lockups after a few minutes of flying..
Have tried various driver sets including the latest ATI release drivers and
various BETA releases I've found.. . I use 3rd party panels exclusively..
Mostly Ralph Toffelemire's panels so it could be part of the problem, but
these are what I use.. and FS is locking up..
I also use X-Plane (open GL) If you'd like to see what the ATI is doing to
X-Plane textures look at an image I uploaded
http://arundel.net/demos/atiRage32.jpg
I've been told it is a driver issue with the ATI drivers.. but why do most
Open GL games run fine with the ATI.... yet X-Plane seems to struggle with
many Open GL drivers..?
The creator of X-Pane always claims it is a driver issue but I have to
think there is sometimes more to it than that.. But I could be wrong..
Frame rates are excellent for the most part.. But most likely I'll go back
to my Permedia 2 till the TNT 2 or Permedia 3's are released..
Regards
Dave
Can anyone confirm this?
And another email from last week, from Graham Stewart, concerning 3D pauses in FS98:
During a call to FS technical support team in London today, I asked
them about the dreaded "Pause" issue. I was taken through numerous
probable causes but there is no defined answer as we all know anyway.
I was assured that this problem will be fixed for the release of
FS2000 since they have a mass of data on file regarding the problem to
the extent it's been a serious issue.
I will personally adopt the "wait and see" attitude to this just in
case :)
Regards
Graham
9Mar99 Looks like the PentiumIII is not overclockable. Anand and others have been trying, but can't get one to go more than 5 MHz over the rated speed, which indicates it is both bus-locked (=clock-locked) and multiplier-locked. Celeron A's rule. But hunt the web for K7 news if you're bummed about the PIII news. It's looking to be a very sweet CPU.
Gamespot has an article about DirectX7 (well, D3D7). It's getting more powerful, but will the programs comming out support all the fancy stuff it does? I don't know very many programs that support everything D3D6 does (multitexturing, specifically).
Fly! has more screenshots and info available. Clouds look nice (they didn't say what API was used to render those screenshots, I suspect Glide from the look of the alpha-blending). No info on performance yet. Visit the AVSIM front page for more info.
Matrox has announced the G400. Looks like a Rage128 clone, but it isn't.
The TNT2 is previewed. Looks like it's the same advance over the TNT that the Voodoo3 was over the Voodoo2.
4Mar99 Tyler (Dynamix front man) posted a little teaser about SPP2000. Here's the bit about the graphics:
Well this might as well be the time to pop the cork on a few things. I haven't heard anything about 1024x768 and don't think that's correct, but 800x600 will definitely be in PP2, which will definitely exist. There will also be additional 3D API support, details to follow. Transatlantic flight seems likely but isn't certain.
I'd bet the additional API is OpenGL, maybe the miniGL command set. It's the easiest port from Glide, and isn't nearly so cumbersome as D3D. That's be cool. Open the sim up to a lot of people who'd like to try it but don't want to buy a new card.
31Jan99 There is a nice table detailing the features of the newest 3D chipsets by Joe Lux over on VoodooExtreme.
As most of you know, this site specializes in General Aviation sim performance. Papa Doc (not the Haitian) runs a web site for Falcon 4.0 Benchmarks. If you know of any other mil sim benchmarks, please let me know.
30Jan99 The SPP99 patch seems to be a winner. I need a few links to Fly! sites. If you know of a good, informative site, can you email me? And is there a release date on Fly! more definitive than just "March"? Do we have a release date for FUIII? And are there any other General Aviation flight sims out there or on the pike I haven't got? I suppose I should do some benchmarks for X-Plane, if it is in a final version.
By the way, if you want to know what I'm teaching this semester, visit http://bwilson153.sdstate.edu.
29Jan99 Here's the latest on the ProPilot 99 patch:
This is the v1.1 patch from Sierra. New bugfixes and features in this patch are:
- 1) Exaggerated over-banking tendency with banks greater than 30 degrees have been reduced.
- 2) Bonanza fuel selector, right fuel selection no longer drains fuel from both tanks.
- 3) Fuel consumption of all a/c have been improved for accuracy.
- 4) Excess ballooning effect when applying flaps (especially first notch of an a/c), has been adjusted in all a/c.
- 5) Attitude indicator's miniature airplane is no longer 1-degree pitch up when straight-and-level with a/c using an EADI, (B200 and 525CJ).
- 6) Trim wheel jitters with A/P ALT HOLD engaged has been smoothed out.
- 7) Trim adjustment for joystick; due to excess input with repeat, the smallest trim adjustment using joystick control was 2-3 times as great as using the keyboard and has been corrected.
- 8) Trim command effect can now be defined in the [Aircraft] section FLIGHT.INI for each a/c by assigning the ini variable names: "172Trim=", "V35=", "B58=", "B200=", and "525CJ=". Values can range from 1 to 32. The best way to create this entry is to run the program, then open the ini and enter the values (you will not see the field until you run the flight.exe once).
- 9) Excess tachometer values for the V35 and the B58, with throttle at idle has been corrected.
- 10) Speed brakes on Citation jet have been reduced in effect (about 50%).
- 11) Takeoff acceleration for all a/c is more appropriately modeled.
- 12) Rolling friction for all a/c is more appropriately modeled.
- 13) P-factor/slipstream effects are effective (with auto-coordination off).
- 14) Prop RPM on B200 is no longer entirely dependent on prop lever position.
- 15) N1 and N2 gauges now reflect spool-up and spool-down on the B200 and 525CJ.
- 16) Landing bounce has been dampened.
- 17) Excessive pitch up tendency when reaching airspeed at which elevator begins to lose effectiveness has been eliminated.
- 18) Wind milling effects engine rpm and is reflected on tachometer, with engine either on or off on prop a/c.
- 19) A feathered prop on either the B58 or B200 will now reduce drag, thus helping to eliminate the "yaw" of a "dead" engine, or the drag of two "dead" engines.
- 20) Vmca and Vyse are modeled more accurately on the B58 and B200.
- 21) Lift and drag characteristics in a/c have been improved in steep banks over 60 degrees.
- 22) Low altitude VOR's range over 18,000 ft is now domed to 19,500 if a/c is within 40 nm; whereas a terminal VOR's range is now domed to 13,500 if a/c is within 25 nm.
- 23) European waypoints are now displayed on GPS.
- 24) Propeller visual for the King Air B200: right propeller now rotates clockwise, not incorrectly in a counter-rotating fashion.
- 25) Spinning propeller after shutdown in the V35 and left-engine on the B58, if the prop advance for the appropriate engine was not positioned at full pitch, now stops.
- 26) Baron, and King Air prop animations can now be feathered with prop lever.
- 27) Nose-down camera rotation effect accompanied with braking with a high throttle setting now only occurs with the forward cockpit view active.
- 28) Stall warning is no longer a pulsing intermittent sound, toggling off and on incorrectly, but is now a constant sound, given that the stall warning is active.
- 29) Changing prop pitch on the King Air now has a discernable effect on sound.
- 30) Bonanza warning horn sounds if the throttle is retarded below 12 in Hg manifold pressure with landing gear retracted.
- 31) Baron warning horn sounds if the landing gear are retracted and either or both throttles are retarded below 20 in hg. This warning is disabled if airspeed is above 119 knots. With flaps full the warning horn will sound regardless of airspeed and throttle position if the landing gear are not down.
- 32) King Air warning horn sounds with flaps in Up or APR and N1 below 80% or flaps full and landing gear are up
- 33) Citation master warning occurs if gear are down or flaps extended and airspeed is over 186 knots; or if gear are up and airspeed is under 110 knots; or if flaps are fully extended and airspeed is greater than 161 knots; or if flaps are partially extended and airspeed is greater than 200 knots; or if flaps are on GND in flight, or on the ground and N1 is greater than 85%.
- 34) Artificial autopilot disengage warning sound has been removed, thus eliminating the five-second delay for the autopilot to disengage.
Primary Download Sites:
ftp://ftp.cdrom.com/pub/3dfiles/patches/pp99101.exe
Mirror Sites: (Mirrored Nightly)
ftp://ftp.epix.net/pub/3dfiles/patches/pp99101.exe
http://ftp.telepac.pt/pub/3dfiles/patches/pp99101.exe
ftp://mirror.aarnet.edu.au/3dfiles/patches/pp99101.exe
ftp://ftp.saix.net/pub/3dfiles/patches/pp99101.exe
ftp://ftp.iol.it/3dfiles/patches/pp99101.exe
28Jan99 First, to everyone who has submitted Benchmark Reports, a HUGE THANK YOU!!! Without your participation this site would be pretty useless.
I was surfing over at the MS FS98 web page, and noticed a lot of new content. Okay, it's brobably been there for a long time, but I haven't seen it before. The best of the new stuff was the Captain Hal's page, with lot's of tips and advice on configurations (did you look at the video card advice page? Seem familiar?). The Tips and Support page was pretty good, too. And why isn't this site listed there?
27Jan99 There is a new logo on this page. Click on it for more info. And yes, it's simply to get my hands on FS2000 as soon as it's out so I can get the Benchmark tests for it set up. I'll try to get Fly! and FUIII as soon as they are out also. This semesters classes aren't as time-consuming as last semester, so I'm thinking or starting up the Audio News again. Since my old encoder passed it's demo time limit, I'll need to find another way (I hope one that won't cost me).
I noticed that the Information page has become very dormant lately. If you have a site that would be of interest to the sort of person who visits this site regularly, send the link to me and I'll be happy to add it to the info page.
The new video cards are getting some pretty good drivers. There is still a TNT panel problem, and I've heard the Rage128 drivers are not optimized yet. If you know of driver problems, let me know.
There is a new Audio News posted! Click on the Daily Audio News link to hear it. I know, I need a better mic.
And as always, if there is some part of this site you feel passionately about, and you'd like to contribute, let me know and we'll work something out. Like the Report System, it takes more than just me to make this site worth visiting!
17Jan99 If you haven't noticed, Pierre has updated the Results page (actually, it was a few days ago). Thanks, Pierre!
There is a comparative review of WWII combat sims at Gamecenter. EAW wins! (and you always thought the Allies were victorious)
DirectX6.1 is done. Look for it under Windows Update. Probably won't do much for speed, but it should solve a few of those pesky bugs that crop up.
If you have $50, the Diamond MX-300 is a good deal. Look for it at CompUSA.com (backordered, of course). The MX300 wond the advanced sound card shootout at Gamecenter.
13Jan99 There are some screenshots of Looking Glass's Flight Unlimited III posted over at Through the Looking Glass (an RPG site). head over there al take a gander:
TTLG's first Flight Unlimited 3 screenshots are here! These are posted at the memeber-only site, FlightSim.com, and sent to us by MrMills. These look very nice to me, someone who never had much interest in flight sims. (All shots are 800x600 and 100-200 K in filesize)
Beechjet over Mountains #1
Beechjet over Mountains #2
Beechjet over Seattle
Lake Renegade #1
Lake Renegade #2
Mooney over Airfield
Mooney over Mountains
Mooney over Seattle
Seattle
Stemme over Flatlands
Stemme over Mountains
Download All Shots Zipped (1.5 meg)I really hope that this will spark some interest in this game for the readers of this site, and even attract new ones. Please visit and participate in our Flight Series Forum!
8Jan99 Well, it's been almost a month since I last updated the site. I've had a hectic couple of weeks at the end of the semester (writing finals, doing grades), then a nice holiday (which took up a lot of time), and now the semester is going again. I'm writing an update to my Full Throttle article on 3D, so that's taking the rest of my time. What I'm getting to is this: there won't be a lot of updates coming in the near future.
But I added a link (to the left) for viewing the most recent entries in the Report System. I noticed that we have over 250 Reports now. Very nice to see.
5Dec98 If you haven't looked at the new Results page yet, head over there now! Pierre Poirier has taken over the Results page, and he's doing a nice job in making all the data in the Report System more meaningful and easy to read. Thanks Pierre! The Results page has always been the real center of this site, and I haven't had time to keep it up like I used to, so it's a real favor Pierre has done for all of us. If others want to take over some other aspect of the site, please mail me and we can get you on board.
Some news about Fly! has come from one of the AVSIM.com forums:
One of the other big questions I see is regarding video resolutions. FLY! will support 640x480, 800x600, and 1024x768 in our initial release. There is, however, a caveat to 1024x768 support: some accelerator cards allocate their Z-buffer from the fixed video frame area. On cards that have a 4MB fixed frame buffer, you cannot allocate a 1024x768 buffer AND have room for a 1024x768 Z-buffer at the same time. Cards that have this limitation are the Voodoo 1 and Voodoo 2 series (among others.) With current Voodoo 2 designs, you will be limited to 800x600 resolution; Voodoo 1 users will be limited to 640x480. If you have an AGP accelerator, you should be able to run 1024x768 with no problems. We natively support 3Dfx Glide and Microsoft DirectX (and NEC PowerVR, and Rendition Redline). There is nothing inherent with our design that limits what resolution FLY! can run in. We do, however, use custom artwork depending on the selected resolution while inside the game (i.e. in the cockpits and windows). If and when higher resolutions become more commonplace, you can be sure we will offer support for these technologies.
Richard Harvey
Project Leader
Terminal Reality Inc.
30Nov98 There is a Demo of Red Baron 3D now available for download at Sierra. It uses Glide 3D acceleration only.
Red Baron II Multiplayer lets you experience the excitement of World War I air combat against human playersacross the room or across the world. Red Baron II Multiplayer can be played by one team against another; every player for himself; or even solo, to get used to the Red Baron II Multiplayer world. Depending on the game type, you may be assigned to destroy a number of enemy targets, or just to try to shoot down as many enemy planes as possible.
NVIDIA Corporation
21Nov98 A brief analysis of the effect rendering settings in FS98 have on performance.
What I did was use the FSB2 situation and record the frame rate with different display settings toggled off one at a time, to find out how much performance hit each had. The system used was a P225MMX with a Creative TNT card and a Voodoo2 card, 1024x768, 16-bit color, and everything was by default turned on except cloud thickness effects. I noted a couple things right off: Using the TNT 0.37 drivers, the TNT rates are slowed about 3-4 fps when text was displayed on the screen, including the "paused" message and the F-rate counter digits. Add 3-4 FPS for a proper comparison to Voodoo2 frame rates.
| Voodoo2 | TNT | |
| All on (except cloud thickness) | 19.69 | 16.08 |
| Ground Scenery Shadows | 21.68 (10%) | 17.51 (9%) |
| Textured Ground | 22.47 (14%) | 17.53 (9%) |
| Textured Buildings | 20.25 (3%) | 16.12 |
| Textured Sky (no clound effects) | 19.65 | 16.08 |
| Gradient Horizon | 19.76 | 16.09 |
| Cloud Thickness on | 19.69 | 16.08 |
| Image Smoothing (a 2D setting) | 19.73 | 16.09 |
| Filter Texturemaps | 19.70 | 16.09 |
| MIP Mapping | 19.68 | 16.13 |
| 8-Bit Textures used | 19.68 | 16.08 |
So, as you see, most 3D effects come for free. If you have trouble with frame rates during landing, the obvious one to turn off is Ground Scenery Shadows, since it will give you 10% more performance and not change the appearance of the sim very much. textured Ground also has a large effect, but things look far worse with it disabled. Textured buildings gives a small improvement with the Voodoo2 card, but probably isn't worth turning off. Additionally, turning off the Aircraft Display settings had no effect on the frame rate during a cockpit view.
There is a nice general 3D card review over at Gamespot.
19Nov98 A Standing Offer: If there is anyone who feels passionate about some aspect of the FSBench site, passionate enough to take what's there now and develop it further, you are invited to sort of "take over" that area, to make it your own little fifedom. The Results Page is already claimed.
I have come to realize that now that I have a real job, my time tending the site has dropped to almost nothing a day, and that isn't good. Areas that could use some tending: 3D and FS news, the Image Comparison page, the 3D Glossary (maybe), and of course the individual card pages.
I keep working on that idea of a User News area, where you can add news items to this page, but I keep getting some very odd CGI errors and I haven't had the time to debug it yet. Maybe this break I'll get the chance.
17Nov98 Lots of big news today. First, the 0.25 TNT chip will probably be renamed to avoid confusion with the current 0.35 technology. It is still due Spring 1999.
The Voodoo3 has been announced. Sometimes called the Avenger, and due out in the Spring, 1999, it will come in two versions, the -3000 for gamers, the -2000 for office applications:
The Voodoo3-2000 will be the OEM-friendly silicon strapped with:
- 300MHz integrated RAMDAC
- Maximum resolution of 2048x1536 @ 65Hz
- 250Mtexels/s fillrate
- 125MHz internal clock speed
The retail-ready Voodoo3-3000 will come packing:
- 350MHz integrated RAMDAC
- 366Mtexels/s fill rate
- 183MHz internal clock speed
- Maximum resolution of 2048x1536 @ 75Hz
The early samples of the Voodoo3 are turning in some pretty amazing results, the goal being 60 fps for any game. Quake2 is getting about 100 fps at 800x600. The downside to the Voodoo3: still 16-bit color, chosen to keep performance very high. For more info look at GameCenter, at www.voodooextreme.com, www.agn3d.com, www2.3dnews.net, and at the 3Dfx Voodoo3 site.
Savage3D cards are showing up. Despite S3's tragic ViRGE, it looks as though they've fixed up the Savage3D to give some pretty good performance. It hasn't been Benchmaked in FS98 yet.
nVidia announced thier next 2D/3D chip, the Vanta. Due out next year, it will be aimed at a market less demanding than gamers, the broad OEM market. This means the performance will not be top-flight (it will use the TNT core), but the chances are higher that you'll have one. It also does hardware MPEG, DVD, video out, WebTV and propably other fancy video stuff they invent between now and its release.
And the ATI Rage128 chip, another contender for the 'Voodoo2-killer' title, is almost out as well.
There are (finally) some new TNT reference drivers (v0.41). I haven't tried them yet.
And finally, for those who do things other than fly, Sierra's other big game, Half-Life, is due out this weekend.
14Nov98 Congratulations to Tim Parr for submitting the 200th Report in the Report System!
Here is an email I got with a solution to a vexing problem for some: The TNT cards, the cheaper ones, don't come with chip fans. Some seem to get by fine, but others have experienced overheating problems that cause lockup after a couple hours. Here's what sounds like a good solution:
Bruce
, seems I have solved the TNT heat problem.I purchased a Radio Shack 12v drum fan (2600 rpm Cat #273-260, $10) The fan opening is 1 in square. Placed just above the V 550 so as to blow air on both sides of the board-which is needed for the non heatsink side gets hot also. The unique position does NOT block the adjacent PCI slot like other chip coolers. Wow, this mother really blows allot of air and you can barley hear it.
If you have trouble picturing fan setup, you must go to RaidoShack and look at the fan. BTW, heat is a problem only when doing heavy gaming and it will increase the longevity of the card. I now run with my case closed.
In addition, I think FS98 runs smoother since I have installed the fan.
Regards,
ghink@mindspring.com
Gary Hinkle
13Nov98 Well, I got my Creative Labs TNT card installed. Took a bit of trouble because my old card, the Hercules Stingray, had a video BIOS TSR running, and I forgot to remove it. These are very nice cards, and will be even nicer when the updated driver comes along. I'm also going to try to work up a version of the Benchmarks for CFS.
And now, the winner of the Writing Contest. Sorry the news of this is late, but I've been waiting for the second-place entrant to respond to my email (informing him that he won, and get permission to use his name, etc.). But here it is, the Winning Entry. It was a bit peculiar, because when I first read it, I didn't think it was as funny as I later found it to be. It was submitted by Jim Kanold, and he chose the Stingray 128/3D video card as his prize. Here it is:
Depression Elevation
One uneventful night of searching and surfing the web for some specific details on depression, Brian Wilson of the Beach Boys came to mind. I called up Infoseek to my browser and entered the following string into the search engine: "spends most of time in bed, Wilson" and hit enter. To my surprise only one link was displayed. The link was http://fsbench.bw.ml.org. Thinking this cant be right and that maybe I had typed "bench" instead of "bed" I examined the search string and found my assumption to be wrong. Then, acknowledging this must be a valid site, I clicked the link.
Real Audio, oh! good, a new Beach Boy tune. To my dismay I got someone who sounded like Chris Pirillo from http://www.lockergnome.com. (Check it out if you dont believe me.)
Searching further down into the posts I found out this Beach Boy also has a PHD and is a chemistry professor to boot. I thought I might take a minute to pass on, to the benefit of some of his students, the correct answers to some the quiz questions .
QUIZ 1
Chem112 Section 1
1. What are the states of matter and how do they differ from one another?
The state of the matter is Pro Pilot 99 blows all other Flight Simulators out of the water.
How does it differ? Go to www.avsim.com and find out for yourself.
2. Balance the following reaction.
ATI + VOODOO2 ® PP99
These answers will induce passing marks from your professor.
Since finding FSBench, I have upgraded to a Diamond Monster 3D Voodoo II card @ $ 199.95 US. Seeing that Im Canadian thats $ 1007.31 up here. As well, I had to take out a second mortgage on my house to afford my new motherboard and a AMD 300 K6-2 processor just so I can fly a $50 flight sim.
I hate the day I ever found this malicious site.
Im now more depressed than when I first came here and this tone deaf Beach Boy cant even supply a link to his famous cousins' web page.
And now the sad luck story
The company that I have given my life to for the past fifteen years has gone tits up. Ive been married three times. I have just been diagnosed with diabetes and two years ago, some brain dead idiot put a casino in my home town. I have yet to win a dime out of the place. Im a looser, always have been, and always will be. I even get cereal boxes void of promised prizes. I am sure Bruce will Email me with the latest unfortunate news.
I should mention that the sad luck story didn't influence my desision at all. I just put it up to show those who didn't win what real tragedy is. Congrats, Jim. I'll get the card in the mail right away (now that I have a TNT card in my system).
8Nov98 A reminder: the writing contest ends in two days (I had to extend it because in one announcment I said it ended on the 10th and in the others I said the 8th), so get to work, I've seen some of the entries and the competition is considerable! Remember, the prizes are Sierra's Pro Pilot 99, and my old Hercules Stingray 128/3D card (I know, it's not such a great prize, but it should help some newcomer into the 3D arena). Read below (26Oct98) for the details.
Other news that I've not posted: CFS is out, to some pretty great reviews. Seems that those aspects of the game that have to do with regular flying are very well done, and those that have to do with fighting aren't as good as EAW. So the upshot of all this is that FS2000 looks to be a very good product. I have no idea when we'll see that. As you may remember, Fly! got pushed back to Q2'99, so for half a year, SPP99 will be the best thing out there. Soem screenshots from FUIII also look marvelous, again I have no idea when it is due for release. I think this may be the Golden Years for flight sim, where the competition has all the programmers on their toes, making sims better than we have dreamed might exist.
Later today I'm going to pull my Voodoo2 out and test SPP99 with my Rush card.
30Oct98 I've added Benchmark tests for SPP99. Look for the link in the left-hand frame.
28Oct98 Remember, the Writing Contest entries are due 8 November. See below (26Oct) for details.
Therer is a curious article about the benefits of low-resolution at Redwood's.
The Red Baron 3D superpatch is out. You can find it at 3DfxMania. Avault looked at the update:
The addition of 3D support is what makes this game a winner. The new textures give a better sense of realism than any of the previous installments in the series, and the game played very smoothly on my machine. A couple of anomalies do exist, however: you can still see the squares where the tiles were put together in order to create the terrain, and the muzzle flash of the machine guns is a little lame. Other than that the graphics do a great job of portraying the era and making the player feel that he or she is really flying. The cutscenes and option screens are very beautifully done, with pictures from the war interwoven into the menu system
CPU prices are falling again. C|Net has a news blurb.
So the TNT people don't feel left out, here's the TNT tweak guide.
27Oct98 I should mention that if none of the entries to the FA(wFE)WICLWFSBWC are judges satisfactory then I'll give the prizes to randomly-chosen entrants.
GameOver.net has a reivew of MSCFS. They were for it. BattleZone also has a review. They too were in favor.
Got a hankerin' to tweak your Banshee? Go Here.
Got a 'nother hankerin' to overclock anything? Go Here.
There are some new drivers out there: The Creative Banshee has a new Flash BIOS and some cards have new drivers, and the TNT cards have new driver sets this week. The G200 cards have new drivers. Sorry I don't have links to them individually, but there are many different makers, and by now you should have the driver page for your card bookmarked.
Here's an interesting comparison of 3D API's by Tim Sweeny, programmer of UnReal:
In an interview on Voodoo Extreme, I gave my opinion in the ongoing OpenGL vs Direct3D debate, and I wanted to add some more information here.
First of all, both our DreamForge partners working on the OpenGL support, and our Direct3D partner have both done a very high-quality job, given the constraints of Unreal and the 3D card drivers available. My feelings on the two 3D standards are based completely on their API's and the quality of drivers available.
Next, I wanted to give some more detail on the code.
API support layer Lines of C++ code 3dfx Glide 1711 Direct3D 3123 NEC PowerVR 4049 OpenGL 5697 Now, the Glide is the simplest, because it's aimed at the Voodoo family of 3D cards, which are very standard and straightforward to support. For programming to 3dfx cards, Glide is the ideal API. For people thinking "If Glide is so great, why don't other 3D cards support it?" The short answer is, if Glide supported other manufacturer's 3D cards, it would pick up all the complications involved in real-world Direct3D and OpenGL programming: Testing for core capabilities, working around driver bugs, etc.
The Direct3D code is next in simplicity. It began as a working 1600 line driver, then expanded as it was optimized and support was added for 3D cards that lack key features. The Direct3D API follows the traditional Microsoft model of being not very beautiful code, but dealing with real-world hardware robustly, by providing a capability-querying mechanism and well-tested drivers.
The PowerVR code is large because the PCX2 chip's rendering approach is very different than what Unreal was designed for. This makes the implementation fairly complex, though the next-generation PowerVR, currently on-hold in the PC market while NEC focuses on the Sega DreamCast, is a great chip that's more traditional in its architecture, and more optimal for Unreal.
The OpenGL code is large because of optimizations and support for lots of real-world hardware. If reduced to plain-vanilla OpenGL, this would probably be the simplest and most stable driver of them all, because the OpenGL API is very straightforward.
26Oct98 Well, there was something screwy about the cgi programs I found (they kept going to the floppy drive and locking up), so I don't have the User News up. I'll keep working on it, though.
Anand has a very nifty article on the latest video boards tested on non-Pemntium II systems. A must-read if you plan to upgrade your video without also upgrading to a PII system.
But more importantly, I'll have the SPP99 Benchmarks up in a couple days. And in conjunction with that:
I'm announcing the First Annual (well, First Ever) Why I Can't Live Without FSBench Writing Contest (hereafter known as the FA(wFE)WICLWFSBWC)! There will be two prizes awarded. The winner gets his/her pick of the prizes, the runner-up gets the other one. One prize will be a Hercules Stingray video card (6 MB, based on the 3Dfx Rush chipset; it's my old one), the other is a brand-spankin' new copy of SPP99! I will be the sole judge of the entries, which will be essays on the theme of "Why I can't live without FSBench". There will be only one criterion of judgment: Is it funny? Pleas for pity, appeals to my humanity, and hard-luck stories will be posted for whatever snicker-value thay may have, but the winning entries will have to be Grand Documents of Mirth, Merriment, and Fun. No half-assed entries have a chance; these need to be Purlitzer-level humor, things that Seinfeld and Monty Python would be proud of. So get to work, boys! The winning entry will take weeks to craft, to hone, to perfect! The deadline for entry submittal is November 8th. Entries must be mailed to me.
23Oct98 I finally figured out how to do the User News. Look for it later today on this new page.
AVSIM.com has put up a nice little list of free demos of some military air sims, which was so good I cannot improve it:
Top Gun: Hornet's Nest by Microprose.
(25.1 megs) Download from Gamespot
F-16 Mulitrole Fighter by Novalogic
(24.3 megs) Download from Gamespot
IF/A-18E Carrier Strike Fighter by Interactive Magic
(27.0 megs) Download from Gamespot
Israeli Air Force by Janes/Electronic Arts
(53.7 megs) Download from Gamespot
European Air War by Microprose
(14.3 megs) Download from Gamespot
Falcon 4.0 by Microprose
(46.0 megs) Download from Gamespot
WWII Fighters by Janes/Electronic Arts
(56.3 megs) Download from HappyPuppy
F-15 by Janes/Electronic Arts
(59.3 megs) Download from Gamespot
21Oct98 Thanks to Jim Kanold for this:
Just an F.Y.I.. DX 6.01 is now available off the MS Windows 98 Update Site. If you have already installed the Multimedia Update off the ZDNET site then you will not see the update listed. Go to the top of the page and hit the show all button and you should now be able to see it. It's about 1096 KB in size and is a "must get" if you are running DX 6.0.
20Oct98 I'm still working on the news updater program for this page. I managed to crash the server Sunday afternoon testin git, so it may be a bit before it's working.
Dynamix is about to release RedBaron 3D:
Dynamix announced that Red Baron 3D has gone gold. Red Baron 3D, designed from gamer feedback to Red Baron II and featuring a 3D graphic acceleration upgrade and new massive multiplayer engine, will be available in retail stores later this month.
For this title, Dynamix carries the Red Baron series into the age of 3D graphic acceleration by maximizing today's technology to create a truly immersive experience. The new 3D acceleration supports Glide-compatible 3Dfx cards and creates a real experience with new cloud variations and layering effects. Other 3D improvements include new textures to enhance smoke, fog, sun-glare, explosions, anti-aircraft gun fire, trees and bushes for definition of low altitudes, buildings and planes. Red Baron 3D's new massive mulitplayer engine enables Internet dogfighting action for 50+ players in Melee, Team Melee or Red Baron Tag matches on independent or rogue servers. Won.net will also supports free internet play. Dynamix has also fine-tuned the flight models in Red Baron 3D to bring the most realistic replications to the simulation. Red Baron 3D will ship with support for force-feedback joysticks and will sell for $39.99. Owners of Red Baron II will receive a full rebate when they purchase Red Baron 3D. Red Baron 3D will be available at most software retailers, as well as through Sierra Direct at (800) 757-7707. A download of the upgrade will be available as a "Super Patch" offered on the Red Baron website, www.redbaronplayers.com and Won.net.
