3DFX emulation
- SarahWalker
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Re: 3DFX emulation
Rev 574 fixes most of the missing triangles in Starsiege Tribes. Still a little flickering though.
- SarahWalker
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Re: 3DFX emulation
Rev 588 should speed up CPU emulation for most 3DFX games quite nicely...
Re: 3DFX emulation
Indeed. PMMX266 Infinite on Voodoo2 and i'm seeing 96-99%'s in Q3 on high*, and this is just a quick -flto build!
(*r_picmip 1, lightmap, geometry high, 640x480x16)
(*r_picmip 1, lightmap, geometry high, 640x480x16)
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Re: 3DFX emulation
Star Wars Ep1 Racer regressed in this update (works in the previous revision)
was all the pclog.txt wrote (after pcem crashed)
Code: Select all
voodoo_fb_writew : bad LFB format 0000008F
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Re: 3DFX emulation
Leilei what did you get before the latest patch on Quake 3?
- SarahWalker
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Re: 3DFX emulation
Rev 589 should fix Ep1 Racer.
Re: 3DFX emulation
INCOMING PATCH
This is a massive improvement to the Voodoo filter code
- it no longer makes an ugly streak (see this comparison)
- filtering thresholds are no longer hardcoded; it now reads thresholds given to the driver (via 230H) and generates new filter lookups if this changed
- and thus, it can be disabled when set SST_VIDEO_FILTER_THRESHOLD/SSTV2_VIDEO_FILTER_THRESHOLD = 0. or cranked up with 0xFFFFFF
- blue threshold
- it's much faster. the fast voodoo2 emulation code helped me realize how slow my filter is
It probably could use more tidying/styling/refactoring/optimizing from here but right now i'm very happy with the result
There IS one bug though. the rightmost column of pixels is repeating, the whole image might be shifted to the left
This is a massive improvement to the Voodoo filter code
- it no longer makes an ugly streak (see this comparison)
- filtering thresholds are no longer hardcoded; it now reads thresholds given to the driver (via 230H) and generates new filter lookups if this changed
- and thus, it can be disabled when set SST_VIDEO_FILTER_THRESHOLD/SSTV2_VIDEO_FILTER_THRESHOLD = 0. or cranked up with 0xFFFFFF
- blue threshold
- it's much faster. the fast voodoo2 emulation code helped me realize how slow my filter is
It probably could use more tidying/styling/refactoring/optimizing from here but right now i'm very happy with the result
There IS one bug though. the rightmost column of pixels is repeating, the whole image might be shifted to the left
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Re: 3DFX emulation
Hello leilei,
where did you get the newer revision from?
where did you get the newer revision from?
Re: 3DFX emulation
He wrote it, for what I can seecodehacker wrote:Hello leilei,
where did you get the newer revision from?
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Re: 3DFX emulation
Is this here not a new Rev. of PCem?
And I was asking for the PCem-Version for this:SarahWalker wrote:Rev 588 should speed up CPU emulation for most 3DFX games quite nicely...
leilei wrote:Indeed. PMMX266 Infinite on Voodoo2 and i'm seeing 96-99%'s in Q3 on high*, and this is just a quick -flto build!
- SarahWalker
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Re: 3DFX emulation
Filter changes committed to rev 606.
