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Your FAQ Manager is: Casey Snyder
The ProPilot Video Card / Graphics FAQ
Frequently Asked Questions
Use of the 3Dfx.com Glide 2.54 Beta driver is known to cause problems! You should be running Glide 2.53 drivers, or the latest version certified/supplied by your manufacturer. See the FAQ section titled 'I've got a card that supports Glide, what is the latest Glide driver I should use?' for links to drivers for the most popular cards.
What video card to I need in order to have 3D graphics?
Pro Pilot '99 uses the Glide command-set for 3D rendering. In order to use the features that 3D rendering offers, you'll need to have a card that supports Glide. There are three chipsets that support Glide:
- The original Vodoo I chipset
- The newer Vodoo II chipset
- The Banshee chipset
The Vodoo I and Vodoo II chipsets are available on 3D cards. The most popular Voodoo chipset cards are:
Diamond Monster 3D
Diamond Monster 3D II
Creative Labs 3D Blaster Voodoo2
The Banshee chipset is available on 2D/3D cards. The most popular Banshee chipset cards are:
Diamond Monster Fusion
Creative Labs 3D Banshee
What is the difference between a 2D/3D and just a plain 3D card?
A 3D only card is a "companion" to your existing video card. You'll need to have a free PCI slot to install it. You will install the 3D card, then run a cable from your existing video card to the 3D card. From there, your monitor hooks up to the 3D card.
A combo 2D/3D card replaces your existing video card. This might be a good option if you have no PCI slots available, or your current video card is outdated. You'll remove your existing video card, and install this card in it's place. (Note, some computer's have the video integraded as part of the motherboard. Check with your computer manufacturer as to how to disable the onboard video, if appropriate).
This is a very very brief overview of the cards. For additional, in depth, information on video cards, visit AvSim's 3D Video Forum. Benchmark information on different video cards in different flight simulators can be found at FSBench
I've got a card that supports Glide, what is the latest Glide driver I should use?
Pro Pilot currently works with Glide Driver 2.53 (or the latest version certified/supplied by your manufacturer).
Using the BETA 2.54 Glide driver from 3dfx.com is known to cause problems! Sierra is aware of this, and is working closely with 3Dfx to resolve it. In the meanwhile, use driver 2.53 (or the latest version certified/supplied by your manufacturer).
Links to drivers for the most popular cards are listed below:
Diamond Monster 3D
Diamond Monster 3D II
Diamond Monster Fusion
Creative Labs 3D Blaster Voodoo II
Creative Labs 3D Banshee
How do you display the framerates?
You can toggle the framerate display off and on by pressing SHIFT-R
What is the highest resolution Pro Pilot '99 will run in?
Pro Pilot runs in either 2D or 3D mode at 640x480.
Before considering this as a possible limitation to the game, you might want to review the article dealing with this very issue. The article is available by clicking here.
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The following was posted By: William Thomas
It is quite possible that you are running at that high a resolution. The difference is that you are not using Z-buffering. (Neither Flight Sim 98 or MSCFS support z-buffering in Direct 3d for 3dfx.)
My voodoo I can support 600*800 without z-buffering but is restricted to 640*480 with z-buffering.
The reason you have been told that you can not go past 600*800 is because that is the highest you will go (without SLI) with z-buffering.
The Z-buffer in 3dfx is part of the frame buffer memory. In a voodoo 1 part 2MB is frame buffer, 2MB is texture (thus 4 MB) In a voodoo 2, 4 Meg is Frame buffer and either 4 or 8 meg is texture memory depending on whether it is a 8 or 12 meg card. The reason that performance was not that different between 8 and 12 meg voodoo 2 cards is because there are not that many games currently fill 4 megs of texture memory, therefore in the 12meg cards 4 megs was basically going unused. This will change as games get more complex and use multi-texturing more fully.
What is Z-buffering? The following definition from webopedia.internet.com is probably the easiest to understand
"it is an algorithm used to determine which objects or parts of objects are visible and which are hidden. With Z-buffering the graphics processor stores the z-axis value of each pixel in a special area of memory called the z-buffer. Different objects can have the same x and y coordinates but with different z coordinate values. The object with the lowest z coordinate value is in front of the other objects and therefore is the one that's displayed"
So, Z-buffering is what helps gives the sim the feeling of "depth". Not all cards support z-buffering so they use a technique called z-sorting. It desplays all objects serially starting with the objects furthest back. It does not require a z-buffer but it is slower AND DOES NOT RENDER INTERSECTING OBJECTS CORRECTLY. (did some one say fluffy clouds????)
So. Why is Pro-Pilot so much faster in 640*480 than FS98? You have your answer. Pro-Pilot enables the z-buffer on you're card and thereby renders faster, and can render the fluffy clouds. FS98 uses D3D and does not use z-buffering, it uses z-sorting, therefore you get higher resolutions because your frame buffer memory is not being used as a z-buffer, but you don't get the "right" perspective with the clouds. (2d clouds or 3d lego block clouds)
SO for all you "why is it 640*480?" crowd, I think I have answered sufficiently. Personally I would rather play at a lower resolution and have the z-buffer enabled, than play at higher and suffer with a lower image quality. (the only reason I run FS-98 in 600*800 is because their panels are illegible in 640*480. A problem, PP99 DOESN'T have.)
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The following was posted By: Bruce Wilson
William has a very good post there. I'll add to it by discussing the math involved with 3D video.
