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(Originally posted Sept. 1997) | |
Tips for Power3d/3Dfx Owners:
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Introduction: | |
As an owner of a PC version 3Dfx Voodoo 3D Chipset card since it was introduced last fall, I was very excited about the card finally being made available in a Macintosh version. The 3Dfx Voodoo chipset is the gaming card king on the PC platform, and for good reason. The card boasts an extremely fast fill rate (40megapixels/sec), full 3d feature set, and the best game support (PC) of any currently available card. The drawbacks to the original Voodoo chipset are the inability to do 3D in a window (full screen mode only) and a lack of 2D capability. 3Dfx later developed the Voodoo Rush chipset, which although lacking in any 2D capabilities, does allow 3D in a window, as is used on several 2d/3d single card solutions on the PC. Techworks uses the original chipset (full screen only) for the Power3D card. On the positive side, the 3d only Voodoo chipset allows to you to run a fast 2d card of your choice (or your built-in video), does not require a IRQ/Busmastering PCI slot, and still enjoy superb 3d gaming as well. The downside is that the card's 4-megabyte memory limit practically limits the resolution to 640x480, due to 2mb of memory being allocated for textures. In some cases you may be able to run 800x600 resolution, but performance usually suffers, and some games do not support that mode due to texture storage requirements. Before you dismiss 640x480 gaming, you need to look at Quake at this resolution. I guarantee you will not be disappointed with the image quality.
Techworks Fumbles: Unfortunately Techworks seems to have not done their homework on the Power3d card. Apparently it was never tested with Apple monitors that use autosensing, as these lines are not present in the supplied 2d passthru cable/adapter. That means if you have a Apple monitor, some resolutions will not be available after installing the Power3d (1152x870 for one). There are also gamma issues, and a loss of some 2d image sharpness as well. The amount of this detail loss depends on your video card/monitor scan and refresh rates, some find it more noticeable than others. Blind tests on my Apple 20" multiscan monitor do not show a large degree of degradation, but there will be some loss of sharpness. Techworks apparently cloned a PC model card, as the it has dual VGA connectors, and their supplied cable is obviously based on a PC one, with only the Apple 15pin connector being changed. The original cable and card do not allow functional monitor sensing which means that gamma and available resolutions you originally had with a direct connection may not be available with the Power3d cable/adapter. One user cited a $140 dual switchbox arrangement that bypassed the Power3d card, but due to the signal being run through two switch boxes even the direct 2d video showed some sharpness loss. I'd not recommend this setup, as it's expensive, convoluted, and lossy. The more you switch the video, the more the contacts will wear, degrading signal even more. The better solution is the *properly designed* cable/adapter, based on the post above. I was concerned at first that possibly the Techworks card did not have all 15pins connected in the pass-thru on the card. Personally I think Techworks should *replace* all existing cables/adapters with the proper ones for Apple monitors. This would prevent a lot of bad will and upset customers, and ensure that the Voodoo doesn't die on the Vine so to speak. I hate to see such a potentially vital (to Mac gaming) product suffer such a black eye due to Techworks lack of attention to detail and follow-up. I have sent them mail on these issues, but to date have not received a response.
Should you buy one? If you love Quake and have to have the best looking version - then buy the Power3d. The 3Dfx Quake version is the best overall version of the game. It also boasts a better framerate on slower processors (about 5fps faster), and is very smooth at 640x480 on the 8500/120. To be fair, the Rage Pro RAVE Quake ran 17fps on the 8500/120 (w/1 meg cache, speed doubler2), and detail was superb. At 200mhz CPU the framerates were literally identical. Details of framerate tests are below. (Rave Update: The latest version of Rave Quake with the new (beta) ATI Drivers looks VERY good. Given the darkness in most areas of Quake, it's a tougher call now on image quality, although some textures and bilinear filtering looks better on the 3Dfx version. QD3D RAVE and the Rage Pro are really beginning to impress me about what can be done in RAVE (with the right hardware of course). 3Dfx Quake still has an edge though.) For games written for the 3Dfx chipset you will not be disappointed, if the developers do their part. There have been some reports (and I've seen this twice as well) that the full version Quake has exhibited some problems with lock-ups. What exactly is the cause remains to be determined. Full Quake needs 24megs of ram allocated to it preferably, so your Mac should have at least 32megs of ram. Since ram is cheap now and a good way to boost overall performance you should consider a ram upgrade if you plan on running games like Quake.
The quality of RAVE games can vary, at least based on the supplied Mechwarrior 2 Rave version. This game looked identical on the Power3d and the ATI Rage Pro I have. Both had nice textured sky and ground, but the explosions were much blockier (edges) than I expected (on both cards). Again framerate was very smooth on the Power3d, and it obviously has the horsepower to run RAVE games very well.
However based on RAVE Mech2 you'd not notice any difference in RAVE games compared to a good 2d/3d card like the RagePro. It may not be fair to judge future RAVE games on
the basis of Mechwarrior alone, and Techworks/3dfx may have enhancements to their RAVE drivers in the future as well. (ATI is very active in optimizing their RAVE drivers, as I've gotten 3 updates
for the RagePro in the last few weeks). RAVE games can be impressive with the proper hardware support, as RAVE Quake shows very well running on the Rage Pro. However for best results with the Power3D, Glide games are preferred. My hope is that the tons of excellent PC 3Dfx games (Tomb Raider, MotoGP, Descent II 3DFx, etc.) will be ported over, as they say it's very easy to port a Glide game to MacGlide. Many new games appearing on the PC now require a 3dfx card (but for the Mac currently RAVE will be the most popular, due to card independence). It has the largest industry support of any 3d card on the market. However with the shrinking Mac overall market, and if sales of the Power3D are low, then I doubt we'll see many more (if any) 3Dfx titles (unless 3Dfx or Techworks funds them). However if sales are high, that will be motivation (and market) that may spur developers to port more games.