Re: 3DFX emulation
Looks like the filter really puts it over the edge actually, maybe by 4 pixels
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Re: 3DFX emulation
I've noticed a bug with the texture uploading in UnrealEngine games - fractal textures and dynamic lights don't always update when the framerate's reasonably high (40-60)
This is very obvious in UT's DM-Hyperspace when looking around the engine area. You can also see it happening with rockets' lights going across the wing. This might also occur with Unreal's logo in theory though I didn't try U1 yet
Battlezone 2 can't seem to initialize on Voodoo2 and fails. The demo works
Montezuma's Return! (the later 1998 version with an exclusive V2-only rendering mode with bumpmapping) has major graphical glitches and slowdown (guest slowdown - host is 100% here)
(also unrelatedly in curiosity I have tried to double the bilinear texture filtering precision and have failed. I did a compare with this q3 2d test mod and an old Voodoo2 buffer capture and found the left gradient (a stretched up 16x16 quarter of a 32x32 texture) to be different)
This is very obvious in UT's DM-Hyperspace when looking around the engine area. You can also see it happening with rockets' lights going across the wing. This might also occur with Unreal's logo in theory though I didn't try U1 yet
Battlezone 2 can't seem to initialize on Voodoo2 and fails. The demo works
Montezuma's Return! (the later 1998 version with an exclusive V2-only rendering mode with bumpmapping) has major graphical glitches and slowdown (guest slowdown - host is 100% here)
(also unrelatedly in curiosity I have tried to double the bilinear texture filtering precision and have failed. I did a compare with this q3 2d test mod and an old Voodoo2 buffer capture and found the left gradient (a stretched up 16x16 quarter of a 32x32 texture) to be different)
- SarahWalker
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Re: 3DFX emulation
Rev 617 should fix the texture uploading issues.
Re: 3DFX emulation
On Voodoo2 there's a Direct3D 2D flicker issue with several games and some of the D3DIM sample apps off the DX6.1 SDK show this flicker in the framerate counter (Flare, Pplane and Spheremap in particular).
Starfleet Academy example
Starfleet Academy example
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Re: 3DFX emulation
On the emulated Voodoo 2, the "in car" viewing of Need for Speed 3 is broken. But anyway, the game is generally playable on an emulated Pentium 100 PC on my i3 laptop. When setted to Pentium(w/ and w/o MMX) 133, the emulation speed dropped to 90% or so. So DOSBox (and its third-party SVN builds) is not actually faster and sometimes even slower. Also, DOSBox suffers from lots of illegal instructions fault when emulating a Win9x game.
on PCem emulated Voodoo2: on a Voodoo2 Glide wrapper:
on PCem emulated Voodoo2: on a Voodoo2 Glide wrapper:
Re: 3DFX emulation
To Dear user Startmenu.
Thanks for the info but the line" So DOSBox (and its third-party SVN builds) is not actually faster and sometimes even slower" is far from truth, i had dosbox with voodoo + win95 and it is way slower, try to run quake 2 , you can run dosbox and PCem at the same time , i did on i5 2140m , 2.7 ghz . then set cpu at 100mhz on PCem and MAX cycles in dosbox, do `timedemo 1 and see. On software in 640 dosbox is blazing fast, and works at same speed as PCem on voodoo, but on voodoo dosbox has same speed as PCem in software, try to run Timedemo of quake 2 on p100 640x480 in software. So no, dosbox voodoo emulation is about 80% slower than PCem. and please tell me how did you make NFSIII to run on dosbox? ill tryed many times on win95 both soft and voodoo and each time dosbox crashed back to windows after couple , or 3 seconds of rendering the race , with bunch of cpu errors. So tell me how did you run NFSIII on dosbox?
Also i have not noticed any errors on PCem rendering NFSIII , your screenshot shows PCem NFSIII on low detail btw. and i3/i5 on a laptop is to weak for p133mmx at least 1st to 3rd generation , thats why you get drop to 90%. Remember, dosbox have not very acurate emulation.
And another thing, please tell me how did you run glide wrapper on win9x in vbox with no D3D? or did you run it on win XP in vbox?
Thats how it look on mine but quality is lost on that .jpg badly. Game is set to 800x600 everything on MAX only wiev distance on Far instead of Full.
Thanks for the info but the line" So DOSBox (and its third-party SVN builds) is not actually faster and sometimes even slower" is far from truth, i had dosbox with voodoo + win95 and it is way slower, try to run quake 2 , you can run dosbox and PCem at the same time , i did on i5 2140m , 2.7 ghz . then set cpu at 100mhz on PCem and MAX cycles in dosbox, do `timedemo 1 and see. On software in 640 dosbox is blazing fast, and works at same speed as PCem on voodoo, but on voodoo dosbox has same speed as PCem in software, try to run Timedemo of quake 2 on p100 640x480 in software. So no, dosbox voodoo emulation is about 80% slower than PCem. and please tell me how did you make NFSIII to run on dosbox? ill tryed many times on win95 both soft and voodoo and each time dosbox crashed back to windows after couple , or 3 seconds of rendering the race , with bunch of cpu errors. So tell me how did you run NFSIII on dosbox?