18Oct98 So here's the deal: I don't have much time to look over the web and see what's there of interest. So I'm going to have you do it. I'm looking over a couple cgi scripts that will allow you, who by now know as much about 3D as I do, to submit articles directly to the News page! That way, when you see something interesting about a 3D video card (like new drivers available, an upgrade or release date) or about 3D flight sim (a demo is out, or patch) then you can tell us all. I ask only that you post legitimate stories, with references and links.
13Oct98 Combatsim has a full review of SPP99. I quote from the article:
I have gone through their new simulator with a fine tooth comb, and enlisted the help of a commercial pilot to fairly judge the product. 10 hours of flying later, I have come to a conclusion. Not only is ProPilot99 a better flight simulator than FS98, it just feels right, like that broken in pair of shoes. Dynamix has done their homework with ProPilot99. They have included everything into their simulator that Microsoft ignored with FS98.
What we liked
- ProPilot99 offers a refreshing feel to flying. The controls are smooth and responsive, unlike the jerky FS98 controls. During stalls, aircraft ailerons are sluggish and unresponsive to controls.
- Cockpit detail is amazing. All aircraft start-up procedures follow the same checklists as do their real counterpart. All visible switches work, providing the proper functionality.
- Air Traffic Communications AND a co-pilot. Your co-pilot can take care of most menial tasks while you concentrate on flying including talking to the air traffic controller (ATC), changing NAV aids, and setting up your frequencies.
- The ATC can also give you detailed vectoring information. And its real, down from the weather information channel, right from ground control, air traffic control, departure control et al. You have communications with all flight service communication facilities during takeoff, cruising, and landing. And its done well.
- Gauges respond accurately to the environment as you climb and dive.
- Sounds were realistic, except for one part. However, all other acoustics will put a smile on your face.
- You are actually able to maintain straight and level flight, unlike FS98 where youre constantly fighting with your trim to maintain altitude. Here is where ProPilot99 shines through. All available trim functions are visible and functioning.
- IFR and NAV flying are accurately done. Mapped terrain in ProPilot99 also contains all real life NAV and VOR beacons.
- ProPilot99 is more realistic to fly both internally and externally. The aircraft interacts with the outside environment in a more responsive nature. Turbulence actually looks like turbulence, it wobbles your plane around in the sky, not quick left and right jerks. Wind gusts moves your plane wings, requiring realistic aileron adjustment. Loose an engine in a twin, and your fighting to keep your plane in the sky, requiring immediate attention as your plane yaws towards the down engine. Rudder adjustments during this situation may correct your flight path, but your aircraft is suddenly sideways at an angle.
- Weather emulation of clouds is fantastic. Flying through clouds seems actually real compared to FS98 Lego blocks. This allows realistic IMC navigation with IFR navigation and landing. Cloud thickness is wonderfully simulated.
- External views at high altitude are done well. Graphics with 3D accelerated cards can take benefits of sun flares, wispy clouds, and maximum resolutions.
- Built in Flight Planner. This flight planner is neat. Plot all your waypoints. Where you want to fly. With what aircraft. Even generate weather for your flight for your departure and destination location. ATC will even vector you to your destination.
- Built in navigation aids. The program can help you set up for all types of navigation by auto tuning your NAV radios.
What we didnt like.
- Terrain is second rate. Up close, it lacks detail, detail, and detail.
- Cities look too much like copies of FS98. We were hoping for more realistic looking buildings and structures.
- Certain realistic flight characteristics were missing or just plain wrong. During a dive from high altitude, you can both pull back and climb out of the dive or your controls are ineffective. Neither was consistent which leads us to believe that its all luck if you put your plane into a dive, you can pull out of it. In real life, try to pull out of a dive in a King Air at 300 knots and youll either rip your wings or your tail off.
- Try flying upside down. Normally, youll starve your engines of fuel but in ProPilot99, they dont cut out.
- The Overspeed horn was non-existent or just not working. We hope they fix this for the release.
- Stalls are modeled well, but spins are not. All the aircraft do not want to spin. Hopefully flight models are unfinished.
- Multiplayer has not been incorporated into this program. We'll find out if it's planned or not. If not, it should be, it's a hoot in FS 98.
- Damage modeling is non existent. There are no damage points on your aircraft. All crashes are simulated by a smashed and burnt cockpit view. With todays damage modeling being a high priority for most simulators, why cant the aircraft have break points on the surfaces?
Why cant I damage my landing gear if I land too hard? I should be able to damage my control surfaces if I fly too fast and my flaps if I try to extend them at high speeds. But unfortunately, there is no damage modeling in ProPilot99.
During long distance traveling, I found that for some reason, the aircraft had an unnatural desire to climb. This was most noticeable after using the autopilot. This was a beta release so I can only assume this is fixed on the release. Im searching here folks, but you know what, I cant think of anything else that this game is missing.
Know what this simulator needs? A full motion cockpit, 5 point harness, buttons above my head, and a stewardess tapping me on my shoulder asking me if I want the in-flight meal. Microsoft, be afraid, be very afraid.
12Oct98 Anand has a nice video card comparison.
There are some Voodoo2 D3D v6 drivers available at the 3Dfx site. If you have a Creative Voodoo2 card, go to the Creative site for the beta drivers.
11Oct98 Tom's Hardware has a nice piece about benchmarking, if you're wanting to know what it's all about, and what it means. Anand has an article on the same topic, also worth a read.
Since I have no experience with multimonitor, does someone want to write up a section for inclusion in the FSBench site (with your name prominently displayed at the top, bottom, or many times in between)? I think this would be of interest to a lot of people with Win98 and FS98, expecially those who, due to upgrading, have multiple video cards handy. Perhaps something that describes getting set up, hints needed to make it a success, what to expect in terms of performance, the best set-ups; things like that. Let me know, or respond in the 3D Forum (hosted by AVSIM, [thanks, Tom!]), and we can get a group discussion thing going.
10Oct98 Looks like SPP99 is almost ready. It went 'gold' the other day, which means the code is locked, no new features, maybe a bug fix or two, but the dev team has signed off on it. The program goes over to distribution for final installer packaging and testing, then they send the CD-ROM master off to some company who cuts the CD's, and puts them in boxes with the manuals, etc. Should be on the shelves in November.
And it looks like Fly! missed their deadline big time. They now announce Spring '99, but I'm pretty sure they'll miss that, too. Maybe we should just call it Fly? for now.
There has been some talk on the forum about implimenting some way of having the Reports in the Report System immediatly summarized in the Results page. I think I know how to do it, but it requires a bit of ASP/Access/SQL programming, and more importantly, requires moving the server up to my desktop machine at South Dakota State. I will finally have my net connection this week, and I'll test the server and see what happens. If it looks okay, I'll move the site up here. You won't see any difference in access, however, as I'll simply move the machine that fsbench.bw.ml.org points to.
7Oct98 It's been a while, eh? If you are curious about what I do these days, head over to my chem class page, chem112.bw.ml.org.
AVSIM has some nice screenshots of SPP99, still in beta testing. Looks very nice, especially for an older version of Glide.
Combat flight sim has gone golden, and is ready to duplicate then ship:
Microsoft today announced that Combat Flight Simulator, the highly anticipated World War II historical air combat simulation game, has gone gold. This means that the product is completed and is expected to start showing up on store shelves in the U.S. as early as November 5th.
Combat Flight Sim includes eight realistically modeled aircraft, each with its own authentic flight model and all featuring accurately detailed cockpits. CFS is built on the realism of the immensely popular Microsoft Flight Simulator engine, but with the excitement of air combat and head-to-head competition. Players experience real-world navigation, based upon historical information and atlas data. Combat Flight Simulator allows each PC aviator to define his or her own experience by choosing from a variety of aerial combat scenarios. Options include historical missions and campaigns, Free Flight and Quick Combat.
2Oct98 Looks like X-Plane has upgraded the sim. I'll download it and see if I can get it to run on my Voodoo2 properly (if you recall I get black test in a black window during the first-time startup, and can't seem to select a plane to start in).
1Oct98 Hi all. Sorry I haven't been around very much lately. I was moving internet providers, and now my parents are visiting, so time is short. Besides, there hasn't been very much 3D news lately. There were some more TNT reviews up, more of the same as before, really. What I'm waiting for is here in the Report System: the TNT cards. Maybe there is a Banshee report by now. I'm especially curious (for personal reasons) about how the PCI TNT does in a P200MMX system (like my own).
Just about all the new cards have new drivers this week. Go to the respective manufacturer sites to find them.
GameCenter looked at 3D sound cards, becoming increasingly important as system performance increases.
If you want to overclock a Banshee, go here.
25Sep98 18:30 Guillemot has shipped their Banshee card, the Phoenix.
Voodoo2 fans should watch the 3Dfx site the next couple days. The Direct3D v6 drivers will be posted in beta form.
23Sep98 22:12 Jane's has released a demo of WWII Fighters. The best page for downloading it is at 3Dfxmania. It's 59 MB, and uses Direct3D. Looks like CFS and European Air War have some competition.
21Sep98 21:30 Speaking of new, fast cards, the Banshee-driven Creative Labs 3D Blaster Banshee will sell for $130, with a $30 rebate. This is a 16 MB card, and is the only card out that will be fully OpenGL, Glide and Direct3D compatible. And almost as fast at the TNT. Not bad! The only real drawback: 16-bit color, not 32.
And for the X-Plane fans, FastGraphics has looked at a bunch of OpenGL cards:
OpenGL thoughts. I've been benchmarking quite a few cards yet, and here are some of the impressions so far:
20:34 Here's a followup to Steve's letter, addressing the anti-aliasing in the STB TNT drivers, from Dave Whittingham:
The antialiasing option 4x4 Sub sampling would setup the case where you compute the picture to 1600x1200 and then
anti-alias the WHOLE image down to 800x600 - or maybe I mean the 2x2 Sub sampling - not sure. The idea is that things like the edges of the runways and taxiways and any other "skinny" polygons would appear to have much reduced jaggies and therefore the image quality would be much higher even though the resolution is somewhat lower than 1024x768. We do most of our Out-The-Window graphics (on a $4 million Evans and Sutherland ESIG 3800 system) with an image that is downsampled to 960x720 and displayed for the pilot to fly to. The lack of jaggies really makes the scene much more real especially for landing. Also, the antialiasing reduces the "dancing" of nighttime light points.
So if you didn't get all that, if you select 2x2 sub-sampling then your card really draws everything at a resolution that is twice as big as the display resolution, in both dimensions. So if you are running in 800x600 mode, your card is really drawing everything at 1600x1200, then sampling back to 800x600. This results in the 'jaggies' of straight, diagonal egdes being reduced to about fouth the size they would otherwise have been at 800x600. It's a very nice techinique if you have the video memory and the rendering horsepower to do it. The performance while this is happening is a little slower than if you were running the program at 1600x1200, so there can be a significant performance hit if you get to high resolutions. I'm still not sure what 4x4 sampling is. Maybe it only works at 640x480? By the way, this sort of whole-scene anti-alising is a crude, brute-force method. Some cards due before christmas advertize the more sophisticated 'per edge' anti-aliasing, where only selected egdes are antialised (by a sort of 'averaging as you travel down the edge' method, without as big a hit to performance, but needing a lot more silicon). If you want to see an example of antialising, go to the 3D glossary and look it up. Dave also pointed out that his machine is sub-$1000, not sub-$100 as I'd listed below. Sometime I say the dumbest things. Thanks, Dave.
20Sep98 14:12 I just got a very interesting email from Steve about the TNT drivers, in response to my asking if anyone knew if the Reference Drivers were any better than the OEM drivers:
I tried the nVidia TNT reference drivers a couple of days ago, and was unable to decide if they were slower or the same in FS98. Definitely not faster than the newest STB drivers.
One thing you might be interested in- while the STB drivers don't let you change the memory or processor clock speeds, they DO have several interesting tweaking options. For example, you can allocate the on-board memory between frame buffer and texture memory. For example, I could set it to 12 and 4 for FS at very high res (don't know much about the logic, just an example) or 4 and 12 for a low res game like IAF with lots of textures. THat's a PCI-only option. Other configurable options- the anti-aliasing method (wish I knew what that was, but options range from disabled to "Super-Sampling 4x4"), select bi- or tri- linear filtering, and some weird option "Direct3D Texture Addressing: Origin of Non-Filtered Texels: choices are Top Left Corner or Center.
There's also an OpenGL options page, allowing you to configure for "Best performance", "Best Quality", etc., as well as gamma.
The best part is that you can save and load different profiles for different programs, so if the settings actually make a difference (yet to be tested) this could be a very convenient feature.
All these options, but they are well hidden and documentiation doesn't explain any of them. When I get a chance I'm going to play around with them to try to find the optimal FS98 setup.
In case you didn't know, there is an update to PowerStrip that allows you to OC the memory and chip on TNT boards. At least one of the big three hardware sites (for me, that's Tom, Cyrellis, Anadtech) had an article on overclocking the TNT. Probably in the next week I'm going to try to come up with a cooling solution of my own and play around with it. It should be interesting to find out whether overclocking will have any effect with a relatively "slow" (K6-266 OC'd to 300 at 4x75) system. If you're interested, I can keep you informed or post to Avsim.
Oh my, I wrote quite alot considering that I was just going to say that the reference drivers weren't anything special. ;)
Regards,
Steve "TNT-boy" Wisniewski
Founding Member of the Branch nVidians
08:25 Curious about what OpenGL is? Here's a presentation from OpenGL.org that's very enlightening.
19Sep98 15:38 I don't know if you folks have noticed, but there have been a flurry of Reports coming into the Report System, mostly having to do with the TNT cards. For example, check out Dave's report #147. Very impressive results form a sub-$1000 machine!
18Sep98 19:00 AGN3D has a review of the TNT. Very good review, it is.
07:08 NextGen has an article up about Plane Crazy, an aerial racing arcade game.
A review of the Diamond Viper 550 TNT card, preferred because it setup without a hitch.
A comparison of the Voodoo2 with the TNT.
GameSpot looks at the three TNT cards.
Creative Labs Banshee card, the Voodoo Banshee 16 MB, is due 10Oct, for $130.
17Sep98 06:49 Dimension128, a Riva site, has posted some TNT Reference Drivers. Anyone know if they are better/more recent than the drivers you get from Diamond/STB/Canopus? Here's a TNT demo, by the way, 9 MB, let's you play with different 3D efects to see how they change a rendered scene (I noticed it over at VoodooExtreme).
RivaRave put up a review of the Canopus Spectra 2500, a TNT-based card. They were for it.
Here are gome new G200 drivers (v. 4.24, from Matrox), maybe they'll fix the runway lights at night problem.
From everything I've seen so far, the TNT is the current leader in performance and image quality, at least when it's running on a PII with AGP video. I haven't heard much about the TNT running on a P200MMX/PCI, though, so the Voodoo2 may still have an advantage there, I just don't know. The Banshee isn't far behind the TNT in performance, and it's way ahead of the TNT in compatibility with 3D games/programs (the Banshee will run Glide games, the TNT won't, a big advantage if you play a lot of different types of games, including SPP99).
Speaking of the Banshee, here's what I got from 3DNews:
Joe H. sent some mail that will interest people interested in the CompUsa Diamond Monster Fusion (Banshee card) and MX300 (3D-Soundcard) for $199.95. Here is how to order it:
After talking to a CompUSA employee who accually reads this site (yes I had to pick up my jaw from the counter) said that he had still not yet got any info from inside the CompUSA system and his dept manager did not know a thing about it. So if you don't want to depend on your average staffer to get this offer set up, it is available on the CompUSA direct web site (http://www.compusa.com). Look under video cards (graphic boards) and keep paging until you find the Fusion/MX300 bundle at $199.95
You can also view the product page @ CompUsa On-Line store right here.
16Sep98 There is a review of CFS at OGR:
It is the graphics that truly sets MCFS apart. Running under a pair of Voodoo 2's allows for a crisp 1024x768 display that hauls in terms of frame-rate. The landscape is perhaps the best I have ever seen, rich in color and detail that really lends credence to the fantasy of flying over France or the English Channel. The terrain isn't simply a flat rendering either, as players will find valleys, rolling hills, small cities, and packs of convoy's snaking their way through the sea.
14Sep98 00:00 <---Audio news is up.
12Sep98 21:20 Well, I guess most of you have noticed that I don't have as much time to work on this site as I used to. I'm teaching two Chem 112 lectures (General Chemistry for Science majors), and gave a quiz yesterday. That meant I spent most of last night and a bunch of today grading and recording and sorting 380 quizes. (What was I thinking when I put ten quizes in the syllabus?!). So like I said a while ago, if someone who knows 3D pretty well (they don't have to be an expert; I wasn't when I started doing this a year ago) wants to help out, has the time and a little html skill, head over to the Site Overview link and read The Plan thing at the bottom, let me know and we'll talk about getting you on the News team.
There is a new demo, this time F-16 Multirole Fighter, by NovaLogic. It's 23 MB. Uses Glide, or will do 2D.
Canopus says they'll have some drivers out next week for the TNT that will get you 20% more performance. I don't know much beyond that, and don't know if the other TNT cards will benefit likewise.
HangSim has an updated demo. It's hang gliding. On your computer.
Here's a likk to an article on tweaking your system for gaming. Maybe it can get you a couple FPS.
10Sep98 00:00 There is a comparison at Riva3D of the Voodoo2 v. the TNT.
There is a 24 MB demo of iF/A-18 Fighter.
FastGraphics (a great site) has done a big roundup of OpenGL cards. Interested in X-Plane? You'll be interested in this.
CPUMadness has a little rundown of the Q4'98 3Dcards. A nice summary.
The Canopus Spectra 2500, the best of the TNT cards, can be preordered by mail for $190.
MURC
has posted info on the new PCI G200 cards. Here is the info:Marvel G200-TV PCI
Matrox Graphics Inc. today announced a PCI version of the Matrox Marvel G200-TV. An all-in-one video and graphics accelerator, the Matrox Marvel G200-TV now delivers equally high performance for 2D, 3D and multimedia video applications in a single PCI (or AGP) board design. Targeting home and business users, the Matrox Marvel G200-TV accelerates all 2D and 3D applications as well as offers unparalleled performance for hardware Motion-JPEG (MJPEG) video capture and editing, TV on the PC and out to TV. Fitted with 8MB of SDRAM memory and upgradeable to 16MB, the Matrox Marvel G200-TV is priced at $299 and will ship in Q4 1998
9Sep98 18:25 Looking Glass has a FUIII page up now, but not much content.
07:09 <---Audio News is finally up.
8Sep98 21:40 A bit of news about CFS (I got this from VoodooExtreme):
Microsoft today announced the official retail shelf date for the much anticipated Combat Flight Simulator. Reaching software resellers' stores on November 5, 1998, Combat Flight Simulator is a World War II historical air combat simulation game that is built on the realism of the immensely popular Microsoft Flight Simulator engine, but with the excitement of air combat and head-to-head competition.
Combat Flight Sim includes eight realistically modeled aircraft, each with its own authentic flight model and all featuring accurately detailed cockpits. Players experience real-world navigation, based upon historical information and atlas data. CFS allows each PC aviator to define his or her own experience by choosing from a variety of aerial combat scenarios. Options include historical missions and campaigns, Free Flight and Quick Combat.
To view a special Combat Flight Sim AVI movie, listen to a collection of voice clips and sounds from the game, read an in-depth Q&A with the Development team, or get additional information visit the official Microsoft Combat Flight Simulator Web site at:
http://www.microsoft.com/games/combatfs/Combat Flight Simulator will start appearing on store shelves on November 5th, for an anticipated street price of $55
I watched #62 fly into the stands on TV. Very cool.
Sharkey did some tests of the TNT on slower systems. Seems that on a K6-2 the TNT was still a might slower than a single Voodoo2 at higher resolutions, and a lot slower at 640x480. So, while the TNT may not be a full-fleged 'Voodoo2-killer' it is certainly a sweet card for flight sim.
Speaking of the TNT, Steve W. over in the 3D forum informs us that the current set of TNT drivers have real trouble with frame rate when the panel is displayed, but positively hum with the latest beta drivers. Thanks for the info, 'TNT-boy'!
Brian Hook recently had some good things to say about the i740 and the recent drivers. He tested a lot of boards for medium-density triangle rates, and the i740 won over all the cards he has (he probably has them all). His conclusion: the driver-writers have done a marvelous job, turning a mediocre card into a good one.
7Sep98 00:00 <---Audio news is up.
6Sep98 19:51 Rather than post links to all the great TNT reviews out there, here's a link to a page which keeps track of these things.
00:00 <---Audio news is up. There are some new MonsterII drivers out, head over to www.diamondmm.com for more info.
5Sep98 12:47 Sierra has a new site for ProPilot, www.propilot99.com.
Computer Games magazine has a fluff piece about flight modeling. Instead of discussing the pros and cons of different techniques, they start with some grade school math and use that to explain European Air Warrior's flight model (which is said to calculate over 10,000 parameters) AOA method for calculating the flight path. No surprise here. He also mentions Flight Unlimited II's approach of calculating the path of the aircraft in the air, then letting the air move. So does everyone else. Like I said, a fluff piece. In another article they name the Starfighter card (i740 in a PCI card) the best 2D/3D card to get. Someone's behind times.
3Sep98 21:30 <---Here's the Audio news up a little early.
Tom's hardware has a big Voodoo2 article up, an excersize in how to choose among equals. I say: price, then game bundle.
NextGen has previewed MiG29 Fulcrum. PCME reviews F18 Carrier Strike Fighter.
BXBoards reviews the Celeron 300A running at 450 MHz.
AGN3D reviewed the Hercules Terminator Beast (Savage3D chipset), which can be had for $119 (8 MB,retail). Almost Voodoo2 speed for that cheap. A good buy.
8 MB Voodoo2 cards will be in the $130 range soon.
I tried X-Plane on my system: I still get black text on black backgrounds, so I still haven't gotten the program started. And I just tried IAF demo, but it did not go into 3D mode, so I'll find the setting and tell you what I see (that is, if it's worth a download).
08:46 There is a huge (60 MB) demo of Isreali Air Force over at AVault:
Jane's Israeli Air Force delivers the state-of-the-art in flight simulations with the best terrain ever seen on the PC. Finally, a realistic sim that lets you dogfight through canyons at low altitude with fast gameplay and graphic detail that redefines photo-realism. Fly the real Israeli planes with accurate avionics, realistic cockpits, and detailed 3-D shapes, then use real tactic including radar evasion and pop-up attacks, and coordinated air assaults using multiple formations. With both historical and hypothetical missions, the only way to get a more realistic experience is to join up.
X-Plane 4.15 is out, with a 16 MB demo or a 6 MB patch. 3Dfx support.
00:00 <--- Audio news is up a bit early.
Gamecenter put up a big new chipset comparison. A very good read.
Creative Labs will have a TNT card, which they hope will be faster than the Reference design. Time will tell. Also, there will be a faster version of the TNT coming out next year, with a higher clock speed. So far the TNT is beating everything except the Voodoo2 SLI running QuakeII.
2Sep98 00:00 <---Audio news is up.
1Sep98 18:54 Lots of news today: There are some new Permedia2 drivers.
3Dfx Glide 3.0 is finally Official. We've had it for months, but it's now supported.
TNT cards announced today: Canopus Spectra 2500, and 4 form ASUStek:
AGP-V3400TNT/8MB(SGRAM)
AGP-V3400TNT/TV/8MB(SGRAM)
AGP-V3400TNT/16MB(SDRAM)
AGP-V3400TNT/TV/16MB(SDRAM)
08:00 I just added a thing on the bottom of the Hints page about how to disable the video IRQ, for those who need another one in your system.
07:05 Mercury Research has published the latest bunch of D3D tests. These tests are scorned by most gamers, but they are pretty good predictors of FS98 performance. Here's a rundown. Keep in mind many of these cards do not have DX6 drivers (like the Voodoo2) so the DX6 results a kinda screwy.
DirectX6 DirectX5 TNT 1550 Banshee 1290 Savage3D 1260 Savage3D 1190 i740 1240 Voodoo2 1140 Revolution IV 1170 Revolution IV 870 Voodoo2 1140 i740 850 G200 1080 G200 828 Riva128ZX 993 Riva128ZX 809 Rage Pro Turbo 895 Rage Pro Turbo 763 Riva128 887 Riva128 717 V2200 607 PermediaII 588 V2100 383 ViRGE 115
In the "oh boy another new chipset" Department:
Diamond Multimedia Systems, Inc. (Nasdaq:DIMD - news), a leader in interactive multimedia acceleration, today announced the SpeedStar A50 graphics accelerator designed for cost-conscious system integrators.
SpeedStar is an AGP 2D/3D graphics board based on the 6326AGP chip from SiS and is available in 4MB or 8MB of SDRAM memory with a 200 MHz RAMDAC. SpeedStar accelerates an array of popular 2D/3D business and gaming titles written to DirectX 5.0/6.0 and OpenGL.
Producing rich, razor-sharp gaming and smooth-running 3D business applications, Diamond's SpeedStar A50 features an AGP 2X interface running at speeds up to 133MHz and a wide 24-bit color pipeline for exciting gaming with fast frame rates.
Additionally, the SpeedStar has Z-buffer support with 8-bit stencil and per-pixel precision, full hardware triangle 3D setup with per-pixel texture perspective correction, trilinear texture filtering, fogging, alpha blending, primitive transparency and video texturing.
For fast, full color 2D performance, the SpeedStar A50 has compelling value with impressive, photo-quality color and resolutions up to 1600x1200 as well as high, ergonomic refresh rates to 200Hz. The SpeedStar A50 is upgradeable to Diamond's DTV 2000 TV tuner/video capture board and is fully optimized for Windows 98.
I can't begin to guess how this one will perform, but I'll add it to the list of cards in the Report System. If I've left other new chipsets out, let me know.
Cyrellis has a review up of the Celeron 300A ('Mendocino'):
It's plain to see that Intel has accomplished all of their goals with the Celeron 300 A, it's a fantastic CPU. We're talking super low cost for a super high return, as well as a super-extreme overclocking ability here. It's important to note that Cyrellis used an "OEM" version of the Celeron 300 A for testing, meaning that this is the type of CPU that will come equipped in pre-assembled PCs from various vendors.
Several overclockers that we routinely communicate with seem to agree that in the case of the Celeron class of CPUs the "Retail" models overclock slightly better than their OEM cousins. We've already heard reports of people taking their new Celeron 300 As up to the 504MHz level (4.5 x 112MHz) with proper cooling. Cyrellis was never able to achieve this speed, or even come close to it, but again each CPU manufactured is unique especially when they're comprised of over 19 million trace routes as the Celeron A is.
Also worth noting is the fact that we weren't able to select any other multiplier with the Celeron 300 A besides 4.5x, even with the Abit BH6 mainboard. The Celeron 333 A will be equipped with a permanent 5.0x multiplier, so it's really unknown how "good" the 333 A will be for the overclocking-motivated buyer.
...And so does CombatSim.
Here's a good bit of news: the Matrox G200 drivers are out will full support for the 3DNow! instructions set used in the K6-2. In the past the G200 didn't seem to benefit much from the K6-2 (at least it didn't benefit as much as the Voodoo2 did). Here's what I lifted from the 3DNow now site:
Here are the Matrox 3DNow! Drivers for the G200 from MURC. This is what the new version includes:
1) Full DirectX 6 support
2) Optimised for AMD K6-2 (3DNow!)
3) Full support for ALI Aladdin V and VIA MVP 3 chipsets under Windows 95Special thanx to Shane and Eric for letting me know. Click here to download the Matrox G200 Drivers v4.12 for WIndows 95/98 - 1677_421.ZIP.
00:00 Audio news is up.
Gamespot has a big review of F-16 and MiG-29.
OGR previews European Air Wars, which has a nice demo you can download.
Ripped from AGN3D:
Over at Combatsim they have taken another gander and posted their
opinions and screenshots of Falcon 4.0. On the other side of the sim web page market, PCME has taken their 3d look at Israeli Air Force (IAF) and written down more info as well as screenshots on the game.
31Aug98 21:54 Sharkey has looked at the Banshee Reference card. It's pretty cool!
There exists a Permedia3 FAQ if you like that sort of thing.
Also, here are some informal game benchmarks (no flight sim) of the TNT-based STB Velocity 4400 (ripped form VoodooExtreme):
They aren't calling it a full fledged review, but it's not a preview either...but the guys over at MPOG have tossed up, ummm, their thoughts on the Velocity 4400, TNT based guy -- Lots of information here! Here's a few of their benchmarks (done on a P2-333):
TNT Benchmarks:
Quake 2 (timedemo 1 demo1.dm2) @640 x 480 = 60.6
Quake 2 (timedemo 1 demo1.dm2) @800 x 600 = 56.6
Quake 2 (timedemo 1 demo1.dm2) @1024 x 768 = 39.9
Quake 2 (timedemo 1 demo1.dm2) @1600 x 1200 = 16.4
Quake 2 Massive1 Demo @640 x 480 = 46.1
Quake 2 Massive1 Demo @800 x 600 = 44.9
Quake 2 Massive1 Demo @1024 x 768 = 36.3
Quake 2 Massive1 Demo @1600 x 1200 = 16.2Quake 2 Crusher Demo @640 x 480 = 29.9
Quake 2 Crusher Demo @800 x 600 = 29.0
Quake 2 Crusher Demo @1024 x 768 = 27.8
Quake 2 Crusher Demo @1600 x 1200 = 14.3Turok @640 x 480 = 93.7
Turok @800 x 600 = 93.3And their V2 scores:
Voodoo 2 Benchmarks (Single Board):
Quake 2 demo1.dm2 @640 x 480 = 72.8fps
Quake 2 demo1.dm2 @800 x 600 = 56.1fps
Quake 2 Massive1 Demo @640 x 480 = 52.2fps
Quake 2 Massive1 Demo @800 x 600 = 44.6fps
Quake 2 Crusher Demo @640 x 480 = 32.4fps
Quake 2 Crusher Demo @800 x 600 = 30.3fpsTurok @640 x 480 = 88.6
Voodoo 2 Benchmarks (SLI):
(SLI) Quake 2 demo1.dm2 @800 x 600 = 73.7fps
(SLI) Quake 2 demo1.dm2 @1024 x 768 = 64.5fps
(SLI) Quake Massive1 Demo @800 x 600 = 52.8fps
(SLI) Quake Massive1 Demo @1024 x 768 = 34.0fps
(SLI) Quake 2 Crusher Demo @800 x 600 = 32.8fps
(SLI) Quake 2 Crusher Demo @1024 x 768 = 32.5fps(SLI) Turok @800 x 600 = 88.9
19:05 Terry Turner graciously submitted an Image Quality contribution for the i740 chip. Looks like the alpha blending is a bit different (lighter) than most cards.