Can't I just buy a PC Voodoo card?
Other Notes:
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| Power3D Package Contents: | |
Inside the Techworks box is the Power3d card (which differs from the box pix, which is a 3Dfx Obsidian card), a 2D video passthru cable (vga connector that mates with the Power3d card, and the other end has a Apple 15pin connector to connect to your 2d video output connector), a Mac/VGA adapter (needed to connect Apple wide 15pin monitor connectors to the Power3d VGA output connector), a simple printed sheet installation "manual" (cd has online manual), and several CD's containing 3DFx Quake (Episode 1 only), VR Soccer, Mechwarrior 2 RAVE (not 3Dfx) version, Weekend Warrior (3Dfx native), and the Power3d drivers and demos. The card uses 35ns ISSI EDO dram, faster than the normal Silicon Magic 40ns Drams used on many other cards (but Silicon Magic is a very respected brand name). Memory quality is critical with the Voodoo, as one lot of Orchid cards (PC version) were shipped with SEC substandard (but labelled 40ns speed) Drams. These cards would lock up after running intense games for about 15 minutes. Memory quality is especially crucial if you are overclocking the card (which is a moot point on the Mac currently as there are no utils for this). The card appears of good quality, with no patch wires or other reworks. Some solder joints did not look as good as I'd like, especially at the vga connector pads (they were somewhat dull, which can be a sign of a "cold" solder joint). However overall quality is very good - and performance is excellent. Installation is very quick and easy. Here's the process:
Note: A user sent the following tip - which may prevent the hesitation I occasionally see
in full Quake (even on the Rave version).
Observations: | |
| 3D Game Performance: | |
3DFx Quake: Framerate determines smoothness of play, and generally 13fps is the absolute minimum needed (IMHO) to provide
a smooth play experience. That speed was easily delivered at 640x480 by the Power3d even at the 120mhz cpu speed.
(Surprisingly, even the Rage Pro delivered good framerates at 640x480 as well - even with flames on). I'll admit to
also being surprised at the amount of detail in the Rave version - other than what I can only call "atmospherics" the
detail levels were identical. This makes me hopeful of the quality of future RAVE games. 120mhz 604E CPU Framerates:
As you'll see, the Rave version shows much more improvement with a faster CPU, but the 3Dfx/Power3d gains very little. 200mhz 604E CPU Framerates:
The extra 5mhz bus speed/20mhz cpu speed didn't boost scores very much and the 3Dfx locked up during the demo. 220mhz 604E CPU Framerates:
BTW - For reference, my Pentium Pro 200 (o/c to 233mhz) with the Orchid 3Dfx card scores a 33.5fps in GL-Quake (running under Windoze 95). These scores are run with the following DOS batch file set command, including one to clock the card to 57mhz (but others that enable enhanced features slow performance).
DOS SET statements I use on the PC/Win95 Versions
RAVE Games: Overall I was underwhelmed by Mech2 Rave as the graphics were not that impressive, but I'm not a big fan of Mech2. Maybe if I had not seen the PC versions (3Dfx native) or Mech Mercenaries I would have been more impressed. Both cards ran it smoothly and I did not see any advantage to either card, other than a little faster framerate on the Power3d card. This brings up the question of how many games will be available (or patches produced) for 3Dfx MacGlide (API). Although the card runs RAVE games very well, it really shines with Glide games. After running the 3Dfx patch for Descent II (PC version) and Tomb Raider I know how much this can add to a game. If the Power3d does not sell well, then there will probably be little Glide game support obviously. That's why I URGE Techworks to address (replace) the cable/adapter asap, otherwise sales may suffer. The issue of RAVE (works on all video cards) vs 3DFx also comes up. Currently it's safe to say there will be many more RAVE games than 3Dfx games - since the Power3d card is so new and total installed units are low. Compounding the problem of game development in general is the low Mac market share (total Mac's) and then consider how many Mac owners are game buyers. That's where we need to let game developers know we are ready to buy - and do buy (not copy) the games that are produced. Sales of Duke Nukem 3d and Quake have been very, very good. That really helps show the developers that there is profit to be made in Mac games. Maybe game companies will realize that a BIG chuck of the Mac market is better than a TINY chunk of the PC market, where the game selection is huge. It's easier for them to stand out in the Mac game selection, and Mac owners are ready to buy a quality game (not rip it off as is popular in the PC world). I really hope that the many PC 3dfx games do get ported over, which is easy they say, to the MacGlide platform. That's why I'm keeping the Power3d card. I see it as doing my part in helping to bring more games to the Mac. (And Quake is one of the few games I take time to play - which makes keeping the Power3d an easy choice).
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| Screen Shots of 3Dfx Quake | |
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Forgive the large file sizes, but I tried to preserve the look (otherwise what good are they?) of 3Dfx Quake. These images still don't relay the feeling and atmosphere inside the game, but will give you some idea of what to expect. (Note these images look much darker on a PC monitor/browser). If there is enough demand, I'll include more in the future. (Just Ask) Another Screenshot (134K) Images don't do justice to the atmosphere seen when playing the game.
BTW - I believe that you can use the PC mission Paks with the Mac, if you can copy the installed (on PC) PAK files. I have bought Mission Paks 1
and just recently 2. Mission Pak 1 is better than the original game by far and 2 looks very promising as well. I'll report more on this (with screens) as soon as I can.
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