First, memory is calculated in terms of 'bytes', which are 8 bits long. (8 bits was chosen because with 8 bits you can represent 256 things (2 to the eighth power), enough to do the entire keyboard, or enough to represent all the different commands the early CPUs could use.) So if we do some simple calculations of the number of pixels needed for each resolution, here is what we get:
640x480 = 307,000 pixels
800x600 = 480,000 pixels
1024x768 = 786,000 pixels
Since it tales 16 bits to represent enough colors to look good (5 red, 5 green and 6 blue), we need to double these numbers to see how much memory it takes to hold one screenful of information:
640x480 = 0.62 MBytes
800x600 = 0.96 MB
1024x768 = 1.58 MB
But 3D cards use two different areas to display the screen information, each called a buffer. One buffer holds the informaiton that is currently being displayed, while the other buffer, the back buffer, is being drawn (it takes a little time to draw all the information, so it's done in the background, where we can't see it). This means that we need to double the memory needed:
640x480 = 1.24 MB
800x600 = 1.92 MB
1024x768 = 3.15 MB
But like William said, some programs use an additional buffer, the z-buffer, to store depth information. The z-buffer is usually the same resolution as the frame buffer, so we add more memory:
640x480 = 1.9 MB
800x600 = 2.9 MB
1024x768 = 4.75 MB
So all you need to do is figure out how much memory your card has, and you can tell what the max resolution you can run. A Voodoo card has a 2 MB frame buffer and 2 MB texture memory, so it's maximum resolution is 800x600 with no z-buffer, 640x480 with. A Voodoo2 card has 4 MB frame buffer and either 4 or 8 MB texture memory, so the 4 MB will hold either 800x600 with a z-buffer, 1024x768 without.
Other cards use the Unified Memory Architecture, which means there is no definite frame buffer size; the program uses as much video memory as it needs, and leaves the rest to the texture memory. For example, if you use a Verite 2200 card that has only 4 MB of unified memory and you run FS98 at 1024x768, you see a big problem: some 3D objects lose their textures and become gray, or all the ground textures become very fuzzy. It means that you are out of texture memory and the program has to make some sacrifices. It will throw some textures out, and other will use a smaller, low-resoluiton form of the texture that uses less memory.
AGP cards are nice because they can use some of your system memory to store the texture information. Savage3D cards are nice because they can compress textures before sending them to the card, so they use less video memory.
Most game designers try to work within the 2MB/2MB limit of the Voodoo card (by far the most succesful gamers 3D card in history). Lately games are being designed with variable memory requirements; if the memory is there they use a different set of high-res textures, if not they use the standard set. They are rare, though, because that means a lot of development time just to appease they 32-MB card crowd.
Now, why does Dynamix use only 640x480? Sure, it's the only resoluiton Voodoo cards can use, but I suspect it's because of the panels. Having such great panels means that there is a lot of interaction porgrammed into the screen locations, and if you switch resolution not only do you need a whole new set of graphics, but you need to reprogram all the cursor positions. It's doable, but it takes time.
Myself, I'd love to see 800x600 (maybe higher if Banshee cards really take off). It just doesn't seem a priority there now. (ATC, roads, flight model probably are getting the attention).
If you have more questions, go to the FSbench site and read about it there.
Okay, Pro Pilot is running full screen at 640x480, but I'm still not getting 3D!
Some of the video cards might require you to press ALT-ENTER to switch between 2D and 3D modes.
Under the Options Menu, the Scenery Graphics choice is grayed out!
By default, Pro Pilot runs in 'Auto-Complexity' mode. If you notice just above the Scenery Graphics choice, the Auto-Complexity choice will have a check mark by it. Click on the Auto-Complexity choice. The menu will disappear. When you reopen the menu, the Scenery Graphics option should now be available!
When running in 3D the scenery is either too dark, or the instrument panel is 'washed-out'.
This is a result of Gamma differences between the various video cards. To correct this, consult the documentation that came with your video card. Below is an example for the Monster Fusion card:
- From the Windows Desktop, right-click the mouse.
- Select Properties from the menu.
- Click the Settings tab.
- Click the Advanced button.
- Click the Glide Settings tab.
- The default will be a Gamma Correction of 1.70.
- Move the slider to the left to darken the display (if it appears washed-out).
- Move the slider to the right to lighten the display (if the scenery is too dark).
- Click on the OK button to close the Advanced window.
- Click on the OK button to close the Display Properties window.
You'll have to experiment with this until you find a setting that suits your taste.
NOTE: After making changes to the Gamma correction, start Pro Pilot and make adjustments to the Brightness setting. (The Brightness setting is under the Options menu. You may have to turn off Auto-Complexity in order to change it.)
The 3D graphics are stunning! How do I do a screen capture? Undocumented Feature!
Tyler Hart, from Dynamix (the makers of Pro Pilot '99) offers this tid-bit:
Screenshots in PP99
Posted By: Tyler
Date: Thursday, 19 November 1998, at 3:20 p.m.
There is an undocumented feature which allows screen captures within Glide mode (only). Hit Control-P and it will drop the screenshot into the flight directory.
For all you Kustom Keyboard Kommandoes, the function name is "ScreenShot."
This is an undocumented, unsupported feature and if it causes mutations in your DNA or has other unforseen side effects we aren't responsible. As far as we know there is nothing illegal, immoral or fattening about the use of this feature but if there is don't tell us ;o) Tech support probably does not know it exists.
For all your other screenshot needs, you can go search for HyperSnap DX, it works fine. But you don't need it in PP99.
The refresh rate on my Monster 3D set to the extreme left. Does this affect anything and should I move it?
Jerry K Thorne answers: Refresh rates have to match the capabilities of your MONITOR. Try faster rates until you lose sync, unless you have your monitor specs handy. If so, select the highest rate the monitor will support in 640 x 480 to get maximum frame rate in SPP99 3D Glide format.
Link to the ProPilot '98 FAQ
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