There is an interesting article called "Microsoft and 3D Graphics: A Case Study in Suppressing Innovation and Competition" you can read about MS's effort to keep 3D technology under it's control.
00:00 Audio news is up, long this time. I talk about video IRQ's and video priority issues.
30Aug98 17:10 Below I include a very interesting email from Pierre Poirier about the relationship between views in FS98 with and without panels:
I recently changed PC and fooled a bit with different video cards: Asus I740 and G200.
The clear winner is G200 without a doubt. Look at my new results record no 112,113 and 114. It does not beat the VoodooII, but it is close. However, there is one area where the G200 beats it. I have an aircraft Kingair350, full blown panel. Well, when i stand at Meiggs airfield and watch fps, here is what i found out:
with VoodooII
with panel: 16 fps (everything is at maximum);
less panel: 55 fpswith G200 with panel:
60 fps (same everything, maximum)
less panel: 60 fps.This would tend to confirm the theory that these panels are treated differently than the rest of the scenery.
Regards
Pierre Poirier
I think his observations confirm the advantage of two things: a card with a very good 2D sections, and AGP. Panels can get very big (the amount of data, I mean), and they consume time being transmitted on the data bus. Normally this isn't too much of a problem, but it can be a factor when the screen resolution gets above 1024x768. I think this same advantage will carry through to the Banshee and TNT cards, and others when they show up. Thanks, Pierre.
16:32 The first TNT card, the STB Velocity 4400, is now shipping:
STB Systems, Inc. ® (NASDAQ-STBI), a leading supplier of multimedia and convergence products, today began shipping its groundbreaking new Velocity 4400 multimedia accelerator. The Velocity 4400 is todays fastest and most powerful accelerator for 3D games and business applications. The Velocity 4400 has a suggested retail price of $199 with a software bundle that includes a complete version of the award-winning game Forsaken. The Velocity 4400 is the first accelerator available to feature the advanced RIVA TNT (TwiN Texel) architecture from NVIDIA® Corporation.
STBs Velocity 4400, which will soon be available at Babbages®, Best Buy®, CompUSA®, Electronics Boutique®, and Frys® features high-performance 128-bit 2/D graphics, high quality video playback, and impressive 3D rendering for Direct3D and OpenGL APIs. The Velocity 4400 has a 250 MHz RAMDAC that supports a maximum refresh rate of 160Hz. True color display of 16.7 million colors is supported at resolutions up to 1900 x 1280 for crisp, clear photo-realistic images. With this combination, the Velocity 4400 meets or exceeds global standards for ergonomics. The ability of the Velocity 4400 to display images on a standard television allows business users to deliver presentations, and game players to play computer games on a large format television in addition to a PC monitor. The Velocity 4400 is available for the AGP 2X or PCI platform with 16MB of high speed SDRAM, and is targeted at the high-end performance PC and professional PC segments.
Warzone has reviewed Red Baron II with the 3Dfx patch.
28Aug98 00:00 Audio news is posted.
27Aug98 21:32 Sort-of sim news: a new demo, Spacefighters, is out. It's a shooter/sim game, runs under OpenGL, but will run on a Voodoo with the miniport.
Another 2D/3D chip is announced: the ATi Rage 128. From the spec sheet will be in the Banshee/TNT range, if you believe spec sheets.
The Canopus Spectra 2500 will be TNT-powered.
MSFS98 has plummeted from the top-selling game in November all the way to number 10. Talk about longevity!
12:54 There are some new screenshots of SPP99 at GamePen.
07:28 Diamond has new drivers for the V330: Release Notes, AGP Drivers - 2.30MB, PCI Drivers - 2.30MB. Let us know over at the AVSIM 3D Forum (see link at left) how they run.
F22-ADF has a patch.
Some chap at GeoCities has a nice chipset comparison, which is recently updated.
S3 put up some Savage3D screenshots. No airplanes, though. Just a flying saucer is as close as they get.
BuyComp is listing the 16 MB STB Velocity 4400 (a TNT card) for presale at about $160 retail, $150 OEM. Click on the link and look at the bottom of the list.
Tom's Hardware looks at the new 450 MHz PII'sm and the new Celeron "A" processors (the ones with the 128 KB full-speed cache).
00:00 Audio news is up.
26Aug98 18:05 Diamond announced they will sell a Banshee card, the Monster Fusion. 16 MB RAM, $150 for the PCI version, $200 for the AGP. If you buy the Monster Sound card with it, you'll get $60 back.
PCGamer talks about video cards, with some PCI v. AGP thrown in.
25Aug98 21:25 I'm not doing an audio news tomorrow. I can't think of anything to say!
17:34 Here is another review of a TNT card. They compare it to the Voodoo2 and the G200. 3Dxtc has a big review of the G200.
I ripped the following from VoodooExtreme:
ATI has released new beta drivers for their Pro Turbo chip. Binky seemed to sum it up well: These are Beta OpenGL ICD Windows 95/98 Display Drivers Version Lonsdale b37f. Lonsdale b37f is a full Windows 95/98 driver set with an integrated OpenGL ICD component and DirectX 6 support. Make sure you check out the release notes before trying out the new drivers. You can download them from here.
00:00 Audio news is up. Some site news is all it is, a request that if you know of some 3D news, post it on the AVSIM 3D Video forum (see forum link at left) or email me. School will get very busy soon, and I won't have as much time as I've had the last few months.
24Aug98 13:05 Gamespot UK has a series going on 3D this week. Today they have an article on the G200. Look over there daily for more good stuff.
00:00 There is a new driver for the i740, supposed to be much faster then the old ones:
The secret is out. As a little treat for all you hard-core gamers out there Intel is releasing a special unsupported demo driver through my page. The boys at Intel came up with a way to increase Direct X game performance anywhere from 5-25%. Instead of sitting on this until the next official driver version is finished (once they're done the Unreal ICD I'd imagine), they decided to get it into your hot little hands as soon as possible. Now if you'd just kindly accept this little license you can start downloading the Spicy Driver.
23Aug98 21:35 This is cool: a non-technical review of the G200 over at GaGames.
The Number 9 T2R4 will come out in a--get this--32 MB version for about $220!
MURC jput up the second part of a G200 review they started a couple weeks ago. Pretty neat graphics for a review. Ant does good work over there.
00:00 Audio news is up. Not much new, though.
22Aug98 12:20 The Red Baron 3Dfx patch is out. Here's some info from AVault:
3Dfx patch (8.3 MB)
FTP: RB2_3D.EXE - From ftp.avault.comv1.05 patch (3.3 MB):
FTP: RB2_15.EXE - From ftp.avault.com
RivaRave has looked at the TNT-powered STB V4400. The conclude it isn't a Voodoo2 SLI-killer, but that it is faster than a single Voodoo2, and has lots of 2D power to boot.
PCME got their hands on CombatFS:
The 2D-cockpit art in each of the aircraft is amazingly sharp. A 3D-virtual cockpit and the other views you'd expect to find in MS Flight Simulator 98 are present too. I liked the new visual effects of flak and smoke, as well as the fiery hot explosions. They've really added a lot more detail to CFS that you won't find in MS FS98. I only wish MS FS98 looked this great.
If you didn't know any better, you'd never have thought this was using the MS Flight Simulator 98 engine, until you had to deal with the interface. Even the frame rate on a PCI Starfighter board (Intel i740) with 16MB of RAM on a 266MHz PII with 64MB of RAM was a lot smoother than I had expected it might be at 800x600 and 1024x768!
00:20 The RealMedia versions are done. Here are several versions. The first one is the low-quality 32 kbps version, followed by the high-quality 80 kbps version.
00:00 There is a movie of Fly! at AVault. I'm downloading it now, and if I can, I'll convert it to realVideo and put it on the sight.
21Aug98 17:10 Here is something I forgot to deal with before the move (actually, I couldn't download the mail until today, so I couldn't get my hands on the graphic). One reader, Allan Winsa, ran some Benchmarks on a PPro200. Here's what he said. I quote it all because it's all pretty good. His main point, that only FSB1 is really descriminating between cards, is correct. This is the first time I've seen it demonstrated so well. FSB1 is the only test that does not display the instrament panel. FS98 is doing something odd when it draws a panel, something very un-3D-like. It has to do with the way the panel is sent to the card. Instead of sending the panel as 3D data (that is, a polygon and a texture), FS98 pre-assembles the panel as a bitmap, then bitblt's it over to the 3D card. Most 3D cards have a very slow bitblt function. I believe this is the primary reason FS98 behaves so much differently than other 3D games. In a way this method serves as a great 'equator', making 3D cards run at a more similar frame rate than they would otherwise. Of course, if there is no panel displayed the cards will show differences more readily.
Here's what Allen said:
Bruce,
I ran FSBench on my equipment which is: Pentium Pro 200MHz,
128MB, dual Voodoo 2 SLI, Matrox Millennium II, PDPI game card.
Attached is a chart of the results which I have entered in your
reporting system.
Per your information, I presume that when I ran the case
(Primary Display Driver (Direct 3D)), I was using the
Matrox Millennium II 3D drivers (which are enabled on
my system).
I ran both 800x600 and 1024x768.
Thus, I ran cases:
1. Software only
2. Matrox Millennium II 3D drivers
3. Voodoo 2 3D driver (disconnected one voodoo 2)
4. Voodoo 2 SLI 3D driver.
Note cases 3 and 4 are virtually identical -- which, makes sense.
Note case 2, 3, and 4 are virtually identical for FSBench 2
and 3. However case 2 differs radically from case 3 and 4
for FSBench 1.
My quick conclusion is that FSBench cases 2 and 3 which use
the instrument panel are "different" from normal 3D somehow
because all the cases were similar -- even the software only
handled these fairly well. I presume the instrument panel is
computationally intensive but uses simple 3D features. Thus,
the rate at which the instrument panel draws is CPU dependent.
However, the full screen view really shows the difference
between the cards (software only, Millennium II 3D, Voodoo 2).
Probably it does this because it uses most of the 3D features
that the better cards accelerate -- but poorer ones do not.
Although, most fly with the instrument panel "ON", those
cases do not seem to discriminate 3D cards. In fact, the
results may be almost 3D card independent (but CPU dependent).
I suggest that you consider charting your data for FSBench 1
because that may give the best picture of the real differences
between advanced 3D cards.
Also, please add a Pentium Pro column. Many work at home types
use the Pentium Pro -- and play games to. The Pentium Pro is
interesting because it has a different mix of cache speed,
floating point math speed relative to Pentium and Pentium II.
Thanks for any feedback you may have time to give,
Edward "Allen" Winsa
ewinsa@raex.com
16:39 There is a big chart comparing the features of about every 3D chipset made.
08:05 Tom's Hardware put up a comparison of the Banshee v. G200 v. Savage3D. Big article, the way comparisons should be made. He also updated the CPU Roadmap.
One thing is for sure, the days when 3Dfx Voodoo2 was the only real thing for 3D games are going to be over soon. Two Voodoo2 cards in SLI configuration will stay on top for a longer time, but you have to spend a serious amount of money for it too. Getting a Voodoo2 right now is mainly interesting for Quake 2 players and people who are planning on upgrading to a second Voodoo2 card later.
07:48 Avault has previewed Fly!, the nifty, new GA flight sim:
All of this detail and interactive realism has a strong pull on the processor, and a rugged system will be required to get the most out of FLY!. In fact, the minimum specifications call for a mid-level Pentium PC with a 3D accelerator. The product will support a variety of APIs, including Microsoft Direct 3D and 3Dfx Glide, and take advantage of AGP-based video cards. The programmers are adding polish to the visuals as time allows, including lens flares, beautiful sunrises and sunsets, and full environment mapping on the planes, enabling the sun, clouds, and ground to reflect off the surface of the fuselage and wings. As if that were not enough, the correct moon placement and phases have been modeled, and the 400 stars brightest to the naked eye will be in their correct positions for the time of day, year, and viewer location.
- Accurate Great Circle Navigation system
- Fully scalable satellite scenery for increased ground resolution
- Dynamic scenery system with realistic vehicle movement
- Global Digital Elevation model database for realistic terrain
- Real-world flight models
- Detailed cockpit interiors with fully functional avionics and radio stacks
- Integrated Air Traffic Control system
- True time-of-day and passage of time
- Configurable weather system for complete control over flight conditions
- Built-in GPS navigation systems for each aircraft
- Extensive airport and NAVAID database
- Native support for popular 3D accelerators and Direct 3D
- Support for all popular joysticks and flight yoke configurations
- Internet support for flight parties and live microphone communications
00:00 Audio news is up.
20Aug98 14:03 There is a GameSpot preview of SPP99. Overall very positive.
00:00 Audio news is up.
19Aug98 17:00 There is a big benchmark test of the TNT card ar 16-bit and 32-bit color at the RivaZone. Looks like 32-bit color will cost about 15-20% performance, but with much better-looking video.
I didn't do an audio news last night (got overwhelmed with all the news) but I'll have one tonight. I won't cover all the news, just the big news items, and all the flight sim news I find.
Looks like rumors of the Voodoo2 rev3 board are true. It's a redoing of the Voodoo2 Reference board to make it more stable at higher clock speeds. The Voodoo2 chipset is no different, but the board is clockable to about 110 MHz (V2's are 95 MHz by default), a 15% increase. No word yet on who will sell the rev3 boards, and when they will be on the market.
I realise this isn't all that helpful, but for those of you waiting for the TNT cards to show up, here is a Quake2 performance chart with a TNT. Maybe it'll give you an idea of FS98 performance.
18Aug98 I'm back! Listen to the audio news for a bit of blathering, if you want, because I'm surfing the web right now for all the news I missed in the last week or more.
Okay, lot's of news, commin' at'cha!
The Win98 Media Update is up in the Product Update link in your Start menu or the IE help menu.
PCME has a preview of the 3Dfx patch for Red Baron 3D. They quite liked it.
Riva3D has a look at the TNT running on a K5/133. It did an okay job, so it'll be pretty fast on a P200mmx or faster.
3Dxtc updated their continuing coverage of the new 3D chipsets.
Keep an eye out for $170 12MB Voodoo2 cards. Electronics Boutique says that next month it will sell the Creative cards for that price, and maxiGamer cards will be $10 less than that.
PCFan compared a Voodoo2 and a TNT card. The TNT drivers weren't up to par, but the TNT put up a good fight. I think the TNT is THE card to use for flight sim.
Here is a Glide programming site, for those who want to know what the chaps over at Dynamix are up to.
If you have a Riva card, and need more performance, here is the Riva Tweak Guide.
Here's a comparison of the TNT, V3300, and the V2.
9Aug98 Wanna win a TNT card? Go here, and have your wits about you!
Matrox posted some info about a jazzed-up verson of the G200, the G200SE:
Millennium G200SE Info
The Millennium G200 SE is specifically designed to work with the new wave of high res CRT 21" monitors which are able to accept video data at speeds of over 320Mhz. The Millennium G200 SE will be available exclusively through monitor companies such as Viewsonic as part of a special bundled deal with their new Viewsonic P817 21" monitor. Only with these types of monitors will users be able to achieve the extra resolutions and refresh rates offered by the Millennium G200 SE.
- Integrated 320 MHz RAMDAC for the
- highest screen refresh rates1
- Resolutions as high as 2048 x 1536 for
- high precision detail and unmatched image quality
There is some news about the Win98 update. It'll be here 18 Aug, and it will be called the multimedia update, to clear up some confusion about what is in it. Didn't clear up my confusion.
00:00 Audio News is up. Short.
8Aug98 17:35 Gamers Alliance has a review of DX6 posted. Explains a lot of what is in the core, what's new in the drivers, etc. They conclude it's mostly a K6-2 patch of DX5 until better sound and video drivers come along.
14:30 Here is the new DirectX 6 Control Panel Applet. Save it right into c:\windows\system.
Looking to buy a used card? AGN3D has a trading message board up for jus that purpose.
About SPP99: I just realized something. It was programmed using Glide 2.43, which predates the Voodoo2! That means there are a lot of questions I didn't need to ask, had I realized this earlier. Your Voodoo2 card will still work, but it will be nothing more that a Voodoo with a faster clock.
02:40 I'll be on the #fsbench channel at irc.dal.net again Sunday at 0200 GMT (that's Saturday night, 9 Mountain) Drop by if you have any 3D questions.
00:00 I just posted my thoughts on SPP99 and on the Win98 driver situation with DX6. So now I'm certain that a Voodoo card is entirely sufficient to run SPP99. You'll need (or want) a Voodoo2 only if you run on a very fast PII, if you need the extra 30% performance, or if you run other programs that get a big benefit by using a Voodoo2 over a Voodoo. Daily Audio News is over 16 minutes. Sorry about that. I noticed a couple times I said 'Voodoo2' when I meant 'Voodoo'. You should be able to figure it out.
Games.net has an article on DX6:
The guts of DX6 are six times smaller than DX5s, and the remaining code has been optimized to handle a broader range of 3D functions. Microsoft claims this reduction and optimization will improve stability and speed. DX6 will also supposedly increase the number of D3D features available to most D3D accelerators. When 3D video-card makers talk about DX6 compatibility, this is what theyre referring to.
DX6s goodies can be broken down into two categories. Phase one in DX6 includes CPU and 3D-performance tweaks. Then, possibly by years end, Microsoft will release DX6.1, which will include a broad assault on sound and positional-audio playback standards.
NextGen has a preview of SPP99:
The game will focus heavily on supporting 3D acceleration to provide the most impressive and realistic imagery seen. The engine will support cloud translucency and layering, as well as haze and sun-glare effects as long as you got the hardware to support them. The land formations have been created with the use of U.S. geological survey data to provide hills, mountains, canyons and bodies of water that are as true looking as they are in real life.
7Aug98 00:00 Audio news is up, talking about SPP99 3D features. It seems the Voodoo card is completely sufficient to run SPP99, with the Voodoo2 being about 50% faster (Voodoo2 people will not see any extra features).
6Aug98 18:02 Cool! FTP is fixed. Sorry about the lack of updates there. I'll have a big Audio News up in a couple hours, talking about what I've learned about SPP99.
PCWorld has looked at a bunch of 2D/3D PCI and AGP cards. A very big article, and a very good one, I think, concluding that you shouldn't run out and buy a new system just to get AGP; while AGP cards were always faster, they were not always better-looking. They have some charts to help you decide if an AGP card is what you need for why you need.
STB is offering a $50 rebate on the BlackMagic 12 MB Voodoo2 card.
Hercules has announced their TNT-based card.
09:20 Well, I can't upload to the FTP server again (lousy peer-to-peer networks!) and so this news will be late.
I'll skip the Audio News for the 6th. Next installment: when the FTP server is back up.
CombatSim has a review of X-Plane. They liked it. A lot.
There is another roundup-preview of the next generation of 3D accellerators at Meccaworld.
Next-Gen put up a definition of bump-mapping. Which I'd described it that way in my Glossary.
Longbow 2 got a patch. Go here for info.
Diamond is taking preorders for the TNT-based Viper550.
New i740 drivers.
5Aug98 17:00 Canopus is making a TNT card, too, 16 MB, a little more than $200, out in September, along with the other TNT cards.
I'll address the topic of DX6 and the relation of core drivers to device drivers, and why we simmers aren't seeing much improvement in the Audio news for tomorrow.
I'll be packing up and moving to South Dakota next week, so I'll be incommunicado next week. No site updates, no email read or answered, no audio news.
11:38 As Basil pointed out after examining the drivers on his system, which has since been confirmed by Dylan at Creative, the newest 3Dfx Reference drivers do NOT contain elements of DirextX 6.0. Sorry about that. They do contain the new Glide 3.0.
According to 3Dfx, the DirectX 6 goodies are also coming up in their next driver release. The current driver doesn't have any DirectX 6 optimizations, but DX6 and a DX6 driver (including multitexture and multiple-TMU support) are scheduled for the next release.
Early reports in the newsgroups has DX6 providing about a 10% performance advantage with DX6 drivers. This gain isn't seen in 3Dfx card yet, for obvious reasons.
Cyrellis took a gander at the Banshee. Alpha board, so it'll be faster. I suspect that Quake people will really miss the second TMU, but flight people won't.
Bjorn has some early specs on the Rendition V3300, due early next year.
00:00 Audio news is up, very short this time.
4Aug98 19:09 Both C|Net and GameCenter have editorials about thich Voodoo2 card is best. It's very strange because (1) they came out the same day and (2) all Voodoo2 cards are the same, so what's the point? And what Really funny is that computers.com has one too!
17:10 For those keeping track, 3Dfx today has released the final version of Glide 3 for the Voodoo and Rush (single and dual) cards. These are the Reference drivers that contain Glide 3 and D3D v6, for Win95 and Win98.
Gamespot looks at the Riva TNT. It beats a Voodoo2 in Direct3D, but not in OpenGL. They do say that the TNT will ship with OpenGL drivers--no waiting.
11:28 PCME has a pre-release review of the WWII combat sim Screaming Demond over Europe.
00:00 Daily Audio News is posted.
There (or should that be 'their') is at SimFlight a column by Trev Morrison about what he saw of CFS and SPP99 demoed at Oshkosh. There is some good 3D info if you get past the lousy English.
You can get the final DirectX v6.0 core files for Win98 here. This is the same as the 0318 core. No drivers, though.
3Aug98 18:03 Voodoo Nation has some fundamental theory articles up:
Fundamentals of Visual Perception
I have met quite a few people that seem to think that the human eye cannot distinguish frame-rates above thirty frames-per-second. The following article delves into some of the concepts behind human perception in an attempt to discover the truth.Releasing Physical Memory
One area where Windows95 falls down is in its ability to manage system memory for the current generation of demanding games. This article will help you to unlock that precious physical memory.Video Buffering
Covers double and triple buffering techniques.
17:51 I added an entry in the glossary for triple buffering I wrote my entry before I say the Voodoo Nation article, really!). I'll talk about it in the Audio News, as well as the influence of monitor refresh rates on your FPS.
GameCenter looked over a beta version of the Banshee:
Based upon our tests, it looks like 3Dfx isn't kidding when it says that Banshee has a Voodoo 2 core. The board we tested performed exactly as you would expect from a Voodoo 2 card overclocked to 100 MHz, lacking a second texture unit, and souped up with SGRAM. The higher clock speed and faster memory translate to faster Direct3D and Glide benchmarks than Voodoo 2, while Quake II, which takes advantage of Voodoo 2's multitexturing prowess, lags behind.
Just as Banshee performs like a Voodoo 2 card, its image quality is also like that of a Voodoo 2. Games look great, but overall there is a slight overfiltered look to things. It is worth noting, however, that because almost all 3D game development over the past year has been done on Voodoo cards, games running with Voodoo Banshee are likely to look just as the developer intended.
Get DirectX 6 here! This link will take you to the Win95 verison. If you have Win98, you should use the Product Update feature to get it, but DX6 isn't listed there yet.
09:30 Diamond announced they will sell a Riva TNT board called the Viper v550, a 16 MB card in both AGP and PCI versions, for $200. They claim it's 36% faster than any AGP card, and 46% faster than any PCI 2D/3D card (they didn't included the Voodoo2 in the comparison). It's the PCI version that interests me, because with local texture memory, it shouldn't be much slower than the AGP versions with normal programs. Of course, with large-texture programs the AGP will show it's stuff.
I'll hang out on #fsbench at 9 p.m. Mountain tonight, if you have questions.
00:00 No one showed up at the chat, so maybe it isn't needed. I'll regularly get on the #fsbench IRC channel on the irc.dal.net server, and announce when, so if you do have questions drop by. I don't expect very many at a time.
Results tables are updated. Audio news is pretty short today.
2Aug98 14:15 I wiped out everything to do with Parachat. I never got it to work. I'll have to find some other good chat client. So no chat there tonight. Instead I'll open up a channel on the dal.net servers, #fsbench. I believe you type /join #fsbench in your IRC client to get there. 8 p.m. Mountain time. If you don't have an IRC client, click here. The server I use is irc.dal.net:7000. #avsim is on the same server.
There is some news about the upcoming Cyrix Cayenne CPU, with improved FPU:
The Cyrix Cayenne is Cyrix's next-generation processor core. CPUs based on the Cayenne core may be the first ever to leapfrog over Intel's processors, in terms of speed and performance. The weak FPU that plagued the original 6x86 and 6x86MX will completely dissapear in this new core, and these processors should be able to easily match Intel's Pentium II in any 3D application.
The Cayenne will feature a fully pipelined, dual-issue floating point unit and 15 new multimedia floating point instructions (called MMFP) to enable the highest-performance 3D graphics, DVD and 3D audio.
00:00 <--Audio news is here.
1Aug98 19:52 Anand has a little ditty about the new CPU's coming out. Pretty good read if you're considering upgrading more than the video card soon. There really are some nifty little chunks of silicon on the way. Anand has some very cool 'CPU Quick Ratings' that make me wish I had thought of the idea.
Dying for DirectX? Here is the DirectX6 core only. No video or sound drivers, but it appears to be the final version of the core.
13:23 So what's in DirectX6? Gamers Alliance has some info:
These are some of the advanced features of Direct3D:
- Switchable depth buffering (using z-buffers or w-buffers)
- Flat and Gouraud shading
- Multiple lights and light types
- Full material and texture support, including mipmapping
- Robust software emulation drivers
- Transformation and clipping
- Hardware independence
- Full support on NT
- Support for the Intel MMX architecture
00:00 <---Audio news is up.
31Jul98 21:08 Hardware Central has a list/comparison of all the 'Next Generation' 2D/3D cards, what they can do, etc.
DirectX 6 was finished today. That is, the development team signed off on it. Distribution now has it, and they will take a day or two to get everything packaged for release. Then we get it.
12:41 First, welcome to all the SPP fans, who, with the recent announcement of 3D support, find they are more interested in 3D than they were yesterday!
Gamers Alliance has some screenshots of Red Baron 3D posted.
Looks like the Creative RIVA TNT will sell for $200 for the 16 MB card. Good price, for what you get.
Dimension3D has a thing on Bump mapping. I haven't read it yet. I will, and will redo the entry in the 3D glossary if it's any good. They also have an article on non-linear z-buffering, a trick supported by the Permedia3.
There are some benchmark results (non-flight sim) of the STB Velocity 4400, the TNT board they are going to sell
01:02 Tyler (over at the AVSIM SPP forum) confirmed that Red Baron 3D is Glide only. Very interesting choices, over there at Dynamix. I'm not saying it's a bad or a good choice, just an interesting one.
00:00 <---Lot's of news today in the Audio News. When I refer to DX6 and Glide 3 coming out tomorrow, of course I meant Today, Friday.
30Jul98 19:49 I thought I'd say something about the SPP99 desision to go with Glide as the 3D API. (See the Glossary if you didn't understand that sentence).
The Glide API is probably the best-developed and fastest 3D API around. Brian Hook (now at id software) helped write it, and it's a fine job. Programming SPP99 in Glide made for a quicker release and a faster game, but it also means that only Voodoo, Voodoo2, Rush, and eventually Banshee cards will run it (and there is another non-3Dfx card which is supposed to support Glide, but early testing isn't so good). So unless Dynamix recodes for OpenGL (the next-most-logical API to use), a lot of 3D card owners will be out of luck.
So I stand by my assertion in the Audio News that SPP should have waited until SPP2000 for release, because then they could have done the OpenGL port, or at least an OpenGL miniport, and let everyone have some fun.
19:03 Well shut my mouth and call me dumb! One day after I say I hope SPP will wait 'till 2000 to release, they come out and say it'll be SPP99, with 3D support through the Glide API! Here are some details, ripped from AVSIM (click on the link to read a bunch more):
Q: What is the feature set of Pro Pilot '99?
A: Here are some of the features:
- NEW - 3D graphic acceleration- Glide compatible 3Dfx based cards
- NEW - Ground texturing
- NEW - Special effects for atmospheric conditions
- NEW - Cloud layering and transparency
- Six aircraft:
- Cessna C172P
- NEW - Cessna C172R
- Beechcraft Bonanza V35
- Beechcraft Baron B58
- Beechcraft Super King Air B200
- Cessna CitationJet
- NEW - Movable control surfaces: flaps, rudder, etc.
- NEW - Pop Up Operator's Handbook
- NEW - Performance Data & Checklist, developed in conjunction with NAFI
- NEW - Text based tutorials on flight maneuvers and Virtual Flight Tours
- NEW - Personal Notes
- NEW - United States, Western Europe and Canada
- Over 3,500 airports
- NEW - Taxiways with lighting
- Flight Planning Wizard
- Select and click access
- Choose from any airport for departure and arrival
- Select VORs, NDBs, Victor Routes and airports to plot course
- NEW - Automatic route generation
- Weather information
- Flight information on Fuel Consumption, Duration of Flight, etc.
- Navigational Aids such as VORs, NDBs, ILS
- Global Positioning System
- Audio Air Traffic Control
- NEW Beginner assistance
- NEW - First Flight Assistance (Audio Co-Pilot assistance)
- NEW How to Fly Manual
- Complete Flight Companion book
- On-Line help
- Thirty training videos
RELEASE DATE
Q: When will it be in stores?
A: October 1998PRICE
Q: What is the price and will there be a rebate?
A: The suggested retail price is $49.99. There will be a $20.00 rebate for previous purchasers of Pro Pilot '98 until December 31, 1998.PERFORMANCE
Q: What is the system requirement to run Pro Pilot '99?
A: The minimum requirement is a Pentium 133mhz, 4x CD-ROM, 200MB hard drive space, WIN 95/98, 32MB RAM, SVGA @ 256 Colors, WIN 95 Sound Card, mouse, IBM compatible machine.GRAPHICS
Q: What 3D graphic acceleration is supported and what will it provide?