Also i have not noticed any errors on PCem rendering NFSIII , your screenshot shows PCem NFSIII on low detail btw. and i3/i5 on a laptop is to weak for p133mmx at least 1st to 3rd generation , thats why you get drop to 90%. Remember, dosbox have not very acurate emulation.
And another thing, please tell me how did you run glide wrapper on win9x in vbox with no D3D? or did you run it on win XP in vbox?
Thats how it look on mine but quality is lost on that .jpg badly. Game is set to 800x600 everything on MAX only wiev distance on Far instead of Full.
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Re: 3DFX emulation
On my system PCem's 3dfx recompiler is nowhere near as slow as the Dosbox kekko software glide patch (which in turn is based on the Mame voodoo source, and current mame voodoo source isn't anywhere as fast either).
can play 100% execution smoothly in NFS3 with Voodoo2 on PMMX 300MHz here and the dashboard also works. Haven't seen any real artifacts or unusual slowdowns.
can play 100% execution smoothly in NFS3 with Voodoo2 on PMMX 300MHz here and the dashboard also works. Haven't seen any real artifacts or unusual slowdowns.
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Re: 3DFX emulation
to leilei , "can play 100% execution smoothly in NFS3 with Voodoo2 on PMMX 300MHz" that can catch alike 100fps on voodoo 2 in PCem , yes extremally smooth, in 640x480 on med. detail is smooth using p100 , on p166mmx is smooth on max. i suspect you must have good rig, but try to run at lower specs, you will see
Re: 3DFX emulation
Maybe it's time to get a better desktop computer... Currently, I play NFS2/3 on a WinXP VM and use a Glide wrapper.leilei wrote:can play 100% execution smoothly in NFS3 with Voodoo2 on PMMX 300MHz here and the dashboard also works. Haven't seen any real artifacts or unusual slowdowns.
Re: 3DFX emulation
Mr/Ms Startmenu, Leilei must have good desktop, being able to emulate p300mmx at 100% needs fast cpu , and running nfs on vbox XP is not fun, every, even old computer can do it, my poor laptop can do it , no probs. Beside You can install XP on Your computer , as a second system and still You will get drivers for most new hardware , and You can run it natively with glide wrapper.
Re: 3DFX emulation
Resident evil 3 works fine.
Voodoo1 have tiny problems, i have been messing around a bit with it, when you shoot the spreaded blood have white square boxes around, also some water droplets have it also, on voodoo 1 , otherwise seen no problems on voodoo1 , and no problems on voodoo 2
Voodoo1 have tiny problems, i have been messing around a bit with it, when you shoot the spreaded blood have white square boxes around, also some water droplets have it also, on voodoo 1 , otherwise seen no problems on voodoo1 , and no problems on voodoo 2
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Last edited by szadycbr on Tue 24 Jan, 2017 9:39 pm, edited 1 time in total.
Re: 3DFX emulation
Strange, i run today RE3 on p120mmx with voodoo2 and i could not get any display errors, game was absolutely fine on voodoo2.
Previously i run voodoo 2 RE 3 on p100/66, minimum cpu for the game , acording to manual is 200mhz, so it must have been MMX, dont know, but maybe that was the problem, which means no problem at all, maybe p100 is simply to slow to load corectely in time? or the lack of MMX messed something up?
Anyway, on p120MMX voodoo2 displays perfectely fine, so i will leave only the first issue with voodoo 1 on previous post.
Previously i run voodoo 2 RE 3 on p100/66, minimum cpu for the game , acording to manual is 200mhz, so it must have been MMX, dont know, but maybe that was the problem, which means no problem at all, maybe p100 is simply to slow to load corectely in time? or the lack of MMX messed something up?
Anyway, on p120MMX voodoo2 displays perfectely fine, so i will leave only the first issue with voodoo 1 on previous post.
