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Member (09-08-2004, 04:28 AM) |
Doom 3 running
on Voodoo graphics card #1
I didn't see it posted before, and I thought it was pretty
impressive. Voodoo 5 was around 1999 or so? http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=358&whichpage=30 |
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Member (09-08-2004, 04:52 AM) |
#7
I still have my voodoo 5 in my old Dell PII 450, no way in hell I'm
trying Doom on it though, lol. Gotta say though, a few months back I
installed XP on that machine and downloaded some drivers from voodoo files
and I was playing NHL 99 on it pretty smoothly. Feb. or March of 2000 is
when the card came out, I got one to replace the Geforce 1 that just up
and died on me. I grossly overpaid for both of those cards IMO ($300 each)
and it was then that I vowed to never again jump on the latest and
greatest graphics card, money making racket. My Radeon 9600pro that I paid
$120 for last year is running Doom 3 just
fine. |
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Christ I'm Stupid III: (09-08-2004, 07:37 AM) Too Dumb to Die |
#10
Another interesting example along these lines would be to see how
well Doom 3 could be made to run on the Dreamcast, a system from 1998. The
biggest components of the game's look are the shadowing and the
bump-mapped detail. The DC specializes in volumetric effects and would be
very fast at handling the shadows with modifier volumes. It was also one
of the first consumer hardwares to have acceleration for dot-product bump
mapping, even predating widespread acceptance of the DOT3 standard. |
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M3mb3R (09-08-2004, 12:21 PM) |
#14
Originally Posted by
Lazy8s:
I bet it could run it properly...but it would be SLOOOOOOW. It would take a LOT of work to get result as well... The DC didn't exactly run Quake engine games that well. Q3A was the best Quake engine port and it maxed out at 30 fps. Other attempts were much worse. Last edited by dark10x : 09-08-2004 at 12:23 PM. |
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#15
Originally Posted by
Lazy8s:
The SH-4 would be the weak link. |
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M3mb3R (09-08-2004, 01:54 PM) |
#17
Originally Posted by
DaCocoBrova:
I don't think that was the Quake engine, though. Not only that, the levels were EXTREMELY small. I don't see why Sega's Japanese teams would have used the Quake engine for an arcade game. That doesn't make sense... Still, most other Quake engine ports were horrible. Remember Soldier of Fortune? Yeah, that was the Quake 2 engine. Horrible framerate and some of the worst loading times you'll see on a console (and the levels were broken up into tiny segments as well). Last edited by dark10x : 09-08-2004 at 01:55 PM. |
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Christ I'm Stupid III: (09-08-2004, 07:23 PM) Too Dumb to Die |
#25
dark10x: Quote:
It's more like the Quake engine wasn't fit well with the Dreamcast hardware. It's quite common for PC engines to not translate well to consoles, for reasons like lack of customization, differing strengths, and even display synching (a PC port could be able to run 60 fps half the time, but the dev might still lock down at 30 hz to keep the framerate uniform since console games are supposed to synch to TVs at only 60 or 30.) |
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BAN THIS FILTH (09-08-2004, 07:51 PM)
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#26
Originally Posted by
Wario64:
Yep. That worked a treat on 2Fort4 in Team Fortress. |
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Member (09-08-2004, 08:42 PM) |
#31
Originally Posted by
Lazy8:
It's not - the game is first and foremost a near bottomless CPU hog. That by default makes consoles a poor (or even very poor) fit. There's a reason XBox version looks like ass too. |