A: Pro Pilot '99 supports Glide compatible 3Dfx based cards. The following enhancements are provided by acceleration:
- Sun glare
- Bilinear filtering (image smoothing)
- Alpha blending (transparency)
- Mip mapping
- Adjustable visibility and haze
- Faster frame rate
- Translucent clouds
POP UP OPERATOR'S HANDBOOK
Q: Is there any assistance available while I am flying?
A: The Pop Up Operator's Handbook was developed in conjunction with the National Association of Flight Instructors (NAFI). It is a menu system that allows a pilot instant access to crucial information during flight so that the simulation is not interrupted. The P.O.H. is accessible in 3D acceleration mode. This online handbook provides the following assistance:
- Performance Data & Checklist for each aircraft
- Text based tutorials (48) on flight maneuvers which have been validated by NAFI
- Ability to share and reference Virtual Flight Tours with other owners of Pro Pilot
- Ability to view Personal Notes (text and graphics) of your choice
- The POH is extremely flexible and open to user modification
GEOGRAPHY
Q: How were the United States, Western Europe and Canada recreated?
A: Over 38 million elevation points from the U.S. geological survey data were used to insure precise elevations of mountain ranges and terrain. This creates a three-dimensional real world quality, and true-to-life viewing of your favorite mountains and terrain while flying. You can actually fly into the Grand Canyon and though valleys. Microsoft is based on a flat terrain model with objects placed on top of that terrain. Almost like setting polygon objects on a table top.Q: How many metropolitan areas are included?
A: Thirty-five major metropolitan areas so accurately detailed, it's like looking out the window of a real aircraft! Each city is reproduced in photographic detail. The surrounding areas cover an additional 20 square miles. That's over 14,000 square miles of photo realistic terrain.
13:16 Avault has previewed CFS (this one's a must-read):
The strengths of this title go on and on. The thing that impresses me the most about MS Combat Sim is its implementation of real world terrain. This game is unbelievably beautiful. The development team is using a completely redesigned MS Flight Sim 98 engine, and the game will be one of the first titles to support DirectX 6.0, all in 16-bit color. This truly is what you would expect from a next generation flight simulator engine. In most sims the ground is something that gets in the way during bombing missions and dog fights. In MS Combat Sim the ground houses some of the most interesting terrain ever seen in a game. The development team has accurately modeled the terrain in 3D from Berlin to London and most of Western Europe. Using no instruments, only actual roadways, rivers, and landmarks, players can fly from one destination to another. Visit historical landmarks such as the Parthenon and the Eiffel Tower, and even bomb Parliament if you desire, all in beautiful 3D. The real world environment will include hundreds of accurately modeled objects, such as moving locomotives and vehicles. All objects will react appropriately to their design as well; have enough firepower and you can blow up Big Ben.
- Massive, historically accurate 3D world
- Hundreds of 3D modeled landmarks, buildings, and vehicles
- Total realism, realistic flight and damage modeling
- Adaptive campaign playable from both the German and Allied forces
- Direct 3D support using Microsoft's DirectX 6.0
- Incorporate 3rd party add-on scenery and planes
- Over 20 accurately modeled aircraft
- 16 player multiplayer support over LAN, 8 over modem
- Completely configurable controls and views
Dynamix has PR blurb about Red Baron 3D (scheduled for October 1998 release):
Dynamix, part of the Sierra family of brands, today announced at the EAA AirVenture in Oshkosh the upcoming release of Red Baron 3D, featuring 3D accelerated graphics and massive multiplayer combat.
This new software title allows players to enter the cockpit of an authentic World War I aircraft in a 3D experience more detailed and realistic than anything previously seen or imagined in a flight simulation program.
Part of Sierra's award winning ACES(R) series of historical wartime simulation products, Red Baron 3D creates a dynamic virtual world with an awe-inspiring sky in which gamers will encounter realistic smoke, fog, sun-glare, explosions, anti-aircraft gunfire, buildings and planes. Bullets will riddle the side of their planes, shattering wood and shredding canvas. Distant sirens and church bells will echo through the air, warning the enemy of the planes' approach.
For gamers of all skill levels and interest, Red Baron 3D is an epic recreation of the men, machines and war that marked the birth of aerial combat. Players are convincingly swept back into World War I as a pilot for France, Britain, America or Germany. Players select a wartime enlistment date, country of preference, squadron and plan. As a pilot fighting for their country, the player can rise through the ranks to become a top ace of the war by completing challenging missions. To achieve this goal, pilots must survive anti-aircraft gun fire and enemy squadrons while completing consecutive missions. Players continued progression through the campaign mode may change the outcome of the war.
Fly! has a Preview at GameSpot:
Well, TRI's Fly! promises such technical superiority over MS Flight Simulator in almost every area that it will put Flight Sim's success to the test. Because if technical merit really does influence a product's success in this market, Fly! should steal a big chunk of Flight Simulator's audience.
What will Fly! have that Flight Sim doesn't? How about detailed terrain, full-fledged air traffic control, a flight planner, state-of-the-art engine with 3D support, and a more authentic instrument cluster. TRI is going full-bore to load impressive features into Fly!, because MS Flight Simulator, with its massive support for third-party planes, scenery, and add-ons, is going to be a tough king to knock off the hill.In addition, Fly! will have five primary scenery areas modeled in great detail, using satellite imagery. These will include San Francisco, Chicago, Dallas/Ft. Worth, Los Angeles, and one other city. Here you'll find detail approaching that in Looking Glass's Flight Unlimited II. In order to include more cities than that product, some sparse areas are modeled using fairly low-resolution imagery of 100m/pixel. However, downtown areas and areas close to airports will be modeled with 25m/pixel or better accuracy. TRI is collecting extensive databases of the world's airports, so you'll find virtually all nonprivate airports in the US and thousands of others around the world in this sim. Your hometown might not be there, but its airport will be. The scenery formats are being made available to developers, so look for many other areas to become available in add-on packages, shareware, and freeware. A third-party European scenery CD is already planned for launch.
Look for a detailed weather environment as well. You'll see cloud layers, variable winds, rain, snow, and ice. In addition, a real-time weather mode will download current weather info for the continental US from the Internet and let you fly in current weather conditions. The detail of sky modeling extends all the way to the 400 brightest stars, which will be in the proper positions to allow you to actually navigate by dead reckoning should your instruments fail. Phases and position of the moon are accurately modeled as well.
Almost like they've never heard of any other flight sim, eh?
29Jul98 20:43 I have the 30Jul98 Audio News done early so I can play with NT Server.
14:37 Creative announced that they will be selling a Rive TNT card called the Creative Blaster RIVA TNT.
PGR has a list of features in DX6 that the Permedia3 will support:
Direct3D 6 Support
- Single-pass, full-speed, dual texturing: 250MTexels/Sec
- 3 TextureStage operations in a single pass
- Single-pass, full-speed, bump mapping with surface texture
- Single-pass, full-speed, tri-linear filtering
- Single-pass 8-tap anisotropic filtering
- Sort-independent full-scene anti-aliasing
- Flexible Vertex Format supported natively
- Driver-Free Vertex Buffer processing
- Virtual Textures: hardware texture paging
- Permedia3's Non-Linear Z-Buffer supported transparently
- W-Buffering emulated using Permedia3's Non-Linear Z-Buffer
- Stencil planes (up to 8 bits)
- Hardware Guard-Band ClippingOpenGL 1.2 & Extensions
- OpenGL 1.2 compliant ICD - Includes 3D Textures
- Multiple Textures Extension - SGIS multiple textures extension supported "out of fab"
- All OpenGL blend modes in hardware
- Softimage compliant
07:57 There is a web site that deals with the new 2D/3D accelerators. It's called the 5th Dimension, and it's kinda new and rough around the edges.
07:48 There is a bit posted about KNI, Kitami New Instructions, the Intel version of 3DNow!. Looks like KNI will have more than double the number of instructions, and some will execute faster than the equivilant instruction in 3DNow!. But will those 70 intructions be useful? There are a bunch of MMX instructions that are never used. Did Intel add insturctions just to say they had more? We'll know when the programmers start using them.
00:00 <--click here for The Audio News.
28Jul98 21:02 Another G200 review, this one at 3D Hardware (one of the remnants of Operation3Dfx). They liked it. A lot!
AGN3D put up a whopping big review of the Banshee.
For performance testing I used my P2 300 computer running Windows 98 and Direct X 6.0. I did not do extensive testing on the card since this is Alpha silicon, but I think I did do enough testing for you to get an overall picture of what to expect.
640x480 800x600 1024x768 Quake 59.9 39 24.4 Quake 2 53.9 37.2 23.6 Incoming 65.49 57.39 Forsaken 100.76 Turok 104.4 Speedy 560.92 In the end I think the TNT and maybe even the Savage3D may come up with better performance numbers, but I do not think it will matter. The Banshee has what is most important in the gaming market, software support. With the full library of existing Glide supporting games at it's disposal the Banshee will be coming out with the largest installed base of 3D supporting games for a 2D/3D device. This in the end will be what I consider the reason for the Banshee's upcoming success.
And here is part of an interview done with Wayne Do, Product Marketing Manager for Banshee.
Do you think that the Dual-TMUs of the TNT are going to offer it a big performance advantage over the Banshee?
They claim 2 pixels per clock, but the 2 pixels per clock is not enabled when they do multi-texturing there is a huge performance overhead.
Does the Banshee have any advantages over the Voodoo2 as far as through hardware support?
There is one feature that the Banshee has that the Voodoo2 does not have, and that is dynamic environment mapping. And the reason why Banshee has it is because we have a unified memory architecture, which allows us to do this. What the feature simulates is the rendering of an image behind your field of view, and the ability to mirror it in front of you. We have two camera perspectives, the camera in front of you and the camera in back. The camera behind you will generate the image in front of you, and the image in back of you can be rendered into memory and textured into the image in front of you. So this would allow for true hardware mirroring.
16:24 A very nice article on Strips and Fans is up at one of the PowerVR sites. I've revised my Strips and Fans entry in the Glossary because of it.
13:07 Cheap 12 MB Voodoo2 cards (the Flash 3D 2, $170) at Hightech Suppliers.
From the latest Computer Games, flight sims coming out soon (they are all 3D-accelerated):
Fighter Squadron: The Screaming Demons Over Europe (Activision). WWII fight flight sim, physics-based flight models. Fall 1998.
Aces of the Pacific II (Dynamics). WWII Pacific fight flight sim, updating of the first one. 1999.
Isreal Air Combat (Jane's Combat Simulations). Recent-history fight flight sim. When you fight a campaign, you jump from plane to plane, battle to battle, to win the war, not a career medal. August 1998.
WWII Fighters (Jane's Combat Simulations). Fight the Battle of the Bulge above ground. Of course they had to include a way to model real clouds. September 1998.
Apache Havoc (Empire Interactive). Modern helicopter sim, specializing in realistic cockpits. Fall 1998.
Camanche Hokum (Empire Interactive). Small recon/light attack copters to compliment Apache Havoc during multiplayer. 1999.
Fly! (Terminal Reality). Civilian General Aviation. All Pro Pilots functionality with 3D graphics and multiplayer. Winter 1998.
F-22 Total Air War (Infogrammes). Very modern (it's an F22, isn't it?) flight fight sim, in the same vein as F-22 ADF and Harpoon II. Fall 1998.
Fighter Dual 2.0 (SPGS). WWII, lots of aircraft, realistic physics, multiplayer dogfighting. Winter 1998.
IF/A-18 Carrier Strike Fighter (Interactive Magic). Modern carier fighter, F-22 on water. Summer 1998.
Dawn of Aces (Interactive Magic). Online fight flight sim, WWI, like Warbirds but done with canvas wings. Falll 1998.
Ultrafighters (Interactive Magic). Futuristic fighting, with some action. Fall 1998.
Flight Unlimiter III (Looking Glass Studios). General Aviation sim, I don't know what's different. 1999.
European Air War (Microprose). WWII fighter sim, good models, demo available. Fall 1998.
Falcon 4.0 (Microprose). F16 sim under development for a decade. Available in the future.
Gunship III (Microprose). Apache, Cobra or Comanche battlefield flight sim. Multiplayer with M1 Tank Platoon II. Summer 1999.
Top Gun: Hornets Nest (Microprose). F/A-18 fighter sim, lightweight. Wintrer 1998.
Combat Flight Simulator (Microsoft). WWII figher flight sim, FS98 with guns. Fall 1998.
F-16 Viper (Novalogic). F-16 fighter. Play online against MiG-29 Fulcrum and F-22 Raptor, both by Novalogic. Fall 1998.
MiG-29 Fulcrum (Novalogic). Same as F-16, but the other side. Fall 1998.
Nations: Fighter Command (Psygnosis). WWII fighter, can to arcade action or accurate detail. Spielbergian. Spring 1999.
Luftwaffe Commander (SSI). Career of a German fighter pilot form Spanish Civil War through WWII. 1999.
SU-27 Flanker 2.0 (SSI). The Russian version of Falcon 4.0. Winter 1998/1999.
F-16 Agressor (Virgin Interactive). Be a mercenary with an F-16 in Africa. WInter 1998.
Big list, eh? Did you notice that FS2000 and ProPilot II (or whatever they are called) are absent?
12:46 I updated the Glossary with entries for Level of Detail and Tessellation.
08:41 Sorry about the Audio News not being there. I had it in the wrong directory. It's fixed.
Gamepower has a review of TeamApache. They liked it. Said that the multiplayer aspect of the game was very immersive, graphics ran well on Pentium systems, but that the scenery is bland and the network timing needs a little tweaking. You can grab a 24 MB demo here.
The helicopter behaves pretty much the way you'd expect it to, with ground effect buffeting, reduced tail rotor effectiveness at high speed, and altitude loss during pitch maneuvers. The sense of realism is reinforced if you use a force-feedback joystick. On the other hand, it was awfully easy to land the airframe even after losing part of the undercarriage in combat.
The most complex part of the game really comes from your interaction with your team. You can control up to six AI or human-operated Apaches, and you can order them to perform more than a dozen different commands in support of the mission goals. Mindscape even gives you control over the formation -- invent your own patterns and create a library of them for future use.
00:00 Audio News is up. More Banshee reviews, at Boot.
Here is Brian Hooks presentation it SIGGRAPH. Cool but technical stuff on what 3D holds for the future. It's a PDF document, so have an acrobat reader handy.
27Jul98 18:25 More on the Banshee, this time from GameSpot.
17:03 DirectX 6 isn't coming today. MS posted that the rumors of DX6 release today are false, and said we'd get it when it's done, which means a week to 3 months, usually.
14:07 3DfxWorld has an article on why 3Dfx releases Reference Drivers.
11:47 HardGame.com has an article on 3D soundcards, the point of which is that 3D sound cards sound great, and that some do it with far less overhead (that is, do it with higher video framerates) than others.
No DirectX6 yet. I tested a beta copy of it (with no video drivers), but found FS98 performance identical to DX5. So I have to wait for the release version to test it for real.
Tom's Hardware compared the top-end (and I mean the very top end!) CPU's: the Merced and the Alpha.
Jeremy at AGN3D got a Banshee card to play with:
The following benchmark numbers were from a run on pre-release silicon with Alph 2.3a drivers on a Pentium 2 400 CPU running DirectX 6. Final silicon and drivers results should be much higher.
3D Winbench 98 (Note: Run with VSync Enabled)
640x480 = 1360
800x600 = 1160
1024x768 = 855Business Graphics Win98
1024x768x16 = 203
1024x768x32 = 190High End Graphics Win 98
1024x768x16 = 224
1024x768x32 = 237Game Gauge Total = 555.19 (Note: Run With VySync Disabled)
Forsaken = 192 fps
Incoming = 82 fps
Turok = 87.5 fps
F22 = 49 fps
Quake 2 = 63 fps
Quake = 82.3 fpsI plan on doing extensive testing of the banshee on my Pentium 2 300 today, so stay tuned for a full preview. If the numbers that I get are anywhere as good as what 3Dfx is reporting above, 3Dfx will once again remain at the top of the 3D market.
09:03 There is another site for 3D hardware, ViperWorld. They have a news page and an image comparison page (head on over and help out!), also. Looks like the entire site concentrates on nVidia produces, kinda like a RivaRave for FS.
There is a hang glider and a paraglider sim here. Both are 3D-accelerated. I haven't tried them yet. Uses Direct3D.
00:00 Not much news today, and a not very inspired Audio News is up despite it.
The big-time 3D first-person shooter, Sin, has a 33 MB demo out. Go to GameCenter.com for a list of download sites, or to VE, Op3Dfx, or AGN3D for more info.
26Jul98 14:00 Cyrellis has a review of the #9 Revolution IV (16 MB, AGP, $170), based on the Ticket to Ride 4 (T2R4). Tested at 70% of it's intended clock speed, it seems a little slower than the G200 in all respects. And it's image quality, like the other 32-bit cards, is superb.
I'm pleased to see so many new Reports being made in the Report System. All of them are FS98, and many are with newer hardware. Thank You All! I'll try to add them to the Results Summary Tables in groups of 10, or when I get the time. Until then, you can look through the Reports yourself
25Jul98 14:56 <---- I got the 26Jul98 Audio News done early. Turned out to be pretty huge, 15 min long. I'll post it now, and might do a second Audio News for 26Jul98 if needed.
14:24 There is a demo out of Jet Fighter: Full Burn. I haven't installed it. 45 MB.
13:48 If you want to know the difference between a Voodoo and a Voodoo2, try here. Questions the descriminating Voodoo2 shopper should ask.
Tom's Hardware has an article on running maximum 2D performance with a Voodoo/Voodoo2 card in your system. The trick: use a two-input monitor.
10:44 Got Questions? Confused? Need help on your 3D card? Visit the 3D Forum, sponsored by AVSIM.
09:25 Bryn,
over at the FS News
page, summarizes the news from the different FS sites that post news. He's added
this site. And by the way, here's a new graphic you can use to link to this site.
A reminder, do you have the Lucida Handwriting and the Trebuchet fonts installed (in c:\windows\fonts)? This site looks best if you have these fonts on your computer. It also helps to set your default background to white instead of gray (as it defaults in some older browsers).
Well, about 30 people have voted, and I'll keep the Daily Audio News. It's fun to do, a lot easier than typing, and makes updating a lot faster. The numbers are: 70% listen always or sometimes, 30% never or can't.
Microprose released a 15 MB demo of European Air War, a D3D WWII sim, a decendent of the 1942: Pacific Air War:
Take to the skies over Europe during the most dangerous days of World War II. Pilot 20 authentic fighter aircraft from Great Britain, Germany and the United States. Defend the skies of southern England from waves of German bombers, fight off harrying Messerschmitts while escorting B-17s deep into the heart of the Third Reich, or engage in savage dogfights over France. Unsurpassed graphics and a dynamic game world will captivate you in this sequel to the critically acclaimed and award-winning 1942: Pacific Air War ®.
From VE: Your Voodoo2 not fast enough for you? Wanna risk burning up your board for 2 fps more performance? Well, here's an Overclocker (by Gary Peterson, v1.4.00, adds a Display Properties tab) that's built just for you:
Several people have asked if I would make the Upper and Lower Voodoo2 Graphics Clock limits user programmable. Okay I want everyone to be able to use this utility to their best advantage so I've added the ability to the Installer (V2OCINST.EXE) to tell it what you want the Upper and Lower limits to be. Of course I do want this thing to stay within reason (who defines that?) so I check the Upper and Lower limits you pass to the Installer and force them to stay within a reasonable (very wide) range. Okay so what are these ranges? Well I've been asked for a very wide range so I gave it to you, PLEASE DON'T DESTROY YOUR BOARD JUST TO SEE HOW FAST IT CAN RUN. The Lower Limit range is (60-90), the Upper Limit range is (95-120). This allows you to adjust your graphics clock 30 mhz either side of the factory default 90 mhz setting. If you can't destroy your board with these settings I don't know why not ???
00:12 Anand has an updated 3D card review up.
Intel's new technologies are announced.
Default video settings not good enough for you? Feel a need to max out your visual performance? Get TweakIt.
00:00 I still can't get either the Win98 'speedup' nor v4.11 of X-Plane to work.
23Jul98 11:00 To those who cannot hear the Daily Audio News, if you want to hear it you'll need to click on the Real Audio link above and download the RealPlayer (either v.5 or G2 beta). I'll try to keep all the essentials of the news here in print, but some details will only be found in the Audio News, along with my take on some of the news items. The links will all be here, but rarely (as has been in the past) my interpretation of the content of those links.
10:03 I've posted a Special Edition of the Daily Audio News. Well, I have the requirements for X-Plane, but I have some trouble getting the program to actually run. I'll keep at it.
In the mailing list someone suggested that with Win98, uninstalling and reinstalling FS98 gave a 20% perfomance increase. I tried it, and got exactly the same numbers as before. I did learn something about busmastering IDE drivers acting funny under Win98, though. Listen to the Daily Audio News later today for the details of both my Win98 and X-Plane experience.
00:00 Audio news us posted. I'll try to do the news at 10pm Mountain, midnite Eastern.
Big news for the Voodoo owners: X-Plane 4.11 is out with 3Dfx support! Goody goody! I can work on Benchmarks for them, finally! Listen to the audio news tomorrow for a report on how 4.11 rund on a Voodoo2, as well as the news on the FS98-Win98 speed-up proceedure.
CPUMadness has a in-depth report on the AMD K6-2. It's looking like Intel is going to lose some P2 market share to these little baby's, because they keep up with the P2 similarly clocked in business apps, and equal it in games then the API's use 3DNow!
Speaking of Intel, they've announced some new processors and stuff.
The lads at VE say the 27th is the DX6 birthday, not the 24th. I don't have an official proclamation.
Riva3D has been investigating Dx5 v. DX6.
Not only is there a 25% increase in speed (which you should see on your RIVA cards as well), but the drivers are also more robust. With DX5, I had the option of either 640x480 or 800x600 in fullscreen. With DX6, I now have 320x200, 320x240, 400x300, 640x480, and 800x600 in fullscreen. Next up is Final Reality 3D Fillrate:
As you can see, the fillrate was significantly increased under DX6. The other rates were slightly faster, but not significantly so. And finally, we look at Forsaken:
Again, a nice increase of 24% over DX5. It looks as if DX6 is going to live up to the hype, and if the easier programming is a reality, DX6 will make a significant impact on your gaming this year.
22Jul98 15:34 Whew! Finally got the upload going again. Here's a bit from 3DNews that i just plain ripped off:
After reading what Gary McTaggart posted in his .plan file yesterday talking about bump mapping and what the PowerVR guys are up to, Jean Salvati of 3DLabs dropped me some email with information about the Permedia3 that is pretty interesting:
...So here is some information on the Direct3D bump mapping modes implemented in PERMEDIA 3.
The "preferred" bump mapping method with PERMEDIA 3 in Direct3D 6 is the bump map embossing method mentioned by Gary McTaggart. From what I understand, 3Dfx and NVIDIA are also pushing this method.
In addition to the fact that it gives very nice results, the embossing method has two advantages. First, it can be emulated on almost any chip (using several passes in most cases). Second, the basic algorithm has been known for a while, and it's well documented: for example, there is an OpenGL tutorial with some sample code on SGI's web site. For these reasons, we expect bump map embossing to be very popular with developers.
PERMEDIA 3 includes dedicated hardware to perform bump map embossing. This allows it to perform bump map embossing AND texturing in a single pass. In other words, in Direct3D 6, PERMEDIA 3 will be able to render a scene with a bump map and a separate surface texture in a single pass.
Even though we expect embossing to be the most popular bump mapping method with developers, PERMEDIA 3 has also been designed to support the two other Direct3D 6 bump mapping modes: "dot product" bump mapping, and bump environment mapping. In particular, the "dot product" mode can also be used to perform bump mapping and texturing in a single pass with PERMEDIA 3.
If you hear a rumor that the TNT has one of the texels crippled, it's false.
I'll do another news update later today, and I'll call it the news for the 23rd. I'll just skip the news for the 22nd.
09:43 I still can't upload my pages, but by the time you see this I will be able to.
VoodooNation has a 3D Video Terms guide, much like my Glossary, but different.
Looking for an i740 card? Proceed yonder.
21Jul98 20:52 Matrox released a whole new set of drivers for about every card they sell.
Anand has a preview of the Savage3D up now.
The Revision 'A' Savage3D reference board that S3 graciously supplied AnandTech with for testing ran with 8MB of SGRAM at 125MHz which is its rated clock speed, meaning the board itself was physically running at its full speed. The chipset, once released, will be available on boards offering configurations of 4MB or 8MB of local RAM at an unbeatable price of around $100 for a 4MB card and no more than $150 for an 8MB card. Compared to the Riva TNT's estimated street price of $250 the Savage3D has a nice little niche shared currently only by Matrox. Matrox's availability advantage is obviously the Achilles' heel of the Savage3D, hopefully, for S3's sake, this weakness won't be present for long as the market's watering mouths are beginning to shift to other alternatives.
17:42 <--Audio news is updated. I'm having trouble uploading, so this is late. There are some G200 screenshots in the Image Quality comparison. Very good looking, even at 16-bit color. I did not include any 32-bit color, because it would be just too good looking and cream the other cards.
There is another 3D accelerator in the distance:
Compaq's PowerStorm solutions accelerate technical 3D applications for professionals with demanding graphics rendering requirements. There are high performance graphics options that will be available in the PowerStorm line this year. A new midrange graphics solution provides best in class performance for Digital Content Creation (DCC) and CAD applications at an affordable price. This solution is based on the Evans & Sutherland REALimage 2100 SD chip technology, which delivers up to 4 million primitives per second and renders filtered, MIP-mapped and textured polygons at sustained rates of up to 90 million pixels per second.
09:38 And just a reminder for you Excel 97 owners:
(1) In Excel 97, open a new blank work sheet.
(2) Press F5 and type X97:L97 in the "Reference" box, then click OK.
(3) Now hit your tab key once (you should end up in cell M97).
(4) press "Ctrl" and "Shift" while clicking once on the "chart
wizard" icon (the one at the top with the blue-yellow-red bar chart).
Welcome aboard ! After a few moments you should be flying. Steer with
the mouse, accel and decel with the left and right mouse buttons
respectively, and look for the monoliths with the programmer credits.
You can exit the screen by pressing Ctrl+Shift+Esc.
09:18 Another post from a 3D news site I just plain ol' ripped off, this one from VoodooExtreme, on the aspects of multitexturing:
Yesterday I posted a link to the basics of Multitexturing...now that you are up to speed, here's a big Nell Carter sized booty of an article entitled Hardware Implementations of Multitexturing, over at PVR Gen (don't let the name of the site turn ya off). Here's a big portion of the intro, including links to the articles (and others):
In this article I plan to go into some specifics on how mulitexturing is supported in various 3D hardware - both current and near future. Almost every 3D card in the market supports multitexturing in some form. This article will describe how this hardware performs these operations, and the strengths and weaknesses of each method. I wanted to do this to clear up some common misconceptions that people have about the TNT, Voodoo2 and PVRSG when compared as multitexturing platforms.
It will help in this article if you understand a few things first. You should have an idea about what dithering is, what tiled rendering is and what multitexturing is. If you don't understand any of these things, then here are some links to try reading:
An Introduction to Multitexturing by Jeremy Krieg
Dithering or full 24 bit ? by Kristof Beets of PowerVR Power
How the PowerVR Works by Sam Hatoum (explains tile-based rendering)
Tile Based Rendering by Kristof BeetsThis article will by necessity be slightly more technical than the last one, but should still be fairly easy to understand.
This article has turned out to be pretty big, so I have divided it up into sections so that you can download them one at a time without having to wait too long in between. Click on a heading below to go to that section.
Hardware Requirements for Multitexturing
Multitexture Support on a Single Core Traditional Architecture
Multitexture Support on a Multiple Core Traditional Architecture
Multitexture Support on a Tiled Architecture
Comparison of Various Implementations
08:00 Avault has a review of the G200, more of the same.
20 Jul 98 17:37 Audio news is posted. Here's some info on the new 3Dfx Reference drivers for the Voodoo2:
- Voodoo2 Release 2.1 (WHQL Compliant) v1.03.01
Run-time drivers for Voodoo2 on Win95/98. They include: Glide 2.53, Glide 3, Direct3D, DirectX and the Voodoo2 Control Panel. This is the minimum set of drivers that you'll need to run your Voodoo2 board.
- Voodoo2 Control Panel (Non-WHQL Compliant)
A non-WHQL compliant Control Panel for Voodoo2 (it does not include any of the components included in File #1). This file will allow you to use the enable/disable VSync feature, but will overwrite the WHQL certified Control Panel in the process.
14:24 ATI has a new 3D chip under development, but they aren't saying much. Read a little about it a JPA. Also, another editorial about the next generation of 3D chips.
I'll do the Daily Audio News later today. I'm still trying to get my new hard drive up to specs.
Here's a post I ripped straight from Op3Dfx (well, 3DNews), 'cause they reported it well, with all the relevent links:
Tom's Hardware page has gotten a big update with a preview of the cards that he mentioned having gotten a hold of last week. The 3dfx Bansheed 2D/3D card, the Matrox G200 2D/3D card, the nVidia RIVA TNT 2D/3D card, the next-gen PowerVR stuff, and finally the S3 Savage3D 2D/3D Card. Here is a quote from the article:
First of all I would like to remind you that this is a PREview, not a review of final products. TNT is at very early stage, but all the other chips will certainly go through several improvements as well.
What we can say now though is that Savage3D did certainly NOT live up to the claims of 'Voodoo2 performance at S3 prices'. As a matter of fact Savage3D is not by far as fast as Voodoo2, it's not as fast as Voodoo Banshee and Voodoo Banshee is selling for almost the same price as Savage3D. Savage3D will be an interesting competitor to Matrox' G200, since those two seem pretty close to each other, also in terms of 3D quality. G200 has an edge with its larger local memory support of 16 MB though.
08:34 Another new card reviews, the G200 @ CombatSim.
DirectX6 is reported to give a 60% boost to D3D games. I don't know if it will be that much for everybody, though. Should be cool.
There is a nice article on multitexturing on the PVRSG at Dimension3D.
19 Jul 98 21:46 Another G200 review at HardwareCentral.
Maybe another CPU brand on the market, the Rise. Read here.
19:47 Here's a vote for you. Use the back button to return.
17:04 You'll be hearing about infinite planes when the PVRSG comes out, so here's somthing you can read up on before time to understand them.