Re: 3DFX emulation
The white effects here looks like a case of Voodoo Graphics not supporting index-alpha paletted textures (which are supported on Voodoo2). This may be actual not-an-emulation-bug behavior you are witnessing, especially since V1 fell out of common use by 2001 and is possibly left untested. Expect more of these unforeseen issues as you test 3d games newer than official driver releases.
That said, I do see glitches in Voodoo2 on some games that are supposed to be there so I don't report them as emulation bugs (i.e. MDK2 muzzleflash and other sprites flashing white, Codename Eagle demo failing to run properly, massive slowdown on Q3DM11, etc)
That said, I do see glitches in Voodoo2 on some games that are supposed to be there so I don't report them as emulation bugs (i.e. MDK2 muzzleflash and other sprites flashing white, Codename Eagle demo failing to run properly, massive slowdown on Q3DM11, etc)
Re: 3DFX emulation
Thanks Leilei, You probably right. BTW i run today, codename eagle full version , on p120MMX and voodoo2 , both Voodoo d3d/Glide run well, but when game starts and briefing shows bird/plane view of the area , you can see clearly that something isnt quite right. Game is running suprisingly well on p120mmx voodoo2, dont know the minimum spec anyway. D3D and Glide issue looks exately same, it does not have much impact on gameplay, anyway , cos you more focused on not being spotted by nazzis, this game is quite hard, good fun.
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Re: 3DFX emulation
For current standing bugs I can find is the filtering of repeating non-clamped texture edges picking some wrong texels. don't think it's clamping behavior and it may be also exhibited in the Codename Eagle screenshot above
Perhaps it's just entirely shifted? Some hidden edge grids reveal themselves on a skill teleporter
It's even more jarring on low-res texture games such as Incoming.
Starfleet Academy still flickers and also Outrage on V2 has a similar buffer issue with the main menu and the ingame menu not pulsating the text colorRe: 3DFX emulation
PCem is looking better and better. I am sure v12 will be absolutely amazing!
Ultimately, the day I can use my old Voodoo3 driver CD again will be a great day. Until then I will gladly marvel at the awesome power of the Voodoo 2!
I am so glad Voodoo2 capability has been added to PCem, greatly enhancing the capabilities of the software.
Ultimately, the day I can use my old Voodoo3 driver CD again will be a great day. Until then I will gladly marvel at the awesome power of the Voodoo 2!
I am so glad Voodoo2 capability has been added to PCem, greatly enhancing the capabilities of the software.
Re: 3DFX emulation
I'm very glad and grateful Voodoo2 is now part of the PCem portfolio! But don't forget that Voodoo2 working in SLI nearly equals the Voodoo3 2000 in terms of performancetk421 wrote:PCem is looking better and better. I am sure v12 will be absolutely amazing!
Ultimately, the day I can use my old Voodoo3 driver CD again will be a great day. Until then I will gladly marvel at the awesome power of the Voodoo 2!
I am so glad Voodoo2 capability has been added to PCem, greatly enhancing the capabilities of the software.
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Re: 3DFX emulation
omarsis81 wrote:I'm very glad and grateful Voodoo2 is now part of the PCem portfolio! But don't forget that Voodoo2 working in SLI nearly equals the Voodoo3 2000 in terms of performancetk421 wrote:PCem is looking better and better. I am sure v12 will be absolutely amazing!
Ultimately, the day I can use my old Voodoo3 driver CD again will be a great day. Until then I will gladly marvel at the awesome power of the Voodoo 2!
I am so glad Voodoo2 capability has been added to PCem, greatly enhancing the capabilities of the software.
If you got a computer that can run SLI emulation I am definitely envious.
Re: 3DFX emulation
LOL, no, of course I don't. I believe SLI is not implemented yet and you would requiere a Pentium II to get some juice out of them.Orchidsworn wrote: If you got a computer that can run SLI emulation I am definitely envious.
But I remember reading here that host CPU is not the most demanding stuff when emulating a video card. Currently PCem uses up to 3 threads, maybe SLI can take a fourth... (which is quite standard CPU)