3dfx tool




















RPM Update, required for installation. Glide V2. XFree86 V3. Note - Beware than most modern Linux Installations commonly ship with 3dfx Driver support Only install if none is contained, or found to be older than the listed one! Disclaimer Use at your own Risk! When installing any such Driver, make sure your System is backed up properly!

Despite being hand-selected from positive User feedback, I don't take credit nor responsibility for any of these Files Voodoo3 - Win9x. OmegaDrive V1. Omegadrive V1. AmigaMerlin V1. AmigaMerlin V2. Mikepedo 1. Voodoo3 - Win AmigaSport V3. Use is recommended for latest Direct3D Games. Further Info and Feedback : 3dfxzone Forum Link. Voodoo3 - WinXP. Voodoo3 - MacOS Drivers. Use at your own Risk! For Instructions, see www. Tweek for Voodoo! Overclocking, Direct3D switching and Tweaking for Voodoo1.

Patch has 3dNow! Note : French Installer! Voodoo2 Tweaker V1. Overclocking and Tweaking for Voodoo2. VoodooMovie V2. Allows to modify 3dfx Bios parameters Warning : for advanced Users only! Updated Version for Voodoo1 and Voodoo2 V2. MultiResolutions V1. Performs Crash cleanup, Screen capture, adds Glide 1.

The clock was increased to 90 MHz, almost doubling the performance compared to Voodoo1. Performance in games utilizing the Voodoo2's second texture unit by means of single-pass multitexturing is further increased. Single-pass trilinear filtering was possible as well. The cards also support SLI Scan-Line Interleave , a technique which allows 2 cards to be run simultaneously and draw the lines of the image in turn, boosting performance and enabling a resolution of up to x With one card installed, up to x is possible regardless of memory.

It is also possible to use a modified floppy drive cable. Following the same principle as the Voodoo1 there are three independent bit RAM buses, one for the frame buffer processor and one for each TMU.

So even though there are technically 4 or 8 MB of texture memory on a card effectively there are only 2 or 4 MB available for textures. With SLI this amount does not grow, instead the textures will be copied two more times.

Voodoo2 still requires the passthrough cable and use of a separate 2D card. However, the chipset does have some 2D features and there is a driver for Linux that allows one to use Voodoo2 as a GUI accelerator. The Voodoo2 remained the standard for PC 3D accelerator cards throughout Voodoo2 SLI is viable for almost all Glide games, and has the advantage over Voodoo 3 that it can play more Glide games originally only designed for Voodoo1, with necessary environment variable configuration.

Weak points include occasional slight stutter in texture intensive games due to texture trashing and possible image quality problems resulting from the passthrough design. It is clocked at MHz, meaning that the midrange Banshee was actually slightly faster in then prevalent single-textured games than the high-end Voodoo2, yet clearly falls behind in games utilizing multi-texturing. Its 2D acceleration was very capable.

It also was the first to have the "bit" 2x2 filter see below. As such they are not ideal gaming choices, although they can be still useful for some games. Following the buyout of STB, 3dfx was now manufacturing their own cards. The Voodoo 3 was basically a higher-clocked Banshee core outfitted with a second texture unit and some bugfixes.

It is important to keep in mind that the Voodoo 3 came with a special break-out cable , which may be difficult to find if one only has the bare card. A regular VGA cable will not fit, so one will either need to use its original break-out cable or use a substitude adapter [5] [6] [7]. Now facing stronger competition from NVIDIA's RIVA TNT line, which already supported bit color depth, x textures and AGP texturing, the Voodoo 3 line was somewhat panned by critics and called outdated in terms of features, but was still considered to be very competitive speed-wise, because bit rendering introduced a big performance hit on competitor cards.

At that time, 3dfx's marketing was centered around speed, but to demonstrate that the image quality was still better than their last year's high-end setup, they invented the term "bit", describing the added 2x2 box filter that masks dithering. Still, arguably x textures and bit rendering were not as significant in as the better game compatibility of the Voodoo 3. A noteworthy problem with Voodoo 3 or other cards from this generation was the higher power demands, which certain mainboards at the time could not cope with.

The issue lied specifically in the voltage regulators for the AGP slot. Intel specified 6A at 3. Voodoo 3 cards were reported to demand up to 4. One known manufacturer with this problem was Gigabyte. Also Asus had a similar issue, although only two models were reportedly affected; only Nvidia RIVA TNT cards are mentioned, but it is safe to assume that the issue is present for all AGP video cards from that generation and further. Lists for both manufacturers can be found in the links section.

Bottom line: A Voodoo 3 roughly matches Voodoo2 SLI 12MB in speed, while only taking one slot and offering better real-world performance due to more texture memory for x as the highest resolution available with Voodoo2 SLI there would be 16 - 4. Like with all Voodoo cards, V3 will run games requiring early Direct3D features 8-bit paletted textures or table fog. It is a further refinement of the architecture of all previous products, with some changes and additions such as two pixel pipelines with one texture unit each instead of one pipeline with two texture units , larger texture caches and data paths expanded from bit to bit.

Voodoo 5 cards require supplementary power in the form of a single Molex connection. Turning on 4xFSAA will automatically disable the post filter that is used in bit mode as will playing in bit color depth. Unfortunately this comes with a large performance impact due to the high fillrate requirements from rendering at a higher resolution and sampling down to the actual resolution. Additionally, it has the weakness of blurring the text and UI in games; this undesired effect seems to be more detrimental with the 2x mode than the 4x mode.

Generally speaking, the 4x mode is only practially useful up to x depending on the game. Only two playable games are known to specifically take advantage of the added T-buffer hardware for effects other than anti-aliasing.

These include a custom made Q3Test demo ver.



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