16:44 I've been watching the Aerofly demo (watch is about all you can do), and the 3D is so-so, all the text is in German, and it's a remote-controlled aircraft sim! Imagine that, a computer sim of a model sim.
15:47 There is a new demo out of a sim called AeroFly. Get it here. (4MB)
This is a self running Demo. Once you load a model it will fly along a recorded path. It is highly recommended that you have a 3D graphic card with OpenGL support. This demo is currently only in german. We will have an english version soon. In order for this Demo to run, you also need to install DirectX Version 5. Make sure your display setting is at 16-bit color depth
Using AeroFly you have the chance to fly through the real 3D-scenery. You can land and takeoff at any position in the scenery and you can also place the viewer anywhere you want to. You can be in a fixed viewing position or follow the airplane while you are flying around the scenery. Practice your Indoor-flying skills with the BleriotII slowflyer and try to land on a table. Afterwards you can simply fly out of the building and chase your airplane through narrow valleys.
AeroFly offers you the following features:
- many different aircrafts like helicopters, hanggliders, slowflyers and acrobatic airplanes
- very accurate formulas to achieve a realistic flight behaviour
- different sceneries with collision detection
- flight parameters can be changed using a graphical environment
- you can use your own radio-control
- beginner-mode for learning how to fly helicopter
- adjustable wind and turbulence
- automatic calculation of thermals in any scenery
- adjustable field of view (automatic zooming)
- different viewing modes, like followmode or fixed viewing position
- Autorotation
- sound support
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00:00 There is another 'episode' of Audio News. A big one this time. Talking is a lot easier than typing.
18 Jul 98 21:28
Jeremy (over at the AGN3D site) has
another excellent review
of the Matrox Mystique G200 (same card that Anand looked at).
18:56 Anand has a great review of the G200 up now. A couple days ago he did a Stealth II G460 (i740) review.
13:52 If you have wondered how to tweak your system memory for the best game performance, Kim Thompson has a little article just for you. Very enlightening. Some of the tweaks helped my system a great deal.
<-------Did you notice the new link? Get the latest Audio news with just a click! Great for bookmarking! Guaranteed to break the ice at parties!
13:18 Well, I've switched over to Real Audio for the audio content (here's a test). I figured out that a normal HTTP server can do the job with a little MIME configuration. So that's how it will be in the future. RA sounds better with a slightly lower bandwidth, and is easier to encode. So, today's update is as a WAV file (click on the date) or a Real Audio file (click on the time, 10:08). Sorry about the switch, but if you already have Media Player and don't have Real Audio, you're still good-to-go, because MP does RA.
10:08 (Hint: If the date or time is blue, there's an audio link there.) Looks like Intel will put their i740 chip inside the Whitney motherboard chip set, used to run the new fast Celeron CPU's. Never heard of Whitney or Celeron? Head over to Tom's Hardware for all the details.
09:54 There is a 3D accelerated sim, Hang Time, which simulates hang gliding. I haven't tried it, in fact I couldn't even download it.
09:07 Diamond has re-run some of the benchmarks on their new TNT-based Viper card (if you recall, they loked pretty weak against the Voodoo2) (I grabbed this from AGN3D). If you are counting, the Voodoo2 still beats it or ties it, but it's better than before.
We ran some benchmarks with the latest hardware and software for the next-generation Viper. Performance is really ramping up as we continue to work with the drivers. Take a look...
Old Score New Score Turok @ 640x480 81 fps 114 fps Forsaken @ 640x480 146 fps 177.58 fps Windbench3D 98 1280 1430 The tests above were run on a 400MHz PII with 64 MB RAM running Win98 and DX6.
17 Jul 98 20:17 There is a new version of the Plane Crazy demo (19 MB), still D3D-accelerated:
Plane Crazy is a 3D flying, racing game that takes the freedom of stunt flying and combines it with the thrill of high-speed racing. Players take their planes, and with the option to tune performance during The Championship Mode, compete against human flyers or the computer controlled "Crazy Aces" in order to win and achieve the best race time.
New demo has Single Player & Multi-Player on HEAT.NET, LAN & TCP/IP on one course called "Border Dash". Direct3D supported
I grabbed this from 3Dxtc:
Mika Tuomi from Bitboys sent word on some new Glaze3D animations done in real time.
A 60sec, 14MB large MPEG animation can be found in the Bitboys' animation sub-page, or just simply click the name to download the
Glaze3D military base animation.
17:05 I'm thinking of starting a daily audio run-thru of the news. I'll use MP3-coded WAV's, and the MS Media Player should stream them nicely (and with no extra server crud from my end). Here's a test. If you get an error ('codec not found' or 'format not recognized'), head on over to MS and get the Media Player (it supoprts RealAudio/Video, and a ton of other stuff, a very nice multimedia player, for Win95/98/NT only). I'll also post a regular MP3 for the other OS's if there is a demand. You can get a free MP3 player at www.audioactive.com or www.winamp.com among other places. Let me know if there are other good players for the WAV files.
I notice (because it was posted in the newsgroups) that Simflight has a Combat Flight Sim site.
Here's a bit of the GameSpot review of CFS:
It's the Little Things
There are a host of other enhancements to optimize the engine for the combat regime. Of course, one of the biggest concerns is frame rate - the screen updates in Flight Simulator 98, on most systems, were far too slow for combat play. The good news is that a number of changes have been made to the 3D engine to ensure good performance on a wide range of systems. In fact, the pre-alpha version I flew was managing over 70 frames per second on a midrange Pentium II (in an area with fairly simple scenery). When all the details and AI are implemented, frame rates will slow down a bit. The team's goal is to maintain 15 to 20 frames per second in software mode on a low-end machine and 30 to 50 on a faster machine equipped with a 3D card.
Some of this performance boost comes from the new ground-texture system used in the sim. Mapping the ground with satellite imagery proved to be a major performance inhibitor, especially on 3D cards with only 2MB of texture memory. The engine now uses creatively tiled "generic" textures in most areas. While not as exacting as satellite imagery, the textures are based on real terrain data, so you'll see rivers, farmland, cities, and towns in all the right places. They are also wrapped over accurate elevation data. Textures are now 16-bit color, and transition textures put an end to the sharp breaks between the terrain tiles you've seen in earlier incarnations of the game engine. The game's appearance is further enhanced through the placement of 3D objects and handcrafted coastlines.
08:26 To get the most out of the new headers, you should have the Lucinda Handwriting font installed. If 'Lucida Handwriting' didn't look fancy, download the font here, and put it into your c:\windows\fonts directory.
15 Jul 98 14:58 AGN3D has a review of the ever-so-cheap Best Data Voodoo2 card.
10:33 I just installed the new Sidewinder software, and found that whereas before I had the 'jittery stick' problem (the stick position, throttle and rudder settings all jump around a little bit), now I don't. Rock steady.
10:24 Now here's an interesting bit of news: SiS has announced a motherboard chipset that includes a 2D/3D video component, using AGP.
Silicon Integrated Systems Corp. (SiS), a leading core logic supplier, today announces the industry's first and only 100MHz socket 7 chipset with integrated 3D VGA, the SiS530.
This announcement follows SiS' own earlier success in SiS5598, the industry's only single-chip core logic solution with integrated 2D graphics which has exceeded 5 million units in shipment and set the trend for future integration.
The product announced today, the third-generation core logic solution with integrated graphics from SiS, represents the latest innovation by the company. The SiS530 supports 100MHz CPU host bus, and incorporates the full function of SiS' own popular 3D solution, SiS6326AGP, to allow 3D acceleration at 100MHz speed on a 64bit internal host bus. With this architecture, the video data transfer rate achieves 800MB/sec, far superior to the conventional 32bit bus at 66MHz.
With this announcement, SiS delivers again on its commitment to provide leading-edge technology for the benefit of the masses. As 3D graphics capability becomes a necessity for future applications, the advent of SiS530 will undoubtedly bring the best value in performance and affordability to the end users.
The SiS530 consists of the following key features:
(i) MS PC'99 and PCI 2.2 compliant. (ii) Dual 2.5v/3.3v CPU interface, supports 66/75/83/95/100MHz
synchronous and asynchronous host bus frequencies. (iii) PC100 DRAM controller, supports 3 DIMMs and up to 1 gigabyte
memory. (iv) Advanced 2D/3D graphics/video accelerator, with peak polygon
rate of 800K/sec. (v) Ultra DMA-66 IDE controller. (vi) 2MB synchronous cache controller. (vii) Supports digital flat panel, TFT-12/18/24bit.
The SiS530 also has a companion chip in SiS5595, the PCI system controller. It includes the PCI to ISA bridge, DDMA support, SIRQ, ACPI/Legacy PMU, environmental controller, and USB. The SiS530 is housed in a high pin count BGA package, while SiS5595 is in 208 pin PQFP.
The product will be sampled in August, with production planned by September. The chipset is priced at $29 for 10K orders.
08:52 There is some news about DirectX varsions 6, 7, and 8.
08:04 I just finished slopping silver-colored paint all over some metal outside, and since I had to do a nasty task, so should you (well, a taks that seems nasty to some of you). There are very few Benchmark Reports for FUII and ProPilot. If you have these games, can you do everyone who follows a favor and run the Benchmarks on your system today? Thanks!
There is a review of the Matrox Mystique G200 (the shipping version) at Cyrellis. And here is what AGN3D had to say about it:
I promised you guys some benchmarks from the Mystique G200, so here they are. The numbers are right up there with the Voodoo2 with Vsync disabled, and image quality is excellent. The Mystique does seem to choke at higher resolutions, unlike the Voodoo2 though. The test system is a p2 300 with 64MB of RAM.
Incoming -Gameindex Benchmark
16 Bit Color 32 Bit Color with
vsynchwithout
vsyncwith
vsyncwithout
vsync640x480 46.49 69 36.41 45.73 800x600 41.26 49 28.06 34.6 1024x768 27.72 32.2 15.18 17.9 As you can see running the game in 32bit mode has a big overhead on the performance. I have to admit that 32 bit color looks good, but performance wise it cuts down the framerate to much to be acceptable. If you are going to be playing only the 640x480 resolution, then it might be alright to use the 32bit color mode. Anything about that and you are going to feel like you are playing the game from a viewmaster.
14 Jul 98 15:51 If you are in the market for either a Voodoo or a Voodoo2, head on over to BestData! They have 12 MB Voodoo2's for $169, and 4 MB Voodoo's for $49. If you are counting, that means you can get 2 Voodoo2's for the price of a Pure3D2 Voodoo2 card. These cards are based on the Reference design, so they are like the Creative and the rest of the Voodoo2 cards.
AGN3D reports that GameCenter responded to nVidia's claim that GC ran the benchmark tests on the TNT incorrectly. GC claims they did, and provided proof. My guess, when this all falls out this Fall, that the TNT will be a pretty good match to the Banshee, both will be slightly faster than one Voodoo2, but that the Voodoo2 SLI will be king of the hill. No evidence, just a hunch.
13:13 The Results page has been updated with a new Table summarizing the Results obtained with the new, improved benchmark tests. Click the Results link to the left.
08:16 nVidia says that in about 30 days we'll have the scoop on the properly decked-out TNT (final silicon, drivers, DX6, full clock speed, etc.) and we're assured it'll be a Voodoo2-killer.
08:12 The venerable Tom's Hardware has more to say about the new 3D cards:
Stay tuned. Only one pre-comment: Banshee looks very good, Savage3D isn't bad, but clearly behind Banshee, Silverhammer will require a bit more work still and RIVA TNT will rock the boat pretty soon. My Quake2 playing con-gamers will have no reason to thrash their Voodoo2 cards until TNT will be there, and SLI freaks like me won't have to fear for their investment unless they fancy Quake2 at 1280x1024 (something I would actually) or maybe even higher (but then you can't read anything in Q2 anymore).
08:06 I'm playing with the links on this site a little. It may go back to normal, or the new style may infect the entire site.
07:57 For you Voodoo2 owners who've wondered what all those nifty V2 settings were, 3 Fingers (the Quake/Quake2/QuakeWorld tweaking King) has a rather nice explanation of them. The two most important for us:
Use trilinear filtering when possible:
Allows your Voodoo² card to use trilinear texture filtering if a Direct3D application is using bilinear filtering and mip mapping and the game doesn't support trilinear filtering. The two Texture Mapping Units (TMUs) can do trilinear texture filtering with no performance penalty incurred.
Some games may be incompatible with trilinear filtering.
Enable Anti-Aliasing for Direct3D:
Smooths out the edges or removes the "jaggies" or "stair stepping" from polygon objects in Direct3D.
This makes Direct3D games much smoother.
13 Jul 98 22:06 Cyrellis has posted an explaination of why the TNT card is testing so poorly: he said that vsync was left on in the comparisons, and that the card was clocked at 70 MHz, whereas the production cards will be running 140 MHz. Hmmm, you'd think the guy from Diamond who was showiing that card around would have known that and mentioned it during the tests. So the TNT tested was a very 'alpha' version, as was the company representative. Expect better results in the future.
Techweb talks about the Permedia3 chip.
And here is some graphical comparisons of the Permedia line, from PGR:
Permedia2/2V Permedia2a Permedia3 BUS INTERFACE PCI2.1/AGP1X AGP1X PCI2.2/AGP2X MEMORY BUS 64 bit 64 bit 128 bit CLOCK SPEED 83-85 MHz 90 MHz 200 MHz RAMDAC 230 MHz 250 MHz 270 MHz RAM/TYPE 2-8 Mb SGRAM/SDRAM 2-8 Mb SGRAM/SDRAM 4-16 Mb SGRAM/SDRAM DIRECTX YES YES YES HEIDI YES YES ? OPENGL YES YES YES VESA YES YES YES MAXIMUM RES. SUPPORTED 1920X1080 1920X1080 1920X1080 Z-BUFFER COLOR DEPTH 15/16 bit 15/16 bit 16/24/32 bit STENCIL BUFFER YES YES YES DESTINATION ALPHA BUFFER NO NO YES VIDEO I/O YES YES YES To find out more about both chips visit their respective datasheets at 3Dlabs website.
Permedia2 - datasheet
Permedia3 - datasheet
18:36
Here's a pic of the 16 MB #9 Revolution IV board, powered by the T2R4 chip:
16:45 The most inexpensive Voodoo2 card may be the 12 MB Best Data Arcade FX II, $189 retail with a $30 rebate. From PCFan:
My copy of the card came with a full version of Psygnosis' racing game on serious crack, WipeOut XL. It also included demos of G-Police, Shadow Master, and six other titles. But, from inside sources within Best Data, also expect another big shooting title to be added with this bundle (here's a hint: Think Sierra).
Here's an interesting look at Diamond video card marketing, from the newsgroups:
Thanks to 3 fingers for his posting to the Diamond conference call. From that recording, I have gleamed the following info which you may or may not be aware.
- Diamond expects V2 to be a strong seller throughout the rest of the year.
- Voodoo sales account for 50% of their revenues.
- Diamond is surprised at the increased demand for 12MB V2 cards (they still don't get it)
- They make more money off of 12MB cards due to cheaper texture memory costs. (I suspect this is true of all V2 card mfg's, it's just other companies tend to pass the savings on to customers - recent ISN prices for 12MB V2s: CL=215$, DM2=270$)
- They will be offering a Savage3d, Banshee, TNT card this fall and expect all 3 to be shipping late Q3.
- They've segmented the market into casual gamers (2d/3d card market) and hard core gamers (V2 market). They think the hardcore gamers market is a separate ecosystem (their words, not mine) and what happens in the 2d/3d market doesn't significantly affect the 3d only market. Matter of fact, the 3 Diamond guys all have Viper 330 cards as their 2d/3d card and at least 1 12 MB V2 (Ken Wirt I think has the SLI goodness).
- They're positioning the TNT as the highend product in the 2d/3d market with the Banshee and Savage somewhat in the mid-tiers of that pyramid structure. (I have my opinions on the success of this positioning, but from a purely cost standpoint, it appears that high end=high dollars).
- They also discussed their audio business. However, all the investor guys could've cared less about audio as there wasn't one single question about it. Most of the investor guys wanted to talk graphics cards so, from this perspective, I think Diamond did a good job of explaining the market to them. I was also surprised at how many of these investment houses had known about 3dfx. It leaves me wondering why they, in turn, do not recommend 3dfx stock to their customers. Oh well....
Of course, if you wish to use an hour of your time to listen to the recorded conference call as I have, then feel free. 1-888-266-2086 password 922523.
Juardis T.
And more Diamond news, they have a page up which tells you which products will (should) work well in Win98.
15:06 FastGraphics has a new 2D/3D card comparison up. The G200 i740 cards look good.
11:55 EEtimes has two previews, the #9 Revolution and the Savage3D cards.
11:50 There is an article about triangle setup at 3DOvertime, a VE affiliate. Not much more than I have in the 3D glossary (see link in left-hand frame).
09:00 Well, looks like I'll be teaching Chemistry at South Dakota State University starting in the Fall. Should be fun. At least I get to do something with my Doctorate besides this site! I need to buy a good car. Anyone have one of those small SUV's (Toyota RAV4 or Subaru Forester)? What do you think of them? Maybe I'll just stick with a Honda Accord or a Toyota Camry. Do folks need all-wheel-drive in South Dakota winters, or will snow tires suffice? Anyway, I'm excited to head over there and turn wayward freshmen into chemists!
08:00 There are some reviews of new 3D-acelerated mil sims out, Falcon 4.0 and iF/A-18E (at PCME).
There is an article ar PVR-net about the future of 2D and 3D GUI's: when will all 2D GUI's be built using 3D commands? Brian Hook said (over at VE) said that in games that's already happening, when a 2D panel is mapped over as a big texture.
New MS Sidewinder drivers are at the Sidewinder page. Beware, it's 8 MB.
3DLabs has announced the Permedia3 chip:
3Dlabs(R), Inc. today announced the details of its forthcoming PERMEDIA(R) 3 graphics processor, its next-generation device in the award-winning PERMEDIA family, which integrates 2D, 3D, digital video and VGA processing in a high- performance, single-chip design. Processing up to 250 million texels-per-second while rendering dual-textured polygons in a single pass, the PERMEDIA 3 design is expected to deliver comprehensive acceleration for Microsoft(R) DirectX(R) 6 multimedia API -- providing fast gameplay while boosting 2D, video and 3D Windows application performance. 3Dlabs has completed design of the PERMEDIA 3 and expects to sample and ship the device during the second half of 1998.
(Much cut out here, which said peak polygon rates of 8 million/sec, and peak pixel rates of 250 million/sec, 6 times faster then the Permedia2, 256x256 textures, 0.25 micron architecture, be out in 1999, 32-bit Z-buffer and color buffers, full-scene anti-aliasing (probably thru oversampling), 8-bit stencil buffer, 8-bit alpha buffer, AGP 2X, 270 MHz RAMDAC, 4-16 MB local SGRAM, MPEG-2, DX6 and OpenGL drivers.)
12 Jul 98 The stout laddies over at CoolInfo have some news about the next SoundBlaster sound and video cards, from which I quote:
Our tech guy has personally spoke to a Creative Labs [Northern CA] rep, and here is what he had to day.
The Sound Blaster Live! will be released at the end of July, planned to be initially packaged with Cambridge SoundWorks' either new four-point PC Works speakers or their new 5.1 channel speaker set. Both priced well over $300. I'm assuming (forgot to ask) that this confirms that the Live! will have onboard AC-3 decoder?
Also, Creative Labs will release a new 2D / 3D graphics card around Q4 `98 following the line of their "Blaster" series. The decision for what chipset has been narrowed down to either S3 Savage3D, 3Dfx Banshee or the yet-to-be-announced 3DLabs Permedia revision. The rep said that most are in favor of the Banshee.
3DNews has a little article on multimonitor problems, and how to fix some of them. And I don't know if I already pointed this one out, but they also have a preview of the Savage3D.
CPUMadness talks about the Voodoo2 vs. the TNT: the upshot of the whole 'latency' discussion is that the TNT drivers are still pretty new, and that it will take a PII-500 or more to beat the Voodoo2. Okay, it's not really news, but it was said today.
MURC says the G200's are shipping. Anyone spot one yet?
The Microsoft Combat Simulator almost-a-FAQ got out (head on over to the link, at PCME, for all the info). Here are some highlights from the PCME list (Note: they come right out and call the next version of Flight Simulator FS2000):
What will separate Microsoft Combat Flight Simulator from the rest of the other upcoming WWII air combat games?
The list of items is very long, but here are the three key ones:
Combat Flight Simulator offers the most realistic flight models of any air combat game. While other games are mainly "aim and shoot", in Combat Flight Simulator you will need to know how to fly your plane to be able to win. Knowing your plane's strengths and weaknesses is critical if you want to dominate your opponent. This realism extends to the instrumentation of the aircraft.
You will be flying over realistic scenery that you know. We are modeling the whole area between London and Berlin. You will find the key landmarks in each of these cities. Lakes, rivers and major roads will be there. Since the scenery is geographically correct, you can navigate by following a river or by following the coast. The Combat Flight Simulator scenery is a preview of some of the technology that will be used in Flight Simulator 2000.
Combat Flight Simulator is built with the same open architecture that Flight Simulator has. Users can import and export scenery and aircraft from Flight Simulator. For example users can bring any of the Flight Simulator-compatible user created aircraft into Combat Flight Simulator. Also scenery created for Flight Simulator can be imported. So effectively, Combat Flight Simulator will become the platform for air combat simulations.
Will each aircraft have its own instrument panels?
Definitely, we will have high-resolution 2-D instrument panels, Flight Simulator-quality and 3-D virtual cockpits with functioning gauges. The instrument panel in each aircraft is modeled after its real-world counterpart, including metric gauges on the panels of the German planes.One of the strengths of Microsoft Flight Simulator has been that users can see and recognize the cities and areas they fly over, is that also being brought into Combat Flight Simulator?
Definitely, we think users will enjoy experiencing exciting air combat over historical locations or over their favorite European landmark. For example they can have a dogfight over the British fields, the Eiffel Tower, the Brandenberg gate, or the Tower Bridge in London. Also they can try to destroy ground targets, including British radar towers and German submarine pens.
What can you tell me about the scenery?
Combat Flight Simulator uses 16-bit color scenery, a preview of the next generation Flight Simulator. All the textures of the scenery are based on real terrain data. You'll look down over Europe and see the correct cities, landmarks, major roads, railroads, and rivers and lakes. You won't see repeating textures. If you had to, you could navigate by visual landmarks. For example, if you were flying and became lost you could follow a river, a railroad track or a roadway to your target or base airstrip.
Does the Combat Flight Simulator terrain have elevation?
Yes, Combat FS will have terrain elevation. There is a 3D mesh over everything with elevated areas and rolling hills. In Flight Simulator 98 we only had 3D mesh for certain areas such as Las Vegas. This 3D elevation mesh is a preview of some of the scenery technology that we will use in future versions of Flight Simulator.Can you use Flight Simulator aircraft in Combat Flight Simulator?
Yes, we wanted to leverage one of Flight Simulator's key strengths, its expandability. We used the same Flight Simulator open architecture system in Combat FS. The rule is that if you can use it in Flight Simulator 98, you can use it with Combat Flight Simulator. Users will be able to import any of the Flight Simulator 98 aircraft or any of the user-created planes that work with Flight Simulator 98. That means that you can bring thousands of aircraft into Combat Flight Simulator.
We have created a transfer system where you can attach a damage and weapon system to the planes that you import into Combat Flight Simulator. So if you want to import FS98's Boeing 737 into Combat FS, you probably want to attach the B-17 damage model and weapon system. If you import an F-16, you may end up using a damage model from a Hurricane or Focke-Wulf. The benefit is that your imported plane can shoot and it can be damaged.
It's very exciting to see an F-18 zooming by a Spitfire or a P-51 blowing up a DC-3 over 1940s Berlin. We expect the third-party community to support Combat Flight Simulator just like they have helped make Flight Simulator the phenomenon it is today.
Can you bring the Combat Flight Simulator planes into Flight Simulator?
You can bring any Combat FS aircraft and fly around, but Flight Simulator does not support shooting or damage so you can't destroy other planes in that simulation.
Can you import Flight Simulator scenery into Combat Flight Simulator?
Yes, you can. You can have a dog fight over Las Vegas or New York city as they looked in the 1990s.What kind of latest technologies will Combat Flight Simulator support?
Force Feedback peripherals (joysticks and flight yokes) technology.
Multiplayer over the internet for up to 8 simultaneous players
Combat Flight Simulator will take advantage of but will not require 3D acceleration cards and chips.
What other "Microsoft Flight Simulator-like" features are included in Combat Flight Simulator?
You have weather effects, time-of-day (dawn, dusk, day or night) effects, going to specific latitude and longitude location. Also users can go into a "Free Flight" mode, where they can fly around and see 1940s Europe.
Can users attempt realistic landings?
Yes, and that may be really challenging. One good example is landing the Messerschmitt Bf-109. This particular plane had a very narrow set of landing gear so it was real hard to take off and land. This is all reflected in the flight model by using narrower points of contacts between the wheels and strut. This in turn makes this plane more difficult to balance so it's harder to take off and land just as it was harder to do in real life.
Other users will prefer trying to land a badly damaged P-47. Half the fun may be surviving the battle, returning home and landing the plane is the other half. The simulation will use the sounds and the force-feedback to let you know which wheel has touched the ground first.
Can you customize your controls?
You can choose from the Microsoft Flight Simulator-style keyboard layout, or use the typical keyboard layout for other popular air combat games. Combat Flight Simulator works with dozens of, joysticks and flight yokes--and you can fully customize the buttons and controls.
An interesting bit of multimonitor news, CoolComputing has done some performance testing of a couple multimonitor games, and here's what they have to say (see the link above for all the details):
Multiple monitors and video cards on one computer is nice, but does it create enough of an overhead to slow down the machine? Well, the answer is yes and no. Business applications do slow down by approximately 7 to 8%, depending on how many video cards were used, but there was no significant change in Quake II and Forsaken framerate. The video card for the one-monitor configuration is the Hercules Thriller 3D PCI. The Thriller 3D and the Matrox Productiva were used in the two-monitor set up, and the Stealth 3D 2000 was added in the three-monitor configuration. The Thriller 3D was always the #1 video card for all configurations. The slowdown is actually a small price to pay for a larger desktop that increases productivity.
11 Jul 98 Looks like Chromatic has finally killed the MPact project. Good thing, too, because even when it was first announced over a year ago it wasn't the fastest thing out, and now it crawls in comparison.
Cyrellis has an early review of the Diamond Viper TNT board: astounding 2D, but only good 3D. Voodoo2 and Savage3D still have it beat in 3D, and the G200 ties it. Maybe the engeneers will get to work tweaking it up to specs.
I have a little editorial for you now: it has to do with how these new boards are benchmarked.
Right now all benchmarking of the new chips is done with three games: Quake2 (OpenGL), Turok (Direct3D), and Incoming (Glide). All of these games behave very differently from FS98 (Direct3D). I think for the moment, while we have FS98 under version 5 of Direct3D, that Turok is probably the best of the three to use as a model for FS98 behavior. It isn't very accurate, but it's the best we've got. And for the data available this weekend, it looks like the Savage3D and the TNT both beat the Voodoo2 in D3D, but the Voodoo2 is the very clear winner at Quake2 (with the exception of Q2 with very large textures; the Savage3D has an advantage there because it can compress the textures before storing them locally) (Note: I'm leaving the PVRSG and Glaze3D out for now, because they haven't been tested yet).
I'm reticent to use Turok alone to judge FS99 behavior, however, because two things are going to change soon: FS99 (or FS00, I'll call it FS99) will be out, and DirectX6 will replace DirectX5. Both changes will have a big impact on the way FS runs on 3D cards. You see, the Riva128 cards are so fast in FS98 because they are simpler cards than the Voodoo2 and TNT; they support almost the same set of features that Direct3D v5 uses, and that is a big advantage because FS98 also uses very simple 3D models. They match. The Voodoo2 runs FS98 more slowly because it was designed to work fast with complex 3D models, models that are described best not as triangles, but as 'strips' and 'fans', and models that use more than one texture to describe each triangle. That's why the Voodoo2 totally whoops-up on every other card in Quake2 and UnReal, two games with very complex model sets. The TNT is designed to take advantage of both sides, simple and complex, but it needs more work.
So I think the biggest question for me is this: what will the future bring, and what card will best take advantage of it? How I would dearly love to hang with the FS99 team to see what they are cooking up. One thing is clear: Direct3D v6 will support the advanced rendering commands (multitextures, strips and fans), and a 3D programmer would have to be an idiot to ignore them. They might, to make sure all the other cards will run FS99 okay, but I bet they'll use the advanced features. If they do, then the Voodoo2 might end up the top of the heap. I don't know the details of DX6, but maybe there is a way to program the game in an advanced way, and then D3D will simplify the models if it has to, at the cost of speed. Another thing I hope FS99 includes is full functionality in full-screen mode. The Voodoo2 is just to good a chip to exclude it from being fully-functional, like it was in FS98. This would mean menus and chat boxes in 3D mode.
So, what card to buy for the future? I don't know. I'm hoping (and have a gut instinct, tell me if I'm wring, Tim) that FS99 will fully-support the Voodoo2. As for the rest, I think that only time can tell. The Riva128 was not considered the best D3D (v5) chip until 6 months after it was released; now it is. Maybe the Glaze3D or the Savage3D will do the same with D3D v6. But right now, and in the next few months, nothing beats a Voodoo2 for everything but FS98. For that, the Riva128 is still king. It's going to be a fun Fall, watching to see what chip will dethrone the Riva.
What is bumpmapping? VE has an article on it!
OGR has a preview of the Savage3D (with
pictures!). Nothing new, though, except the pictures. And here it is now:

10 Jul 98 Cyrellis has the second part of the Savage3D review posted. Herein they deal with the texture compression capabilities of S3's WonderBoy, to load the equivalent of 20 MB of textures (lots of high-res textures) to provide a superior picture. Dang, are you as amazed as I am that the makers of the ViRGE have turned what is right now the best card out there? Here's the scoop on the benchmarks: for D3D games, the Savage3D beat the Voodoo2 by about the same margins as are shown in the table below. For Quake2, without texture compression, the Savage was just under the Voodoo2 FPS. But with a special large-texture map in Quake2, with texture compresison enabled, the Savage3D was twice as fast as the Voodoo2. It's not that the Savage3D suddenly sped up, but that the Voodoo2 bogged down on the large textures and had to swap like mad. I'm certain that large textures are the way of the future, but like I've said before, that future is a long way away. An example, which I shall posit as the root of a paradigm, is that the Voodoo2, with the capacity of 4 MB texture storage, now has two whole games designed to take advantage of it, and none that require it. Maybe in a year these large textures will be nice, but I rather doubt they will be necessary in 2 years from now.
And more bad news for the TNT: 3Fingers (named from a slight accident with some TNT, no doubt) has compared the Quake2 speeds of the TNT with Voodoo2 SLI, and found that the SLI'd Voodoo2's doubled the frame rate.
I might add that all these tests are being done on Pentium II 400's.
And where's that DirectX6? I'm a gettin' ancy, Clancy.
GameCenter has a review of the TnT up. Interestingly, it, the Voodoo2 and the Savage3D are all best at something, but none is best at everything. Looks like the current Direct3D (v5) champ is the Savage3D. Under DirectX v6 things might change because the advantage the Voodoo2 has in Quake (multitexturing in a single pass) will show up in D3D games. Keep in mind these are very early parts (except for the Voodoo2) and performance will probably go up some.
| Card, on a PII-400 | Incoming | Turok | Quake2-640 | Q2-800 | Q2-1024 |
| Diamond Viper (TNT) | 80 | 54 | 58 | 52 | 36 |
| Savage3D | 92 | 72 | 56 | 40 | 27 |
| Voodoo2 | 83 | 61 | 87 | 60 | 70 (SLI) |
AnandTech also has a piece on the TNT. Again, the TNT does not test as fast as the Voodoo2, but here's the conclusion:
In spite of the claims that the Riva TNT will be the Voodoo2-killer of 1998, provided the benchmarks can be improved and provided the product hits the shelves quickly the Riva TNT can very well become an excellent Voodoo2 alternative boasting outstanding 3D performance with 2D capabilities built right into the chipset, eliminating the need for a Dual Voodoo2 setup. Not only will a single Riva TNT cost less than a Dual Voodoo2 + 2D card setup, it is physically shorter, will fit in virtually any motherboard with an AGP slot, and the card supports much higher resolutions than even a pair of Voodoo2's can handle.
Cyrellis has reviewed the Savage3D. It keeps up with the Matroc Millenium II in 2D, and beats the Voodoo2 in 3D (with the exception of multitextured rendering, i.e. Quake2).
We applaud S3, and look forward to the Savage3D gaining strong support in the coming months, even when compared to the competition of the 3Dfx Banshee, the Matrox G-200, and the NEC PVRSG. The Riva TnT can't really be considered a Savage3D competitor due to a significantly higher estimated street cost, but undoubtedly buyers will lump all of the aforementioned products together when looking to upgrade this fall. We'll be testing them all, and as soon as all five are available at 100% finished levels, we'll compare them against each other in a winner take all battle.
MatroxUsers has a fine review of the Mystique G200. With 2D faster than the Millenium II, and 3D on par with the Voodoo2 (except with multitexturing), it looks to be a fine card for running Direct3D v5.
The Mystique G200 3D image quality really is a step forward over all the current boards I've seen. The G200 3D makes the Voodoo 2 look very plain and blurry in comparison. Don't get me wrong I'm not saying the Voodoo 2 has poor image quality I've always been more than happy with it, but the G200 really is much better, it's sharp, clear and has very rich colours. It's just something you have to see with your own eyes to appreciate what I'm saying. The quality is down to the G200 rendering everything in 32-bit colour throughout the rendering pipeline and then dithering down at the end to the colour depth called for by the software in question. A prime example is the game Tonic Trouble which is included with the Mystique G200, it ie rendered fully in 32-bit colour which it uses to full effect.
With 16MB onboard it's possible to run 3D applications at upto 1600x1200, although don't expect to see 60fps there. I think a happy medium is 1024x768, great image quality plus a nice frame rate, eg Motorhead 36fps, Battlezone 44fps. Above 1024x768 you don't really appreciate the improvements in image quality as much as you do going from 640x480 to 800x600 to1024x768. But the with 8MB you can run at that resolution so why bother with 16? Well the extra memory does more than provide access to higher resolutions, for a start it will allow you to fully use triple buffering which can give you around a 30% boost in speed. To illustrate this I tested the Mystique G200 with the enhanced version of Battlezone that supports triple buffering....Overall triple buffering is providing a speed boost of around 30%. Only problem with triple buffering is that the game itself has to specifically support it.
Well so far so good, the Mystique G200 is a very well rounded card, excellent in both 2D and 3D, superb image quality all round. The G200's are set to easily dominate the number one 2D/3D card slot when they are released. Quite how long they will stay there is anyone's guess with the way this arena is developing at the moment with press releases appearing weekly proclaiming X's new card to be the fastest 2D card ever and a Voodoo 2 killer in 3D. The G200's will certainly be the top of the heap in 2D, and the 3D is very impressive, not quite a Voodoo 2 killer but they certainly give it a very good run for it's money and easily surpasses it in the image quality stakes.
CombatSim has a preview of some of the current and upcoming cards. Not much new, though, except some screenshots.
A company called TechLand has some OpenGL drivers for the S3, Matrox and PowerVR cards. I don't know anything about performance of these drivers, or if they will run X-Plane.
9 Jul 98 There is another comparison of the current and upcoming 3D video hardware at HardGame. The usual stuff. They like the Diamond Viper V330 (Riva128) the best for Direct3D stuff.
I still can't post to the 3D Video forum. I can't figure out why my proxy (WinNT.SBS server) wants to intercept my form post in the Forum, when it works fine with all other posts I've tried. Very odd. For you gurus, when I click on the post button, I get an authentication box from my gateway wanting a password and username. I've tried my account username, the anonymous username, and the administration username, to no avail.
I'll be getting an AMD K6-2 CPU soon, so I'll make a full report on how the upgrade went, including compatibility issues. Oh, it looks like 3D Labs will not make any 3DNow! drivers for the Permedia2. I don't know what this means for D3D performance.
7 Jul 98 So I guess you've seen the new font I've used for the titles. It's called 'Lucida Handwriting', and if you don't have it on your computer already, write to me and I'll send you a copy of it. I don't know where I got it, but I think it came with IE4.0.
There is a multimonitor in Win98 article from CoolComputing.
There is some more info on the relative merits of the AGP at Games.net, who say that right now there aren't that many games programmed to take advantage of AGP.
And Evans & Southerland, long the kings of 3D rendering and simulations, have acquired Silicon Reality, the makers of the upcoming Taz-3D chip.
6 Jul 98 There are some new drivers for the i740-driven Diamond Stealth II G460 card, which include OpenGL (full) drivers. Just in time for X-Plane 4.0.
Speaking of X-Plane, now that 4.0 is official, I'd like to get a Benchmark put together for it. Trouble is, I, with a Voodoo2, can't run it, so I need your help. If you are interested, contact me. Anyone know how to enable frame rate display, and if there is a timedemo function built in?
If flying is too exiting for you, there's a 3D-accelerated version of Bass Masters Fishing (11 MB).
Here's some news about the Savage3D from OGR, and STB has just announced a card based on it, the Nitro 3200, and AGP card with 8 MB fast SGRAM, available late Summer. Diamond is on in it too, but with fewer details and a Winter release.
3Dxtc has an updated 3D card buyers guide up. I've been wondering if I should try putting one together for FS98/FUII/X-Plane. What do you think? Go to the 3D forum (link to the left) if you have an opinion or want to help assemble one.
I was pleased to see that among major cities of the US, Salt Lake City has the highest per-capita ownership of PC's. I live just south of good olla' SLC, in Provo, where we have even more PC's. Utah, it ain't the back woods any more.
CombatSim has a page up covering the Falcon 4.0 program, 4 years in development.
5 Jul 98 Some chap has a page up wherein he compares the Riva128 to the Voodoo2. Pretty good reading if you're thinking of making that decision.
4 Jul 98 Happy 4th of July!!!!! It's a holiday that's always meant a lot to me, Grandpa was a soldier in W.W.II, and I've relatives (Uncle Carl Lee, and others) and friends (Dale Peterson, and others) who flew bombers in that war and in conflicts since. I'm proud of all of them, great men and all with wonderful senses of humor.
The denizens of BetaNews have this posted:
DirectX 6 has been having problems supporting Plus! 98 screen savers. Which could have been a problem when it was released as many people use the Organic Screensaver included in Plus! 98. BetaNews is happy to report that Microsoft has fixed this problem and DirectX 6 is almost ready to ship!
DirectX 6 build 0293 has shipped to testers. This is the DirectX 6 Release Candidate. This will be the last build before final DirectX 6 ships. There is no reason to hunt this new DirectX down when it is released. DirectX 6.1, which is DirectX 6 with DirectSound, DirectInput and DirectMusic, will be included in the Windows 98 Service Pack 1, which should be released around Christmas time.
And out of personal interest, they also have some news on NT5.0.
3 Jul 98 Just a note for the mere mortals out there: this site looks best if you have the MS Trebuchet fonts installed. Get them here. If you aren't sure, then maybe clicking c:\windows\fonts will tell you.
There is a big review of the professional- and consumer-level OpenGL boards at Interactivity Magazine.
TomsHardware has an article on AGP. GamesDomain has an article on the Banshee. Microsoft has more screenshots up of their Combat Flight Simulator. FastGraphics has a comparison of the K6-2, the PII and the Cyrix M2. I herein quoteth:
...since most of you are probably gamers you'll be looking for the best performance and for the best bang for your buck... AMD seems to have done a real good job in those area's. The FPU of the K6-2 still isn't as powerful as the one from the Pentium II, but if the Pentium II is the muscles, then the K6-2 with 3DNow is more like the brain. And it seems like the brain is doing a better job than the muscles. In games that don't support the 3DNow instructions we see that the K6-2 is easily outperformed by the Pentium II since in "normal" 3d games it all depends on pure FPU power.... However in Quake II which has an optimized Voodoo II drivers for 3DNow, we see that the K6-2 at 300 MHz outperforms the Pentium II 300 by quite a margin. Now it's just hoping for 3DNow! support, but since both Cyrix and IDT will have 3DNow! support in their future CPU's, the chance that 3DNow! will make it is quite big.
GameCenter has a preview of the Savage3D. They say it's faster than anything they've tested except the Voodoo2 SLI, about 30% faster than the G200, and 40% faster than a single Voodoo2. I don't think that comparison includes the TnT or the Banshee.
The new, Improved! AVSIM notes that SquawkBox is getting a re-write, but that it will still be hindered by lack of support for full-screen 3D mode:
The oft noted shortcoming of SB to work in a 3D window is a frustrating one for Joe. He has issued a challenge to anyone who thinks they can assist in implementing that functionality. As for the other often requested functions of Voice and being able to see other Aircraft while in SB, Joe has said that "I'd like it just as much of the next person, but the technical issues may prevent it for a while." So, there is hope yet for those two functions, but no promises, understandably. In the meantime, if you think you can help Joe with the windowing issue in 3D usage, please contact him via his web site here.
2 Jul 98 NextGen has a preview of the Savage3D, testing the texture compression scheme. In a test using 20 MB (uncompressed) of textures, the Savage3D, with compressible textures, got 37 FPS, while the 12 MB Voodoo2, because of texture swapping, got only 23. Large textures will be the way of the future, but I think that future is at least 1-2 years away.
1 Jul 98 Well, there isn't much news today, other than today is July First! (I thank you!)
30 Jun 98 Gamecenter has a review of the G200. Seems it's a little slower than the Voodoo2 on a PII/400.
And here's a neat little quote from Billy Wilson (no relation, even though we are both in Utah)) of VoodooExtreme on the TnT:
There is a lot of talk about supposed Voodoo2 killers, and with my little hands on with nVidia's TNT (STB board) I can see that we're still a bit away from an actual Voodoo2 _KILLER_. After seeing nearly every card/chip at one convention or another, they are just starting to match the Voodoo2s performance -- considering the Voodoo2 has been out for quite some time these chips should easily surpass the performance -- this has yet to happen. Contrary to popular belief the TNT is _NOT_ (IMO) a Voodoo2 "killer". When I think of a killer, I think of something that _completely_ kicks the competitors' ass. The TNT (in the state that I saw it) did not completely kill the Voodoo2. STB claims that what I witnessed was the TNT running at about 80% of what it will capable of when it ships in late August -- other sites have posted that the Riva boards (currently) are only running at about 50% of their total capacity, but this could be due to the fact that I saw a more recent product. Another thing that was very interesting is, according to STB, the TNT will _NOT_ be nearly as fast as two Voodoo2s in SLI. This has been a very popular rumor floating around...for extreme power users, it looks like dual Voodoo2s will still be the way to go.
Even taking the Banshee into consideration, I think the TNT will probably be the best performer of all the upcoming 2D/3D combo cards (but depending on what the final street price is on the Banshee and the TNT, my opinion on this could easily be altered). My biggest bitch about the Riva 128 is the crappy visual quality; fortunately nVidia did fix this aspect in their newest incarnation. The TNT now supports per pixel mip-mapping -- visually this thing is right up there with the i740 (which wasn't a speed demon but had the goods in the visuals department). No more complaints about the visuals, this thing looks golden!
29 Jun 98 An article on CPUmadness about MS's Chrome, here, which is a multimedia app that supports 3D stuff over the web.
There are new Diamond Viper 330 (riva128-based) here.
A bit from Purified3D, a response to a question about the K6-2:
"Here's what I know:
It's cheaper than the equivalent Pentium II.
Anything using Glide (ie, 3Dfx games and the 3Dfx mini-GL driver) will run about the same speed or slightly faster than the same clock rate Pentium II. But you need the enhanced version of Glide (which I believe is up on 3Dfx's web site, but I'm not sure).
Anything custom written to take advantage of 3DNow (maybe half-a-dozen titles).
Any DirectX 6 games that use the Direct3D geometry pipeline. This has two problems:
1. There are very few titles that use the Direct3D geometry pipeline (3D Winbench happens to be one).
2. There are no DirectX 6 games.
Now, you can use DirectX 6 (when it ships), and by itself it will speed up 3D games on any CPU because it's much more efficient that DirectX 5 (most of the DirectX 5 games seem to run fine on it). At that point, the few titles that use the Direct3D geometry pipeline will run faster.
In the next year, I expect many more Direct3D games to use the Direct3D geometry pipeline because it is so efficient in DirectX 6. Most game programmers didn't use it prior to DX6 because it was so slow--so most game developers handled their own geometry and lighting calculations.
The bottom line is if you buy a K6-2 today, you'll be able to run 3Dfx-specific and Quake GL games faster than a PII at the same clock rate, but most of your Direct3D titles will still run 20-30% slower because the standard floating point on the K6-2 is still lots slower than the PII."
Best regards,
Loyd Case
28 Jun 98 There is another chart up comparing some soon-to-be-released 3D chips over at 3DS. Very detailed. And FastGraphics has one too, with all the current chips included.
Michael has another editorial up at 3D Overtime, this one about the TnT benchmarks coming in lately, and why this chip won't be the Voodoo2 killer (though it might be for flight sim, since we have a penchance for 3D-in-a-window.
27 Jun 98 I just spent the day up in the mountains of Utah splasing around in rivers with a bunch or neices and nephews, so I'm pooped and will just quote VoodooExtreme:
Our homeslice Michael Fleming (affiliate, over on 3D Overtime) has slapped together a tasty article on the Riva TNT (nope, don't ask -- I don't have my little thing on this done yet -- blame it on Sweet Dick and Phreake). Here's the intro:
In a nutshell: Nvidias hotly anticipated Riva TNT chip appears to be having some birthing pains. A scant two months before the planned release of this premier 2D/3D "Voodoo 2 Killer" chip, the only benchmarks available fall far short of paper specifications. These benchmarks, released two days ago by nVidia themselves (not an independent source), show Voodoo 2-level performance where there should be around 2-3x that much. Between nVidias likely financial troubles and the apparent performance shortfall of the chip, the company and the TNT could be in serious trouble.
The guys over at FG have whipped up a huge ho-down of a bunch of 2D/3D cards/chips.
Rivazone says that you can pre-order the TnT-based 16 MB STB Velocity 4400 for $200 at CDMag.
MatroxUsers has some Q&A about the G200.
So I'm sitting here waiting for a 9 GB Raid 1 array to
initialize, so I thought I'd do some FS98. Got it going, and thought I saw something
odd:

The odd thing is, those are sharp textures! I grabbed this screenshot,
pasted it into Paint, then came back to the FS98 window, and I got this:

So thanks to the two (I believe it was two) of you who have seen this and told me about it. I hope I didn't give you a stupid answer, like install new drivers or something. Because after you told me I started laying close attention to exactly which textures I got, and when.
I get the blurred textures in complex (i.e. many-triangled) areas, too, but it starts sharp, then goes blurry as more textures load.
Okay you gurus, I'd like to know what's going on! I can't explain it at all. Help!
There is a cute little page over at Allgames.com journaling Jeremy's visit to 3Dfx to shat with Sellars and behold the Banshee.
26 Jun 98 The Matrox G200 should ship in July sometime. Some mailorder places are pre-selling it very cheaply, but you'll probably have to wait a while to actually get one in your hand.
Riva3D says that nVidia has released ther K6-2 drivers for the Riva128. Someone wanna try them out with the Benchmarks?
So here's a bit I just totally ripped form 3DXTC, about the T2R4:
After Number Nine announced the Revolution IV, based on the Ticket To Ride IV chip, nothing much have been seen around the Rev. IV board.. Well, now, 3D XTC are proud to present some really tasty screenshots!
Forsaken (1024x768, 32bit colors)
screen1, screen2, screen3, (NEW) screen4, (NEW) screen5Incoming (1024x768, 32bit colors)
screen1, screen2, screen3, (NEW) screen4GLQuake1 (1152x870, 32bit colors)
screen1, screen2Wooden Ship, (1152 x 870, 32bit colors)
screen1Framerate is still unknown, but according to sources, the games run smooth as silk. Who knows? All we know is that the image quality is indeed extremely good. We'll be posting more screenshots later, maybe even today! So come back will ya?
25 Jun 98 I just reran the FS987 benchmarks in Win98, and got the exact same numbers as in Win95. Gosh, I wish DX6 were here.
A post to the newsgroup about the G200 by Jerry Post (Orlando) about the difference between a G200 mystique and Millenium:
The one additional difference (beyond RAMDAC) is the bundled software. Mystique
is game oriented: Motorhead, Incoming, and Tonic Trouble; Millennium is more
business/SOHO-oriented: Picture Publisher, Simply 3D, Netscape Communicator,
PointCast Client, Imagination Software. BTW, ZDNet gave the Millennium G200 a
super review (http://www.zdnet.com/products/content/wins/0607/319726.html) with
the pros being excellent 2D AND 3D performance with no cons.
24 Jun 98 I just found a page with Benchmarks for WarBirds, a WWII net flight sim.
A big article on the Riva TnT.
Starfighter cards, with those handy little i740's on them, are down to $85 for the 4 MB version, $109 for the 8 MB cards, both AGP only (ignore the prices below, those are full retail after the price drop; you shouldn't pay that much). Speaking of dropping prices, TechWeb has an article on it! Here's a snippet:
Matrox, for example, already reduced the expected retail price of the new Mystique G200 graphics card from $169 to $149. The product, based on the new G200 2-D/3-D graphics accelerator chip, is scheduled for retail delivery in the third quarter. The Mystique with 16 MB of RAM will be priced at $198.
Additionally, Intel740 graphics chip co-developer, Real 3D will soon reduce the price of its 8-MB board, which carries a $179 suggested retail price with game bundle, to $129 or $139, a spokesman for the company said. The board has been shipping for about one month.
Add-in boards based on the most current graphics accelerators are carrying street prices of $129 to $149 for 8 MB of RAM, while last year's products with 4 MB of RAM are falling to below $100. The Creative Labs Graphics Blaster 3D with 4 MB of RAM has a street price of $79, and ATI's Xpert@Work with 4 MB of RAM is selling for about $84.95. Matrox is offering a new board based on its recently released G100 2-D/3-D chip for the business market for $88, with 8 MB of RAM.
There is a cool hardware site, www.sysopt.com.
Well, 3Dfx has announced thier next project, the Rampage.
The latest on the Banshee on Pentium computers: like the Voodoo2, a Pentium can't drive the Banshee fast enough, and it may be best to use a card which has hardware geometry setup (like the Rendition Conspiracy project, using a geometry engine in fornt of the rendering engine).
Are you the type who thinks my 3D Glossary is just watered-down fluff? If so, look at the glossary over on the Trinity site!
Hardware Central has a nice piece comparing the K6-2 and PII. The consensus: the K6-2 about ties the PII with drivers optimized for the K6-2. Without optimization, the K6-2 crawls. Of course for us FS-ers, we won't see much until DirectX6 is out.
With redone video card drivers, and a final version of DirectX 6.0, we can probably expect to see slightly better performance than shown in the benchmarks, probably much closer to the P2's in fact, and specially coded games will probably boost the K6-2 well beyond it's closest P2 competitor price wise.
Rendition has some new Beta OpenGL drivers for the V2200 (Herc Thriller). Anyone wanna try them with X-Plane Beta 12 and report?
23 Jun 98 There are some TnT benchmarks (non-FS) over at Cryellis. With early drivers, the TnT is just a little faster than the Voodoo2.
Mike Fleming has another editorial, this one about Banshee, at 3D Overtime.
Bruce's Book of the Month: Mastering Windows NT Server 4 by Mark Minasi (5th ed.), Network Press/Sybex: San Fransisco. Very well written, lots of history and background info on networking, great for the complete newbie and veteran NT pro alike, and a great first step for MCSE wannabees. I can't believe I once thought Win95 was a good network server platform (it isn't, it's just a good peer-to-peer platform). Can't wait to get NT 4 up and running. Unfortunately, the FSBench server will remain Win95 for a while.
Recommended sociology experiment: study the social dynamics of software dissatisfaction. Case in point (not a unique case, all general aviation flight sims have similar situations): SPP 1.00 (out of the box) was broken, 1.01 fixed it a little, 1.02 left only flight model tweaks, autopilot oddities, and too-exact ATC, yet some persist in claiming that SPP is a completely failed product. Why? Perhaps the network forum has given them a platform, and they found that by complaining bitterly people responded to their posts, which they found satisfying in some way. Or perhaps their personality is such that the initial impression (i.e. v1.00) has persisted throughout all the patches. Or have they calculated that if they complain enough, they will annoy the company sufficiently that they will get the next version for free just to keep them quiet? Any college students want to give this a try? It's a very nice little problem, and I'd be very curious to see what you conclude.
OGR has a Teck Talk column, where two guys are discussing the banshee. Here's an appropriate snippit:
PB: Unless you're running advanced CAD packages at 1600x1200x32bit, you ain't gunna notice a thing about 2D performance of just about any card these days. But, I disagree that people care that much about 3D support either. 3D is really only of any value to gamers, and hardcore gamers at that. The people who want the cutting edge performance will buy a "real" accelerator chip anyway, but for your average joe who's buying a PC and wants to play Flight Sim 98 at maximum resolution -- he sees the 3Dfx name and he'll think "I know that name! They make great 3D cards! This must be a great PC!" that's a strong reason for OEMs to adopt.
JG: Again, a sad and depressing but valid point. I suppose only time will tell whether you or I was correct.
Udo Corban sent in this image what is taken on the ground
at Meigs on a V2200 card. I understand somehting silimar is seen on a
Permedia2. This is with MIP-mapping on. When it is turned off, the triangles
dissappear. Anyone know what the cause might be, and if this is one of the
'oddities' of FS98 that will be fixed with the next driver set? If you want to talk
about this, head on over to the 3D Forum (Thanks, AVSIM!
Can't wait for the upgrade) and I'll meet you there.
I added the V2200 to the Image Quality comparison.
Here is some more pimping for the AMD K6-2 chip, which I'm about to buy.
22 Jun 98 Today's the day: 3Dfx Banshee info! It's a mid-range chip, targeted to the OEM and casual gamer market. It'll probably do well, because, while it's not as fast as the Voodoo2, TnT, PVRSG, Glaze3D, Savage3D, etc., it's compatible with a lot more games.
-128 bit 2D engine
-230 or 250 Mhz RAMDAC option
-Interfaces to SGRAM & SDRAM
-AGP 1x only, no AGP texturing
-16-big floating-point Z-Buffer
-Chip runs at 100Mhz delivering 100mpps (initially)
-No single pass multitexturing (this means only one Texel engine; Voodoo2 has two)
-3.3V 0.35 micron 352-pin PBGA
-Initially 0.35 micron, will be 0.25 micron -- at which time chip will run at 125MHz
-Should go for $125 (4 MB), $150 (8 MB), $225 (16 MB) in August or so
-Will have 2D a little faster than the G200
-Slightly faster than the Voodoo2 under Direct3D (v5.2)
| Banshee | Voodoo2 | Voodoo2 SLI | |
| Fill-Rate | 100Mp/Sec | 90 Mp/sec | 180 Mp/sec |
| Texel* Fill Rate |
100 Mt/Sec | 180 Mt/sec | 360 Mt/sec |
Banshee articles available on TechWeb, VE's Banshee FAQ, bunches of info at Jeremy's site, 3D Central (due to the break up at Op3Dfx): Banshee Press Release, Banshee Introduction, 2D Features, 2D Performance, 3D Features, 3D Performance, Banshee FAQ. And straight from 3Dfx: Voodoo Banshee Features, Voodoo Banshee FAQ, Voodoo Banshee GameGauge Results, Voodoo Banshee Benchmarking.
Michael Fleming has a new page at VE, "3D Overtime", with two editorials: "AGP: Myth and Truth" and Bandwidth basics.
3DXTC have updated their Upcoming 3D chips article and chart.
And DirectX6 will be here in just over a week. ZD's 3D Winbench has everything performing about 30% faster under DX6 than under DX5, so we hope to see (I'm guessing) about 15% performance improvement in FS98/FUII.
21 Jun 98 Here's a link to a neat little graph about how 3D cards have gotten faster over they years, from the ViRGE to the cards recently announced. If thou art a German-sprechend-type, this is a good 3D site.
Here is one of the better AMD K6-2 previews, from Cyrellis.
Tom (of Tom's Hardware) has a few opinions about the next batch of 3D cards.
I'd like to get the rest of the Image Quality shots up this week, if there are some of you who can help. Look in the Image Quality section, and if your chipset isn't there, read the instructions and send me the screenshot. Thanks!
20 Jun 98 Gamespot has a review of the TnT-powered STB Velocity 4400.
Mike Marando's Uploads page is gone. I'll miss it.
Added the Riva128 chip to the image quality page. Thanks, Ron!
And the Red Baron II patch will be Glide only, no Direct3D or OpenGL support. So if you don't have a 3Dfx card, sorry.
19 Jun 98 Gamespot has a big roundup of Voodoo2 cards. Hasten thereto if you are in the market and can't pick which one. The conclusion, for those who can't wait: they're all about the same.
There are some very cool new Voodoo2 drivers over at Creative, the new Direct3D drivers (v2.17, the version going in DirectX6), and the first version of Glide 3.0! They are beta versions, so don't blame me (or Creative). I just tested them on my Voodoo2, and found no difference in performance. There is, however, an interesting little button in the Advanced options: "Anti-aliasing on/off".
A blurb about the AMD K6-3 (yep, the next version) from HRC (more here): (see also the 3DNow! (unofficial) web page)
The K6-3, formerly known as the K6+3D, is equipped with several key optimizations, which will allow it to better compete with Intel's future offerings. Some of the most notable enhancements are: The inclusion of 256 kilobytes of L2 cache on the chip itself, a fully pipelined CPU, and increased floating point performance, which is expected to be at, or above that of a similarly clocked Pentium II CPU. Another key element of the K6-3 is the backwards compabability with current Socket 7 motherboards; allowing people on a budget to forego the process of upgrading to a new mainboard.
AMD has set a late 1998 release date for the CPU. Expect speeds of 350 and 400 MHz to be available upon it's introduction.
18 Jun 98 Some screenshots of the soon-to-be-released ATP2 here. Looks 2D to me. Some screenshots of the new Red Baron II (3D accelerated): Red Baron 2.
Matrox has announced the new lineup prices:
Millennium G200 (8MB) $149 ESP USD
Millennium G200 (16MB) $228 ESP USD
Mystique G200 (8MB) $149 ESP USD
Mystique G200 (16MB) $198 ESP USD <----The best game card.
Productiva G100 (4MB) $88 ESP USD
Marvel G200-TV $329 ESP USD (USA only)The Millenium G200 SE (price unknown) will have a 350 MHz RAMDAC, highest I've ever seen. But what do you do with a 250 Hz refresh rate?
16 Jun 98 Sorry about the lack of updates, the FTP server got a little messed up and I haven't been able to update. First, thanks to Jos Grupping, Tim Parr, and Bernd for pointing out flaws in the site, like references to non-existent links, constant use of 1024x786, which doesn't exist (it's really 1024x768), and a problem with the FUII Benchmark instructions. I've fixed them all.
There is a nice table of new 3D cards at FastGraphics.
An unofficial PVRSG FAQ at PVR-net.
Added a page for the Silicone Reality TAZ-3D chip (see 3D Hardware link at left), and another new chip, the ARK Tiger3D (I don't know the maker of this yet, anyone?). Oh, and the 16 MB Number 9 Revolution IV, based on the T2R4, is announced. It Benchmarked under Direct3D (the ZD tests, not FS98) about 10% faster than a Voodoo2. And Matrox announced that the Productiva G100 will soon come out with single-card multi-monitor support. While it doesn't help up much, I think it may be a sign of things to come.
I've added more to the Image Comparison (PowerVR/PCX2, Rush, and Permedia2 chipsets). Thanks, guys! If you have a chipset that is not represented, please go to the Image Quality page and click on the link for Instructions. I junked the lossy compression images, which means I had to use detail shots (six of them for each scene), and then let you download all the uncompressed screenshots for real comparisons. I don't know how useful the detail shots will be. Some only show that all 3D cards are the same, some show very small differences.
About this AMD K6-2 CPU: It looks now like testing with Quake2 with a Voodoo2 card, it's slightly faster than a similarly-clocked Pentium II, under OpenGL and with drivers optimized for the 3DNow! instruction set. Without optimization, it's no faster than the K6. What this means (until further testing says otherwise) is that Direct3D apps (FS98, FUII) will not run any faster on the K6-2 until DirectX6 comes out in a couple weeks. Then a whole new round of testing might say somehting different. On a related note, Tim Gregson (MSFS dude extraordinaire) says he doesn't know if DirectX6 will solve the FS98 pausing problem, but FS98 performance should increase somewhat.
For the 3D techs: some very good technical articles on Strips and Fans (part 1 and part 2) from a Yahoo message board (of all places!).
13 Jun 98 Well, looks like my article on 3D cards has been published! Full Throttle Magazine started shipping a couple days ago. My article, which turned out to be much bigger than I anticipated, covers the state-of-the-art in 3D for flight sim as of 6 weeks ago (when I had to submit the thing), so there are some things already out-of-date. Visit the FT site at www.ftmagazine.com.
Some announcemnts:
NVIDIA Corporation announced that STB Systems, Inc. launched its new RIVA TNT-based Velocity 4400 add-in card. This announcement marks the first product launch for the highly anticipated RIVA TNT, announced in March of this year. The Velocity 4400 addresses the needs of the performance mainstream graphics market and wi ll be available later this summer.
NVIDIA Corporation announced that its RIVA TNT 3D processor has been selected by four major 3D graphics card manufacturers including ELSA AG of Aac hen, Germany and Canopus Corporation of San Jose, California. These cards are expected be available later this summer.
Anand put up a review of the AMD K6-2, the hot new CPU with some extra commande called 3DNow! which speeds up 3D rendering a bunch. Very nice budget upgrade, it looks like, though we need CirectX6 to get the best out of it, and then Direct3D programs will get about a 30% boost in performance.
Speaking of new hardware, one of the non-budget mail-order computer stores, CompUSA, has the 12 MB Voodoo2 card on sale for $200.
Here's a little surprise, grabbed form the newsgroups:
Any of you cash strapped flightsimmers like me still using an S3 Virge
card ( DX/GX 375/385 ) ?
While checking out the S3 site at http://www.s3.com/ I stumbled accross
a new driver for this chipset dated May 98. I downloaded it and it gives
me a 15 to 25 % kick in frame rates and better handling of textures in
3D mode, worth a try if you've got one - not often you get something for
nothing. Good to see someone supporting such an old card.
Patrick F
12 Jun 98 Dynamix has announced that their upcoming 3D patch for Red Baron II will be available in July. They will be releasing it as a new product called Red Baron 3D.
Here's a little more on the TAZ-3D.
From PGR, looks like Hercules has been busy:
Hercules
made some video card announcements recently, including their own Voodoo 2 board. The Stingray/2 will feature 12MB of on-board memory, the Voodoo 2 chipset and carry a price of $299. The Stingray/2 will also feature the Hercumeter, allowing users to adjust the clock speed. Hercules also announced the Terminator BEAST, a 2D/3D card (plus DVD accelerator) featuring the S3 Savage3D chip. The 8MB BEAST will be available in July for $199. Finally, Hercules' Thriller Conspiracy is a 2D/3D board featuring the Rendition Verite V2200 chipset, 8MB of on-board RAM and will carry a price of $149
Here's a bit of silliness:
>> Believe it or not, there is a 3-D Flight Simulator in Excel 97.
>> Apparently the constant rain in Redmond has driven Bill's
>> engineers to obsessive flights of fancy. Below you'll find
>> instructions on how to access a little flight simulator that was
>> hidden by precipitation-maddened programmers
>> deep inside Excel 97.
>>
>> (1) In Excel 97, open a new blank work sheet.
>> (2) Press F5 and type X97:L97 in the "Reference" box, then click OK.
>>
>> (3) Now hit your tab key once (you should end up in cell M97).
>> (4) press "Ctrl" and "Shift" while clicking once on the "chart wizard"
>> icon (the one at the top with the blue-yellow-red bar chart).
>>
>> Welcome aboard ! After a few moments you should be flying. Steer
>> with the mouse, accelerate and decelerate with the left and right mouse
>> buttons respectively, and look for the monolith with the programmer
>> credits. You can exit the screen by pressing Ctrl + Shift + Esc.
>>
>> Enjoy the flight..............
11 Jun 98 Here's a bit form PGR: Dynamix has announced that their upcoming 3D patch for Red Baron II will be available in July for download (from their site). They also announced that they will be repackaging that mofo into a new product title Red Baron 3D (whoa, original), which will include the 3D upgrade.
Here's a big post I got off the AVSIM ProPilot forum about the Fly! GA sim:
Here's the text of a "broadcast" E-mail msg received from Jeff Smith, of TRI Corp. FLY!
Frequently Asked Questions June 2, 1998
1. Q: The screen shots on your web site look "manufactured" or doctored. Are these screen shots from the actual product?
A: The screen shots on our web site are directly from the product; they have not been altered or tampered with in any way. The graphics in Fly! are based on Terminal Reality's proprietary Photex3 graphics engine, and delivers amazing photorealistic output.
2. Q: Will Fly! support 3D acceleration? If so, what cards and API's will be used?
A: Yes, Fly! will definitely support and take advantage of 3D acceleration. Fly! will directly support Voodoo and Voodoo 2 based cards through 3Dfx's Glide API, Rendition and PowerVR based cards through their respective API's, and all others through Microsoft Direct3D.
3. Q: Will Fly! support software-only output?
A: We have not yet determined what software rendering support will be offered for Fly!
4: Q: Will Fly! support force feedback devices?
A: Yes, we will use technology similar to that in our other products (Monster Truck Madness 2) for force feedback support.
5. Q: What video resolutions will be supported?
A: Video resolutions will be limited by the type of video card installed on the system. For 4MB accelerator cards, Fly! will run in 640x480x16 display modes. For 8MB and 12MB accelerator cards, Fly! will run in 800x600x16 display modes. For AGP cards such as Intel's i740, Fly! will support resolutions limited by the installed RAM on the machine.
6. Q: What aircraft will be offered in the initial version of Fly?
A: We have not yet announced specific models or manufacturers for the aircraft in Fly! However, we intend on shipping with 3 single prop, 2 dual prop, and 1 small business jet as our initial offering.
7. Q: Can I fly a jumbo jet in the initial release?
A: We have specifically not targeted a jumbo jet in version 1.0 because we feel that every aircraft we deliver should be fully functional, with all avionics and systems that are available in the original aircraft working as expected. We believe this is not realistic in the time frame we have establish for our initial version. There will, however, be jumbo jets in airspace under ATC control.
8. Q: Can I fly a helicopter in the initial release?
A: We have no plans of offering a helicopter in version 1.0.
9. Q: What scenery areas will be available in the initial release?
A: We have not yet announced the satellite coverage areas for version 1.0. However, there will be approximately 5 primary scenery areas each covering a 100 by 100 mile square with detailed satellite photography. Outside of these areas, general satellite tiles will be used to populate the rest of the world.
10. Q: What resolution of satellite scenery does Fly! use?
A: The primary scenery areas use 25 meter Landsat images. However, the terrain system in Fly! is not bound by any resolution. We selectively insert 5 meter images where appropriate for higher ground detail, particularly at international airports. We will take advantage of higher resolutions as they become available from satellite data providers.
11. Q: Can I make my own aircraft? Cockpits? Scenery?
A: We have designed Fly! to allow easy addition of new aircraft, cockpits, and scenery. We intend on offering some form of user editor for many of these items shortly after we release the product.
12. Q: Will Fly! support realistic weather?
A: "Realistic" is used cautiously when discussing weather on current computer based simulators, given that weather is an infinitely variable phenomenon. However, Fly! will allow the user to set a variety of weather settings, including multiple cloud layers, wind, and precipitation. Our weather model also support variable winds and wind gusts, and should meet users expectations given current competitive offerings.
13. Q: Will Fly! support interactive ATC?
A: Yes, Fly! will implement ATC which will interact with the user, as well as chatter and direct computer controlled planes in the airspace.
14. Q: Will Fly! support multiplayer?
A: Yes, Fly! will support multiplayer flight parties, with each user participating in the aircraft of their choice. Fly! will also implement microphone support for online chats between participants.
15. Q: What will be the suggested retail price for Fly?
A: We have not yet determined a suggested retail price, but the price will be comparable to other competing products.
16. Q: What is the minimum and recommended hardware configuration for Fly?
A: We have not started beta testing or tuning to make a final decision on minimum platform requirements, but we hope to deliver acceptable performance on mid-level Intel (P166) or PowerPC (603e 180) machines equipped with a 3D accelerator card.
17. Q: Will Fly! take advantage of multiple monitor configurations?
A: We have not yet determined our version 1.0 support for multiple monitor systems.
18. Q: How realistic is the flight model? How many axes of freedom do the aircraft have?
A: Fly! uses a complete six-degree of freedom linear dynamics flight simulation model that we believe exceeds the feel and realism of any other commercial offering for personal computers.
19. Q: Why are you releasing this product? How do you expect to compete against Microsoft's Flight Simulator 98?
A: We would not have spent the time and effort to develop this product unless we felt it would be very competitive with dominant products in this genre.
Jeff Smith PR Guy @ TRI Jeff@terminalreality.com (972) 221-2664 x.102
9 Jun 98 Oh no! More work for me keeping track of more new 3D chips: Silicon Reality's TAZ-3D and the Permedia 3. Will it never end! (Let's hope not!)
And another thing about the Image Quality section: I want to start a page for just plain showing off your card. If you have a screenshot that demonstrates some aspect of your 3D card very well (something you think makes it unique), send it to me (as a bitmap, at least 1024x768 if you can), and I'll put it up.
8 Jun 98 I just put the FUII Benchmark test together. Grab it on the menu to the left. Test it out if you can, and let me know if you think there are any problems with it. Reports, like always, can be submitted in the Report System.
A suggestion has been made, and I think it's a good one, to have some sort of index by manufacturer. I'll start working on one, but for now you can use the Site Search link to find appropriate pages.
I'll also be expanding the Image Quality section with another situation soon. Again, I need people to help gather the screenshots for this section. If you'd like to help, head on over there!
Ant over at MURC has posted a review of FS98 running on a G200 card. Onle little delight of this review are screenshots at 1600x1200. Here's an example: 1600x1200. Did you know that the guages have "Bendix/King" written at the bottom? By the way, Ant has let the www.G200.com site go defunct. Everything is at www.matroxusers.com now.
Here is a 3D Technology page (very cool), and here is an article on future chipsets.
Here's a bit from the 3Dfx Newsgroup posted by Brian Crese:
Cost Triangles/sec Peak Tris/sec Fill Rate
3Dfx Voodoo $100 1 million/sec 3 million/sec 45 mpixels/sec
3Dfx Voodoo2 $150 3 million/sec 8 million/sec 90 mpixels/sec
3Dfx Voodoo2 SLI $300 3 million/sec 8 million/sec 180 mpixels/sec
3Dfx Banshee $150 5 million/sec 10 million/sec 150 mpixels/sec
Matrox G200 $169 1.5 million/sec ? million/sec 100 mpixels/sec
NEC PVRSG $100 1.5 million/sec ? million/sec 120 mpixels/sec
Nvidia Riva128 $150 1.5 million/sec 5 million/sec 100 mpixels/sec
Nvidia RivaTNT $200 2.5 million/sec 8 million/sec 250 mpixels/sec
S3 Savage3D $200 ? million/sec ? million/sec 125 mpixels/secReal world results..
Quake2: P2-400 3Dfx Voodoo2 SLI @ 1024x768x16bit - ~75fps P2-400 Nvidia RivaTNT @ 1280x1024x16bit - ~35fps P2-400 Nvidia RivaTNT @ 1600x1200x16bit - ~27fps BattleZone: P2-333 3Dfx Voodoo2 SLI @ 1024x768x16bit - ~70fps P2-300 Matrox MGA-G200 @ 1280x1024x16bit - ~32fps Motorhead: P2-333 3Dfx Voodoo2 SLI @ 1024x768x16bit - ~80fps P2-400 Nvidia RivaTNT @ 1280x1024x16bit - ~40fps P2-300 Matrox MGA-G200 @ 1024x768x16bit - ~26fps P2-300 Matrox MGA-G200 @ 1280x1024x16bit - ~16fps
Its unfortunate 3Dfx elected not to support more memory and higher resolutions than 1024x768 with Voodoo2 SLI. Its 180 mpixels/sec fill rate would have been more than sufficient to support similar framerates (as found @ 1024x768) at 1280x1024.
[According to 3Dfx, the release of Glide 3.0 this fall-- around the time the RivaTNT is due for public release-- should further improve Voodoo2 Quake2 framerates by 20-30%, making 90-100fps in Quake2 timedemo @ 1024x768 on a P2-400 a reasonable estimate.]
Interesting notes...
- Nvidia is advertising maximum peak triangle rate instead of sustained triangle rate. Since when do EIDE/UDMA drive manufacturers claim 33.3MB/sec instead of their 5-8MB/sec sustainable figure?
- Nvidia initially claimed a 200 mpixels/sec fill rate on their web site. Later, this figure was increased to 250 mpixels/sec.
[If the Riva128 fill rate is any indication, the TNT will only achieve this 250 mpixels/sec throughput when transferring from the 12K on-chip cache.]
- The RivaTNT is able to use its second texel processor in processing a single pixel, and Nvidia reports its fillrate accordingly.
Thus, although Nvidia claims the full 250 mpixels/sec fill rate when working with current (DirectX5) Direct3D titles, it provides less than half that figure or <125 mpixels/sec in future (DirectX6) Direct3D and current OpenGL (Quake/Quake2 and Unreal-engine based) titles supporting multitexturing. This might explain the TNT's low framerates in Quake2 @ 1280x1024 and 1600x1200 (relative to Voodoo2 SLI @ 1024x768). A true 250 mpixels/sec (two-texture) fill rate would have been able to sustain more than triple the RivaTNT's current framerate at 1280x1024.
- Nvidia claimed their current/beta silicon provided only 50-60% performance of the final product. Yet final reference boards are to be shipped to developers in several weeks? Didn't NEC make the same "only 50-60% of final.." type statement several months ago for the PVRSG? And yet PVRSG did not deliver noticeably better performance at E3...
- S3 compared their S3 Savage3D with a single 3Dfx Voodoo2 8mb board, each on a P2-400. In Quake2 at 800x600, the Savage3D ran ~30fps, while the Voodoo2 ran a mere 18fps. In order to obtain this favorable comparison, custom Quake2 levels were used employing large texture sizes that far exceeded the memory on the 8mb Voodoo2 board.
- Both Nvidia and S3 used the latest beta of DirectX6 (with their own beta DirectX6 drivers) for their demonstrations. For some reason, 3Dfx chose to conduct its demonstrations with its currently shipping/public Directx5 drivers.
- 3Dfx Banshee and Nvidia RivaTNT are full 128-bit parts; Matrox MGA-G200 and S3 Savage3D are dual 64-bit parts (thus, they claim 128-bit); NEC PVRSG is a 64-bit part. All support AGP 2X.
- 3Dfx Banshee, Matrox MGA-G200, NEC PVRSG, Nvidia RivaTNT, and S3 Savage3D all have 24-bit or 32-bit color pipelines and are capable of 24-bit or 32-bit rendering. However, it is likely that most will run their games at 16-bit depths, as they do with Voodoo2, given the significant performance hit at the 24/32-bit color depth. So far as I know, Matrox, NEC, Nvidia, and S3 all demo'd their hardware at 16-bit.
[Note that even at 16-bit depth, all of the above are still able to use their 24/32-bit color pipelines, potentially delivering improved image "quality" over Voodoo2.]
Other notes
- Banshee numbers are a concoction based upon comments by a 3Dfx employee-- something akin to "it will significantly improve upon Voodoo2's triangle rate...but will not provide the same fill rate as SLI." [both comments are somewhat ambiguous]
- Nvidia sustained triangles/sec estimate given by Nvidia representative. Riva128 sustained triangle rate, burst/peak triangle rate, and fill rate all listed on Nvidia's web site.
- 3Dfx "peak triangles/sec" information received second-hand in supposed response to question on TNT's numbers.
- NEC PVRSG and S3 Savage3D claims are based on information publicly given at E3 and posted on their respective web sites.
- Matrox MGA-G200 price and triangle rate posted from information / press release on their web site. MGA-G200 100mpixels/sec fill rate was given to a number of ezines upon announcement.
- Quake2 performance results for Voodoo2 taken from Brett "3 Fingers" Jacobs; Quake2 performance on RivaTNT courtesy of Nvidia at E3. BattleZone and Motorhead benchmarks for Voodoo2 taken from 3Dfx booth at E3; benchmarks for Matrox G200 taken from www.matroxusers.com. Glide versions of BattleZone and Motorhead were used on Voodoo2, Direct3D versions were used on Matrox G200 and RivaTNT.
[Given that Motorhead is a DX5 game, it presumably does not take advantage of the TNT's second texel processor?]
- Cost for Voodoo2 and Voodoo2 SLI calculated using the Creative Labs Voodoo2 8mb as reference with lowest price at Pricewatch.com ($179) minus the free $30 rebate on each board offered by CL (for total cost of $149/each).
- Given that 1) I am not nor have I ever been employed by any of the forementioned entities and 2) much of this is second-hand information, please take this post as wild speculation. ;)
For more information
- Await the comments from developers receiving the RivaTNT in late June / early July - Await additional Banshee details from 3Dfx on June 22.
Notes (7Jun98): As you have by now noticed, I've changed the format again. It's getting closer to what I want out of it eventually. Let me know if you have a Great Moral Problem with it, and I'll explain to you why you should change your mind. I've only tested it with IE4.0, so if you use another browser and something looks messed up, let me know.
And now, the Image Quality tests! Click on the link to the link at the left to see how it's starting to be put together.
Holey Moley! This is a red-letter day at the FSBench site. I just got a very nifty utility for displaying the frame rate in FS98 from Tim Gregson. Here's the scoop:
Download the utility here. Unzip the .DLL file into your Modules subdirectory. read the included Readme.txt if you want to know all the details. All you really need is this:
Ctrl-Shift-1 Reset the counter
Ctrl-Shift-2 Freeze the counter
Ctrl-Shift-3 Toggle the counter on/offChange this in your fltsim98.cfg to have FS98 start with the counter not displayed:
[FRATE]
Display=0The counter displays low-FPS, Max-FPS, average-FPS, and current-FPS. Use this in the FS98 Benchmark test if your default FPS jump around too much.
And here's a HUGE THANKS to Tim for providing the file.
Notes (6Jun98): Here's a search engine I'm trying out. Let me know if there are problems.
I've made a page for the Hercules Conspiracy board (thouch it's really just a Pinolite and a V2200 combined).
I finally have internet access to my own computer, so here's the news (a lot of it):
From Op3Dfx: I saw over on Cyrellis that Gainward, a Taiwanese-based company (which has sales offices around the world), has announced a graphics card based on the RivaZX chip by nVidia. It's called the CardExpert 128ZX, and you can find more info about it by clicking here.
Someone asked Brian Hook who now has his own column of sorts over on VE if there were any advantages to using 3
TMUs on your Voodoo2 card.
Will there be any advantages in using aopen 3 tmu voodoo 2 board design
GrandMaster B [Brian Hook] responds: A three-TMU board is not going to provide much in the way of any added advantage unless a developer is willing to specifically support it. A two-TMU board allows one of the following:
-
single pass trilinear filteringQuake 2 uses single pass lightmaps when multitexture is available. In theory a driver could transparently take a three-TMU design and do single pass lightmaps, with trilinear filtering performed on just the wall textures (two TMUs would be used to trilinear filter the wall textures, then their output would be combined with the third TMU to do the lightmapping, however the lightmaps would not be trilinear filtered). Also, in theory, you could add detail textures on top of a lightmapped scene, however Quake2 currently does not support detail textures.
But overall, I would say that a three TMU board is not worth the money until a lot more games take advantage of it. I would rather spend a bit more money and get a Voodoo2-SLI.
From VE: HC has posted an interview w/ AMD dude Lance Smith. They talk nasty about the K6-2 (which is looking very sweet). This is a great interview (other than they've stuck each individual question on it's own page...). Here's a snippet:
Hardware Central: In what ways other than DirectX, can a program get the enhancements of the 3DNow instruction set?
Lance: There are 3 ways to execute this rendering portion of the pipeline. There is DirectX, OpenGL, or a Proprietary layer such as MiniGL, included with Quake2. If the application uses directx for it's application, well we've taken directx and fully implemented 3dnow within that pipeline. So all fp operations have been converted over to 3DNow.
The fact is, you could buy any K6, a 3dfx card, and quake2, and see sub 30fps. So we went and modified miniGL and Glide, and see an 87% improvement over the K6 with the same clock rate. If you were to modify just the driver layer of our 3 layer model, it would be worth about 10-15% in application advantage.
As far as the physics of a game go, if a developer designs his physics engine using 3DNow instructions, you would not necessarily get a performance increase. I know this sounds funny, but let me explain why. A game that is running at 200fps is of no value to a developer. Anything over 50 frames is incredibly high performance. To differentiate yourself as a software compoany, you want to enhance your application, by adding more objects, more lights for more realism. For instance, if you have a racecar, and you want to accurately model all the physics of the car, you would need alot of floating point calculations. So now we can represent a more realistic environment and still achieve the same high performance.
More from VE about DX6: My little chumps over at 3DXTC have kicked up an article on DirectX6 (it's actually one that they whipped up recently, but with the soon-to-be-released status of this guy, probably a good time to check it out again). If you want a bit more on DirectX6 (according to Captain Winky (MS)) you can check out all of the features of DirectX6 right here.
From Op3Dfx: PC Magazine Recently tested 9 high end 3D cards with a combined cost equal to that of my grandmother's mobile home. Here is a bit of info from their review:
PC Labs tested six current high-end 3-D graphics accelerators (costing from $1,300 to $2,400) aimed at CAD, animation, data visualization, and 3-D modeling professionals. Since users of such applications would likely be working on 21-inch monitors, the cards had to support 1,280-by-1,024 resolution at 32-bit true-color depth at a refresh rate of 72 Hz or better and deliver at least a 24-bit Z-buffer. (Z-buffering is a method of keeping track of surfaces that are not in view in a 3-D scene, and hence may not need not be drawn, by tracking the depth, or z value, of each triangle's vertices on a x,y coordinate plane.) The cards also had to support the OpenGL application programming interface, the standard API used by most professional CAD, animation, and modeling packages.
From VE: Although far from "pretty", I have taken the turtle wax out to that collection of articles on the Banshee that I posted late last night/early this morning and turned it into a VE (unofficial) Banshee FAQ. All of the information that I currently know on 3Dfx's forthcoming bad-boy. Here's a tidbit of information that somebody just fired my way (thanks SJParker):
I know all the details haven't been released yet but I just have to
know.......will the Banshee chipset support hardware acceleration of OpenGL apps (ie. Softimage, 3DSMAX2, etc.) similar or comparable to the Glint TX chipset found on high-end cards?
I am in the market for a high-end card but it was rumored that the banshee will do it just as well. Is it going to be OpenGL 1.1 compliant (fully)?From: Info <info@3dfx.com>
>Banshee will be OpenGL 1.1 compliant and will support windowed >rendering.
From Op3Dfx:
The Matrox Users Resource Centre recently
did a poll on whether people wanted a PCI version the G200. Suprisingly the results were
very high in the yes, now if only Matrox can follow the que and bring one out.
OK the polls are closed don't bother sending anymore in. As of yesterday the official Matrox response was still a no comment on the PCI G200 front. |
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From VE: Just browsing through the goods over on Captain Winky's page (MS) and noticed a new version of the DirectX media run time. Here's the goods:
There's a new version of the DirectX Media run time, we call it 5.2b. The DirectX Media 5.2b run time supports PAL DVD disks and features improved interactive responsiveness. Better than ever, DirectX Media 5.2b capture capabilities have been enhanced to support a wider range of the WDM streaming class capture hardware that runs under Windows 98 or Windows NT 5.0. Find the new run time bits on our DirectX Media run time download page. For the updated DirectX Media 5.2b SDK, see the DirectX Media SDK download page
From Op3Dfx: Hardware Central has put up an interview with AMD's Lance Smith on their K6-2 and 3Dnow technology. You can check out the interview here. What makes the K6-2 such a good choice for 3D gamers? Read the review and find out!
Hardware Central: Why will 3D Now succeed where MMX failed?
Lance: It has to do with the possible applications of the instruction set. The Intel MMX technology dealt with integer calculations, which were already dealt with adequately by the existing hardware. If you look at 2D or 3D performance, and look at the rendering pipeline, the MMX instruction set was particularly useful at the end of the pipeline, which is where the graphic cards come in. As graphic cards got faster, the MMX became less and less of a useful addition. The 3dnow instruction set advantage is that it opens up the bottleneck, allowing more floating point operations per clock to be passed to the end of this pipeline. We can actually execute on 4 floating point numbers in a single clock cycle. If you are lucky, on current processors, and your code is efficient, you might be able to operate on ONE floating point number per clock cycle.
Billy at VE put together some info on the Banshee: "I took a couple of minutes and compiled the articles that are currently out -- which you can check out here"
From Op3Dfx: There was some interesting info in today's edition of the Wave Report. Scott Sellars, VP of R&D at 3DFX has the following comming to make on some of the PowerVRSG's features.
Some common misconceptions about the PVR architecture and PVRSG in particular: --- Region-based architectures are the "wave of the future."
Baloney --they can't even keep up with the current generation "standard" rendering architectures. Rendering architectures are great in scenarios where memory storage and/or memory bandwidth is expensive, neither of which is true today or in the foreseeable future. The major Achilles heel of a region-based architecture, however, is that it places so much of the burden back on the CPU. As others have reported, many users of even a "lowly" single board Voodoo2 have found many apps which are completely CPU limited. Over the next year and beyond, the graphics board which exhibits the best performance for real- world apps is going to be the one which uses the CPU most efficiently -- clearly this is not going to be a region based solution.
--- Deferred texturing is technically superior to "standard" rendering techniques.
I have to give Videologic credit in that deferred texturing is a nice attribute of their architecture, but unfortunately it only > works well on "yesterday's" applications. The advantage of deferred texturing is that it allows high depth complexity apps to be rendered with significantly less memory bandwidth and potentially higher performance. However, current and even more so in future apps have high depth complexity due to many layers of *translucent* polygons. Smoke, fire, explosions, lens flare, and other sophisticated multi-pass rendering techniques cause the deferred texturing architecture in the Videologic solution to resort back to standard rendering techniques, where each pixel and texel must be looked up and rendered to. Unfortunately for Videologic, apps are moving more and more towards multi-pass and translucency-based rendering algorithms which make the deferred texturing approach less-and-less powerful.
--- PVRSG performs full-scene anti-aliasing in real-time.
Again baloney. PVRSG claims 120 MPixels/sec fill-rate (and again this is a marketing number and one which certainly doesn't hold once translucent polys are added to the scene as explained above, but I'll give them the benefit of the doubt for the sake of this argument...). PVRSG performs a very brute-force approach to anti-aliasing, where they render a scene into a 1600x1200 resolution, then "down filter" to the desired display resolution. The problem with their approach with PVRSG is that they have nowhere near the fill-rate to be able to sustain this in real-time. A depth-complexity 4.0 app rendering at 1600x1200 resolution with a 120 MPixels/sec fill-rate only sustains 15 fps! This is certainly not real-time, and as I mentioned above, they're not going to be getting anywhere near 120 MPixels/sec once they start rendering current generation algorithms which rely heavily on multi-pass techniques. Another problem they have rendering into a 1600x1200 frame buffer is that the number of tiles they have to process increases by a factor of 4-8x, which only further increases the CPU requirements for rendering. I'm sure they'll concoct some demos to show AA at decent frame rates, but try it in a real-world game and I just don't see it happening.
--- PVRSG performs trilinear, multi-texturing, and anisotropic filtering in real-time.
It's a stretch. Trilinear is performance as two clocks per pixel (50 MPixels/sec peak, without translucency). Same for multi- texturing. This is, at minimum, less than 1/2 the performance of Voodoo2, and I'll bet in actual gameplay will be less than 1/2 the fill-rate performance of V2. Anisotropic filtering takes them 4 clocks per pixel, or 25 MPixels/sec, which is certainly not real-time (about the same performance as the original Rendition V1000...).
The Intense 3D (a 3Dfx Rush card, probably the best Rush card) is now $99.
DirectX v5.2:
There's a new version of the DirectX Media run time, we call it 5.2b. The DirectX Media 5.2b run time supports PAL DVD disks and features improved interactive responsiveness. Better than ever, DirectX Media 5.2b capture capabilities have been enhanced to support a wider range of the WDM streaming class capture hardware that runs under Windows 98 or Windows NT 5.0. Find the new run time bits on our DirectX Media run time download page. For the updated DirectX Media 5.2b SDK, see the DirectX Media SDK download page.
From Jeremy at Op3Dfx:
One of my favorite Flying games on the SNES was Top Gun. Soon we will be getting a new installment of the game for the PC with full 3D card support! Here is a bit of info and a few screenshots from the game:
As Maverick, the young Navy pilot from the Paramount Pictures film TOP GUN®, the player comes face-to-face with the toughest of military opponents in a fully loaded F/A-18 fighter jet. Top Gun®: Hornets Nest features more than 30 dynamic missions in three campaign environments, a feverish pace, eye popping 3-D special effects and a dynamic audio track. Top Gun: Hornets Nest is being developed by Zipper Interactive.
Key Features:
Fast-Paced Action: Top Gun: Hornets Nest takes the pilot to a new level of intense flight and fight action against threatening aerial forces and dangerous ground targets.
Multiple Missions: With over 30 fast-paced missions, players engage in air-to-air and air-to-ground assignments that combine high-resolution 3-D graphics and realistic flying sequences with one of the most popular action/adventure movies in history.
Multiplayer Capabilities: Top Gun: Hornets Nest features specialized multiplayer maps that support up to eight players on modem, LAN or the Internet.
Another one from Jeremy at the nifty new 3Dnews:
Banshee FAQ
by: Jeremy Allford
June 5th RevisionThis FAQ is a collection of info on the Banshee that has been released by either 3DFX or other websites. Info for this FAQ has been gathered from Next Generation, BOOT and Gamecenter. If you have anything that you want added to this FAQ, you can email the info to germs@op3dfx.com.
- What is the Banshee?
- How soon can the consumer expect to see the Banshee?
- What are the specifications for the Banshee?
- Will the Banshee be a AGP or PCI part?
- What are the 2D Specifications for the Banshee?
- What kind of 3D performance can we expect from the Banshee?
- When will we know more about the Banshee?
The Banshee is the next generation chip on it's way from 3DFX which will incorporate 2D and 3D on the same card. The Banshee is also going to be 3DFX's first single chip solution, (Yes that means 1 chip, no chipsets this time around) offering the 2D and 3D processing right on the same chip. 3DFX has also said the the frame buffer for the Banshee will be optimized for both 2d and 3d, allowing for the best possible performance in both 2d and 3d. The Banshee is fully compatible with the Voodoo platform and is compatible with any game that worked with the Voodoo or Voodoo2. What this means is that Banshee owners will not suffer from the incompatibility problems that plagued the Voodoo Rush.
Q: How soon can the consumer expect to see the Banshee?
Banshee has completed its first sampling round which began in March. 3Dfx is currently readying its second sampling round. If everything goes right in the next sampling, companies start shipping Banshee based cards late in the 3rd quarter of 1998. (September)
Q: What are the specifications for the Banshee?
The Banshee will offer 128 bit 2D as well as 3D on the same card. The Banshee will be optimized for DirectX6, Glide and OpenGL.
Q: Will the Banshee be an AGP or PCI part?
The Banshee will support both 1X and 2X AGP as well as PCI.
Q: What are the 2D Specifications of the Banshee?
3Dfx expects Banshee to have the highest 2D performance in the world, based on some unique features that it has implemented in hardware. Banshee provides direct hardware polygon support, for instance, which enables it to immediately draw polygons based on vertices data rather than relying on a middle step of software rasterization or drawing each line in the polygon. This feature should enable the Banshee to draw a polygon in tens of cycles rather than the thousands required for conventional devices. Matrox should find this claim particularly interesting considering it's G200 is/was slated to be the fastest 2D board around. Another feature which boosts 2D performance is support for 256 raster operations (ROPS). Banshee will perform 99 percent of the ROPS/Blit combination in hardware rather than relying on software for these frequently used calls.
Q: What kind of 3D performance can we expect from the Banshee?
3DFX is not talking much about other features, but they have promised that it will be right on par with what people have come to expect from 3DFX. I am sure that there will be enough features on the Banshee to turn more then a few heads.
Q: When will we know more info about the Banshee?
3DFX will be releasing more info on the Banshee on June 22nd, 1998.
3D Madness has an article entitled 3D explained.
3Dfx has released the OpenGL beta 2.1 drivers here. Note: these will not let Voodoo/Voodoo2 owners run X-Plane.
Well, isn't this interesting: Now they are making what might be called a 3D pre-processor, to do more of the geometry setup before the data goes to the 3D accelerator. This chip, teamed with the Rendition V2200, comprise the Hercules Conspiracy card.
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More from Jeremy at Op3Dfx:
I had a chance to interview Mack Awaga of Fujitso recently at the E3, concerning the Hercules Conspiracy Rendition V220 based board. Basically the Rendition Conspiracy is a board targeted to people using the lower end Cyrix and AMD based processors, so that they can get performance of a higher clock speed Pentium. The board has a Pinolite geometry processor onboard to aid with triangle setup, something that the CPUs floating point usually handles. Since Cyrix and the older AMD processors have weak floating points, you can get a considerable frame rate increase while using the Hercules Conspiracy.
They had the board running Quake 2 at 27fps using a Cyrix P166, which is about 12-14 fps faster then a standard Voodoo card. They did not have the board running on any high end Pentium 2 systems, so my guess is that the board offers nothing performance wise to those systems. The board does seem to offer a big performance increase to low speed Cyrix and AMD processors, but for the price you might be better off buying a new processor. Considering a Pentium 233 costs like $120 these days, you could just take the Cyrix out and put in the new Pentium and get the same performance increase if not more.
Mack told me that Fujitso has been speaking to 3DFX about the possibility of putting one of their geometry setup engines onboard the Banshee. This would allow the people with lower end Pentium 2 computers to get the same performance of someone with a 350 P2 or so. This sounds great, but whether it happens remains to be seen. Since the Banshee is aimed at the lower price PC market, I am sure 3DFX will be doing everything they can to keep the price down.
The Matrox G100 8 MB is now $88. Not bad for a budget card. AGP only, though.
Voodoo2 12MB are cheap over at shopping.com.
From RivaZone: an article on their thoughts of the TNT:
It (image quality) was just not comparable to anything else we saw on the display floor, beyond words... nothing, not Matrox, not S3, not PVRSG, not Voodoo2 SLI nothing truly compared.. It was so much richer, smoother and just insanely life-like ... one demo showed a duck swiming on a pond with bubbles floating above the pond. The bubbles, duck and even the ripples themselves were reflected in the water, the colors were very rich, vibrant and all the reflection, ripples when the bubbles would break on the surface of the water... wow ripples radiated from the impact.. but the best was the NVIDIA logo, multitexture rendered in huge res, with reflection mapping and some light sourcing applied to it.. it was... we were left speechless... un-freaking-believeable.. the TNT kicks so much ass it is far, FAR beyond anything else that's out there, and it was only at 50% speed... an underclocked TNT was cooking the pants off of the so-called competition... if you want the ultimate in quality and speed, the TNT will make you VERY VERY happy.... Some of the demos weren't yet optimized for the TNT... the chip just burned right through it all anyway!.. no probs! But more than twice what we saw.. I can't imagine it!!!
From Op3Dfx: Hardgame has posted an interview with S3 concerning their new Savage3D chip. Here is some info from the interview:
HARDgame: What does S3 think of some of the new technologies coming into the 3D market? Matrox has the G200, the PowerVR Highlander, and of course the current Voodoo2. Which do you feel represents the greatest challenge for the Savage3D?
Schuster: On paper, Nvidia's Riva TNT is the only part that we expect to be competitive, and it doesn't seem to have key features like texture compression and good trilinear performance.
AMD K6-2 stuff: Massacre from over at the HIVE sent news about a full review of the K6-2.
Over at the HPC(http://hardware.pairnet.com/) they have slapped up a huge review of the AMD k6-2. They put it to the tests against the pII in Quake, Quake2, Forsaken and more. The url for the review is: http://hardware.pairnet.com/amdk62/review/
From Op3Dfx:
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Bootnet has a special E3 hardware report.
More on 3D pre-processors, from Op3Dfx:
3DXTC has posted an article on 3D Geometry Processors and boosting your 3D speed. Here is some info from the article:
Remember back in summer 1997, when Fujitsu announced their Pinolite 3D geometry processor? It claimed performance increase on your old system, when paired up with your existing 2D/3D card.
Theoretically, with the Pinolite, youd get performance equal to a P2-266 running the same graphics card. Sounds nice? Of course it does, I wanted one immediately but havent seen it until now, included in the Conspiracy . What is a geometry processor then? Well basically it is a processor that delivers polygons to your 3D card.
Normally it is the CPU that does this work, as the CPU has other things to calculate, this slows down the performance. Also slower CPUs cant deliver enough polygons/sec and that will result in your 3D card not running at its full speed. When a geometry processor is fitted on a 3D board, all calculations will be made on the board, reducing bottlenecks and increasing speed.
Notes (2Jun98): Well, I'm in Utah now, and will be for the Summer! Wohoo! I haven't worked out all the details of lnternet access, so I haven't been on much, but when I'm fixed up I'll be back to my regular schedule.
Notes (29May98): Well, I got some good news, job offers are showing up, but not the one I really want yet. But it's nice to know there is something to fall back on and use for leverage to jack the salary up.
Some reviews, with Benchmarks, are posted for the AMD K6-2 with 3DNow! technology:
http://www.amd.com/products/cpg/k623d/bchmks.html - compares a P2 300, 333, 350, 400 vs. an AMD K6-3 at 300MHz.
http://www.amd.com/products/cpg/k623d/optimized.html - a current list of games that are going to support AMD's 3DNOW technology. Interesting read.
A PR blurb from Matrox:
Matrox Graphics Inc. today announced winning the Number One position for 2D/3D AGP graphic performance with the MGA-G200 chipset, according to Mercury Research. Based on Ziff-Davis WinBench 98, the Mercury Research Benchmark Report Summary shows that the Matrox MGA-G200 chipset swept both 2D and 3D AGP categories. Game developers reaction to the chipset at CGDC echoes the phenomenal test results. Matroxs MGA-G200 is the first AGP graphics chip on the market to blend superior performance in every application area without compromise, creating the best all around graphics and multimedia accelerator available.
"Of the single-chip graphics accelerators, an AGP card built around the new MGA-G200 chip from Matrox logged the best overall score on 3D WinBench 98," announced Mercury Research in their press release entitled, Matrox Grabs Honors with New Chip.
Scoring 817 WinMarks in 3D WinBench 98 and 223 WinMarks in WinBench 98, Matroxs MGA-G200 left competitors like 3D Labs, NVIDIA, ATI, Number Nine and S3 well behind. Mercury Research benchmarking results prove that the MGA-G200 is the most powerful graphics card available on the market today, and top game developers agree. Game developers including Illusions CE AB and Monolith Productions were blown away at CGDC by the high resolutions, frame rates and colour depths available on 3D games powered by the MGA-G200.
"Matrox has been considered the performance leader in the 2D graphics field for a long time and they have now firmly established themselves in the 3D field as well," says Fredrik Liliegren, CEO, Digital Illusions CE AB. "The MGA-G200 has everything we could ask for as developers ¾ incredible speed, a full feature set and amazing graphics quality that makes our game, Motorhead, look even better than we could have ever expected."
"The new MGA-G200 really pushes our LithTech 3D engine. Riot, running smoothly at resolutions of 1280 x 1024 was quite unbelievable," says John Jack, Product Manager, Monolith Productions. "And, not only is the performance great but the visual quality is really stunning!"
Stolen from VE:
Boot has slapped up a bunch of sauce on AMD's new K6-2, including some "preliminary" benchmarks. Yep, spicy stuff...looks pretty dialed...finally, a very possible alternative to the overpiced P2s. Here's a hefty chunk:
And after testing the 300MHz K6-2 (overclocked to 333MHz) in the confines of the bootLab, we can assure you it appears to be worth the wait. Its performance, especially running GLQuake II, was impressive. The full results of our tests and methodology will be published in our K6-2 cover feature in boot 23, on sale in mid-June. (In the meantime, read on for more details.)
The K6-2 is Socket 7-compatible, and includes a 100MHz local bus interface that can significantly increase the speed with which data is accessed over the more traditional 66MHz bus. The chip is currently only available in three flavors: 266MHz, 300MHz, and 333MHz, but the 350MHz and 400MHz parts are scheduled for production in the third and fourth quarters, respectively.
The K6-2 also includes the much vaunted 3DNow!, a series of 21 instruction sets that support Single Instruction Multiple Data (SIMD) floating-point operations and SIMD integer operation, data pre-fetching, and faster MMX-to-floating-point switching. Games must either leverage 3DNow!-optimized drivers (including OpenGL) or be specifically coded to take advantage of the new instructions. For the lowest level gain, only the game itself needs to be modified to support 3DNow!, but for even better performance with true DirectX 6.0 applications, transformation and lighting pipe can be addressed on the API driver level. AMD is actively targeting key developers to support 3DNow! and is promising hundreds of titles within the next year, but the list already includes Epic MegaGame's just released Unreal, Rage's Incoming, and Microsoft's upcoming Baseball 3D and DreamWork's Trespasser.
Kyped from Op3Dfx:
Hardware pairnet posted a long K6-2 review. It also features some explaination on what the K6-2 and it's 3DNOW! instructions do. A must read for potential K6-2 buyers!
GameCenter has an article about the top-selling graphic boards last month. And, guess what - 3Dfx based cards are #1,#2 and #3!
For gamers who are thinking to buy a Diamond FireGL cards - here's a review that tells you why you should not buy such a card for DirectX or Quake. Read it all @ Hardwareclub
Moises Bastos fired off some questions to the makers of the new "Glaze 3D" chip...
Just 3 questions:
1. There will be support for ANISOTROPIC FILTERING (like the TNT)???
I'm not sure how TNT does it, but we have not yet decided what method we choose for Anisotropic filtering. At least we will support the dual pass emulation.
2. You said that the chip will have support for SLI, but how do you plan to implement this?? We will have to buy 2 identical video boards (very expen$ive :)?? And the AGP/PCI question?? There is no motherboard with 2 AGP slots, so we will have to buy 2 PCI video boards?? Or will you work out a solution, like a MASTER video board on AGP slot and a SLAVE video board in the PCI slot?? I give you a suggestion: build 2 versions of the chip: one full featured and one that don't have some features (like TV OUT and 2D features) that costs cheaper, or that power up the 3D part, so the Video Board fabricators can release the full fetured video card and its upgrade for SLI, maybe in a single-box COMBO solution (with the 2 boards, of course! :).
The SLI has few options. As the architecture supports SLI propably there will be two options: user upgradeable SLI limited to PCI boards, and COMBO in single board (two chips on the same board) connected to do SLI. That way it is not 2X the price and it still can be AGP board.
3. The TV OUT will work like my VIPER V330 (that doesn't run anything in the TV, only the WINDOWS 95!:) or will be full compatible in all resolutions??
Video interface is not complete yet, so don't know about this one. But if I understood your comment about V330 correct, the idea is to be able to show win95/NT desktop in a TV.
Notes (26May98): First, some personal news: This Saturday I'm moving back to my beloved Utah! after 11 years in Texas. I'll only be there for the Summer (unless BYU or Utah State hire me to teach Chemistry, hope hope hope!) but it'll sure be a nice break from the heat and mosquitoes. So this weekend I'll be out-of-touch, and there will be no news updates. So to hold you, here's a bunch:
Here's a press release form #9 about the T2R4.
Diamond is pimping the Riva TnT:
Diamond Multimedia Systems, Inc. (NASDAQ:DIMD - news), a leader in interactive multimedia acceleration, today announced that the company will extend its high-performance graphics line and develop AGP 2X and PCI graphics accelerator solutions for major OEMs based on NVIDIA Corporation's new RIVA TNT 3D processor technology.
Diamond Multimedia's new graphics accelerator will feature advanced 128-bit processing power and utilize a single chip that can process two pixels per clock cycle to enable true single-pass multi-texturing for high-quality rendering of intricate 3D environments. Additionally, the RIVA TNT chip contains over 7 million transistors, a quantity comparable to the Intel Pentium II processor, for delivering ultra-fast speed in 3D business and gaming applications. Scaleable, high resolution gaming with fast frame rates, multi-textures and a expanded 32-bit color pipeline all combine to offer outstanding performance and quality for next-generation games such as Quake III.
Advanced 3D features will include a full hardware triangle set-up engine, full screen anti-aliasing, anisotropic filtering, 24-bit Z-buffer, bump mapping and more. With an integrated 250MHz DAC, Diamond Multimedia's new high-performance product will deliver true color up to 1920x1200 and will be optimized for popular gaming Application Programming Interfaces (APIs) including OpenGL and DirectX 5.0/6.0. Diamond's next-generation graphics accelerator will be multimedia upgradeable with support for DVD and the company's DTV 2000 TV Tuner.
3Dxtc has an article about all the latest and greatest of the new 3D cards. (you may have to wait to read it though. Looks like the account owners didn't buy enough hits from their ISP, and the server has stopped accessing the site, no problem here at bw.ml.org!).
Notes (25May98): X-Plane for 3Dfx! Here's what Austin said today:
OK, due to pressure from customers and would-be customers, 3dfx support WILL HAPPEN WITH X-PLANE.
3dfx boards do NOT support any menus or windows from the windows/macOS desktop, so X-Plane has been UNABLE to run on them (or, rather, they have been unable to support X-Plane, since they could not handle it's menus and windows).
To remedy this, I have been writing my OWN menuing and windowing system in OpenGL for X-Plane... this system draws menus and windows, but all the graphics are really going on inside only =>ONE<= window... it just LOOKS like many windows because child windows are simply part of the MAIN window... the graphics just make them LOOK seperate.
Because all the sim/plane-maker/etc is running inside of ONE window, the X-System WILL work on 3dfx cards.
I thought this would be a pain at first, but it turns out it's fairly easy to
do, and it also turns out that:
my menus and windows LOOK better than the Win/95 MacOS windows, I think.
the menu and window FONTS are controlled by X-Plane, so they always FIT right on the screen.
the previous limitations on the number of airport menus in the 'location' menu goes away.
file opening should be easier since I can hardwire in airplane and part file-
types to open.
Look for a beta (beta14) in a few weeks.
This coming beta should ALSO ===>NOT<=== USE an OpenGL extension to copy only little bits of the cockpit to the screen at a time... this was causing crashes in many supposedly open-gl complient cards.
By NOT using this OpenGL extension, and instead copying the ENTIRE screen to the monitor each frame, all cards that support OpenGL, even if they have NO extensions, should support X-Plane.
This will widen the cards that can support X-Plane a LOT... it looks like now if you simply get an OpenGL 3D card, you will be good to go with Quake, X-Plane, and SU-27-Version2, which uses OpenGL as I recall, though someone may correct me on this...
At any rate, the plan is:
X-Plane 4.0 beta-14 in a few weeks with wide video-card support
X-Plane 4.0 beta-15 a few weeks after that, addressing any feature-bugs
X-Plane 4.0 pre-release a week or so after that, and then the full version
barring any problems.
So, in summary, X-plane will support 3dfx cards withOUT getting harder to use, by using an OpenGL-based menuing and windowing system, and the beta will be available in a few weeks... final release mid-summer
oz
MURC's G200 site has a bunch o' screenshots using the New G200 board. Some are pretty cool, but none are flight-sim-related.
Remember the Ticket To Ride 3D chip from #9? Of course you don't. It was one of the most forgettable 3D chips seen. But I guess #9 had some extra time, so they were working on another chip, the 'T2R4'. Here's a bit about it, from Tech Zone:
This is the chip I was talking about last week. It is called the Ticket to ride 4, or as we like to call it around here the T2R4 which is a scarier sounding name. The specs look pretty good, but I am really dying to see the performance numbers. Here is a brief of some of the specs and a picture of the chip.
2.0 GB/second onboard frame buffer bandwidth.
- Pipelined memory read and writes.
- Fully combined and integrated 128-bit 3D/Video and 2D Engines.
- Proprietary 128-bit WideBus Architecture.
Advanced 3D Pipeline:
- A built-in 3D rendering engine, tightly coupled to a IEEE 754 floating point 3D rendering setup engine that runs at 430 MFLOPS (million floating point operations per second).
- 3D pixels processed at up to 32-bit color for precision 3D rendering.
- Precision 32- and 16-bit Z-buffering support processes up to 16.7 million Z-steps. This High Precision Z-buffering significantly improves 3D imagine quality. It reduces texture seams and unsightly artifacts that are present in 3D games-oriented chips that offer less precision.
- 10 Levels-of-Detail Per-Pixel Mip Mapping.
- An 8KB on-chip texture cache.
- Palletized textures at 8, 4, 2 and 1 bpt.
- Atmospheric effects for specular lighting, interpolated fogging and alpha blending.
- Support for perspective corrected texture mapping with bi-linear and tri-linear filtering.
- Complete DirectX 5.0 and 6.0 support.
- Optimized Direct3D and OpenGL ICD (Installable Client Driver) support.
And this is my favorite spec:
Full-screen, 30 frames per second, MPEG-II playback
Here's some stuff on bump-mapping, the newest and second-hotest 3D technology out there (of course the hottest it full-screen anit-aliasing). From Billy Wilson (no relation, even though I too will be living in Utah as of next week!) at VE:
Rick over at PVR-NET sent word that they have posted a snazzy article on bump mapping (they even discuss the 3Dfx Donut Demo and the type of bump mapping used in it). So just what the hell is bump mapping? Here's a snippet:
Bump Mapping is a technique to give an object more detail without adding more polygons. It's a way of simulating small bumps on the surface by changing the way the light effects are calculated. A bump will usually have one side that is bright from a light source while the other side is dark because it is on the shadow side. Bump Mapping modifies the light calculations to make this happen. So it's important to know that Bump Mapping does not change the surface of the object it only changes the way light is reflected by the surface. There are various ways to create these light effects and they are described in the next paragraph.
Here's a bit more on the type of bump mapping used on the V2:
Perturbed Bump Mapping is a three pass technique. You first need to combine the bump map and its shifted version. The result is a lightmap that needs to be combined with the texture map in the third pass. On Voodoo2 hardware this technique halves the fill rate so it is not for free. The combination of the bump maps can be done in one pass using the two texelfx processors but the hardware still has to combine the lightmap with a texture map and this has to be done in a second pass. This technique also needs to CPU to calculate the shift for the bump map. For correct 3D effects the shift of the texture co-ordinates has to be recalculated for every polygon and this can put quite a bit of strain on the CPU. Some bump effects do not look right with this technique.
And finally, if you do wanna check out 3Dfx's Donut Demo, here ya go -- good example of this specific type of bump mapping.
Notes (24May98): Happy Memorial Day, everyone!
If you thought the old FS98 Bnechmark was difficult, take a look at the newest game benchmark form Gamespot/CGW (if you add it up, that's 64 MB you have to download to run it!):
CGW's 3D GameGauge gives you the ability at home to benchmark test the graphic performance of your computer. By downloading these demos and running them as instructed in the "Running 3D GameGauge" file, you will receive a test result numbers, which you will then add together to give you the final result. The 3D GameGauge will be updated from time to time to change with the technology, so we'll let you know when it has. (You will need to download one of the decompression utilities first if you don't already have one on installed on your system.)
Download Running 3D GameGauge (running 3d gamegauge.zip, 12KB)
Download the Quake II 3D GameGauge demo (q2-314-demo-x86.exe, 38MB)
Download the GLQuake demo and test.cfg files (quake-quake2.zip, 336KB)
Download the F22 ADF 3D GameGauge demo (f22adf.zip, 2.9MB)
Download the Forsaken 3D GameGauge demo (forsaken.zip, 9.3MB)
Download the Incoming 3D GameGauge demo (incoming.zip, 3.8MB)
Download the Turok 3D GameGauge demo (turok.zip, 10.2MB)
Notes (23May98): I started updating the site headers.
Here is a review of the Tekram 3D Fire AGP 6000, an i740-based card.
VM has finished their article on current and future 3D chips. <----- A must-read! Make sure you read all the way thru to the Rankings.
HW have an article named "To Voodoo2 or not to Voodo2"
The RivaTnT should be available in August.
From VE:
The lads over at Entech have released a new version (2.20) of their handy little video card and monitor utility, PowerStrip (which does have Voodoo support - and a handy overclocking feature for the supported cards memory). So what is PS? Check it:
Designed to compliment the native Windows Display Properties sheet under Microsoft Windows 95/98/NT, the PowerStrip combines all the features of our API-compliant QuickColor program with extensive programmable hardware support. Like QuickColor, the PowerStrip has a simple multi-language/drag 'n drop interface, and provides configuration and fast access to your favorite display settings, incremental enlargement and reduction of desktop size, comprehensive color calibration controls with gamma hotheys, the ability to associate specific applications with custom display settings, graphics system diagnostics, flexible font controls, extensive hotkey and screen saver support, a database of over 1000 monitors, and on-the-fly color depth, resolution and refresh rate switching. Additionally, the PowerStrip includes direct hardware support for many chips, permitting an unprecedented degree of control over your display sub-system, particularly under Windows NT.
More from VE: A bunch of technical articles about 3D technology, for your Sunday afternoon reading.
S-Buffering
http://www.users.globalnet.co.uk/~tomh/sbuffer.htm
Clipping Polygons
http://home1.gte.net/reillyp/polyclip.htm3D-to-2D : Perspective Transformation and Clipping
http://home1.gte.net/reillyp/perspect.htm
Efficient Antialiasing
Isosurface Generation
Shadow Rendering Algorithms
http://www.scs.ryerson..ca/h2jang/gfx5.htm
Bilinear Interpolation Of Texture Maps
http://www.users.globalnet.co.uk/~tomh/bilerp.htmAn old article form Intel about anisotropic filtering
http://home1.swipnet.se/~w-12597/3dxtc/articles/anisotropic.htm
Notes (22May98): Hot Diggety! I got the FS98 Benchmarks done!. You can look at the Intruction page and select FS98 for details. I tried to make them sort-of match the old Benchmarks, but don't expect them to be too close!
More on Socket X, from VE:
Boot has scored a bit of new info. on Micron and Rendition's recently announced SocketX graphics architecture, with a short Q&A w/ Rendition dude, Jim Peterson. Here's a tidbit on Socket X:
Essentially a spin on the old "graphics on the motherboard" scenario, Socket X will allow system OEMs to plug in whatever flavor of graphics chips they want, without having to perform modifications to the motherboard or internal system design. Since the OEMs could wait until the last minute to drop in the graphics chip, system orders could be filled on demand, eliminating the need for high levels of pre-built inventory.
More importantly, Socket X chips will also include embedded memory, which Rendition claims is necessary to provide enough bandwidth for the next-generation of graphics chips coming down the pike.
Here's a link to TerminalReality's Fly! page. Tom, over at AVSIM, just bagged a beaut: an interview with FLY!'s co-producer. Below, a
snippet:
AVSIM: We recognize that you do not want to expose too much of your sim for competitive reasons at this time, but could you provide some insight into the 3D format or approach you will use? Will you take advantage of any of the emerging accelerators, such as the new Voodoo 2? Any possible usage of DVD under consideration?
Richard: Terminal Reality has always been a forerunner in taking advantage of new technologies -- we were the first company to develop and ship an entertainment product for the Windows 95 platform, as well as one of the first companies to support emerging 3D accelerator standards. We will definitely support the leading industry 3D API's, including 3Dfx's Glide and Microsoft's Direct3D. As for the Voodoo2, we think it's a great card, so we'll definitely want to take advantage of it. We'll also be considering other technologies on the horizon, and see which ones are reasonable to support with our initial release.
AVSIM: Can you tell us what the minimum expected system requirements to attain a frame rate of 16 FPS minimum be?
Richard: We have not yet determined what our minimum and recommended requirements will be for FLY!, but we are looking to deliver solid performance on mid-range Pentium or PowerPC based system equipped with a 3D accelerator.
An article on the CPU's of the next-generation 3D systems at CPU Madness, and a soon-to-be-published accompanying article on 3D video at Computer Heaven.
Promises: Okay, I'll get on the new version of the FS98 Benchmark this weekend, for sure, and try the FUII. I have no complaints about the Reporting System, so I'll trash the file today and we'll go live with it this weekend. If you submitted a real Benchmark, you'll need to resubmit it!
Okay, here's something I've put off
until I found out more. Glaze3D is another 3D chipset due out before the end of the year,
from Bitboys in Finland. They say
it will be 4 times faster then the Voodoo2, which makes this the Fastest Chip Never Made!
So there's a real competition among the cards that have not been released. More info
here. Bitboys is the group that was working on Pyramid3D, but that project is
dead now. The screenshot below shows very nice antialiasing
(no jagged edges) and good MIP-mapping. The shot to the right shows water
bumpmapping and I think they calclulated the reflections. There are a couple other Very
nice looking (not flight-sim-related) screenshots on the Glide3D page. Oh, and Glaze3D
does SLI!

Notes (21May98): Okay, I'm going with the present form of the SPP Benchmarks with one correction. The FSB average will be an average of FSB1 and FSB2 only. FSB3 turned out to be very uninteresting. FSB3 will change to: from the situation of FSB2, press alt-enter to go to full-screen mode, and record the frame-rate there. This will be for comparison only, and not a part of the Average FSB value.
I've started changing the Instructions page, with links directly to the FS98 and SPP pages.
And the big news of the day, stolen form OGR: A newflight sim is coming out soon. Read about it Here.
First up is Fly!, a general aviation simulator designed for both the Windows and Macintosh platforms. The initial release of Fly! will focus on light aircraft, including several single and dual prop aircraft, as well as a small jet aircraft. This product has been coded from the ground up and is targeted to compete directly with Microsoft's Flight Simulator, Sierra's Pro Pilot, and Looking Glass' Flight Unlimited II. Fly! is intended to go beyond the functionality of current flight simulators, allowing Terminal Reality to accurately model each aircraft down to the smallest detail, including accurate cockpits and avionics layout, radio stacks, and electrical systems. TRI promises that every knob, switch, fuse, and circuit breaker available on a real instrument panel will be a functioning detail of Fly!.
Here are some pics. Just ignore the odd shadows and guage readings!
Notes (19May98): I've been working on the Report system, and I think I have most of the functionality done, but the formatting isn't right yet. A little more work ought to do it.
I've put together a first draft of the SPP Benchmark. Here it is (copied out of the Repository):
(text cut. See the Instructions Pgae, click on SPP to see the instructions.)
For the moment, report your findings to the FSBench Report system, found at the FSBench site (see link below). Right now the Report System is under trial, but so is this Benchmark, so the Benchmark may change, and the Report database will certainly be wiped in about 2 weeks, so expect to resubmit your report them.
Please give this a try and let's see if it's an accurate assesment of frame rates in SPP. Let me know if you feel there is a deficiency.
Thanks, and good luck!
Different sources from around the web say good things about DirectX6. An editorial about the success and failures of video cards:here. Micron and Rendition are assembling another 3D accelerator, using something called Socket X. Scuttlebutt says that Glide 3 should be about 3 times faster than Glide2 when strips and fans are implimenteds well. Oh, here's a trivia question for you: what number is shared in common with 'scuttlebutt' and 'buttload'? Answer in the Repository if you think you know. By the way, have you been trying out the Report system? Do you have any suggestions? Put them in the Chat area of the Repository.
The Image Comparison Library will have to wait a bit. I want to finish as many Benchmark packages as I can. Sims I don't have: F-15, FS95, FS5.1.
PVRNet has stuck a snazzy tech. article up on NEC/PowerVR's
next-generation PowerVR Second Generation chip. Quite a bit of info on one of many upcoming 2D/3D combos. (from VoodooExtreme).