3dfx v32316 driver




















Identify your 3dfx Hardware. Deutsche 3dfx Partnerseite German 3dfx Affiliate. Download Archive. MicroSoft DirectX Downloads. Games : 3dfx related Patches. Alot of effort and care has been taken to offer correct and detailled information where it seemed fit. This site obviously isn't an eyecandy place.

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. Voodoo3 - BeOS Drivers. Click Image to Return. Select : if you have Glibc 2. Glide Update, NO 3dfx Tools. Select :: these 2 if you have XFree86 V3.

Select :: this one if you have XFree86 V3. Glide SDK V2. Apparently same as above, all in single Package. Turok x doesn't seem to take advantage of the second TMU of the SB50 leading me to think that it is a single pass, non-multi-texturing rendering engine. By virtue of their high clock speeds they walk away from the V2 card.

Lets see how things look when we introduce an engine that takes advantage of multiple TMU's. We see a different picture here- The cards with dual texture management units clearly pull away from their single texture unit counterparts! The spread on the two Voodoo Graphics is amazing considering they have the same clock speed. Also of note is the two 12 MB Voodoo 2's in SLI mode- They maybe only poking along at 90 mhz but they are showing the mhz Voodoo 3 and Daytona cards how two cards in parallel can get the job done.

You notice the same trend farther up the chart as the V mhz and mhz huddle together and then you see the dual VSA just pulling away flexing it's dual processors. The is doing well but I suspect it is begging for a faster CPU to feed it data based on how close the is running.

It does do well here as this game has fairly simple CPU demands though. We see this trend get worse as the games get more complex. The Voodoo Monster board can't run at this screen resolution with z-buffer enabled, it doesn't have enough ram. At x a few more boards drop out due to ram limitations and the SLI rig is still hanging tough but look at the V!

It just blows the rest of the field away in an awesome display of raw power. With the CPU only being used "lightly" by the Quake engine the card can run at top speed. Now for something different- At x we turn on 2 x anti-aliasing and see how they stack up. Interesting that the slower clocked V pulls away from the Geforce 2 MX. Once again the displays it's massive memory bandwidth and squashes the other cards like bugs.

The G-Force card is clearly nipping at the 's heels at this resolution. The Nvidia card has the triple advantage of current drivers, built in hardware transformation and lighting engine which the 3dfx cards don't have and a complex game engine sapping precious CPU power. Since the 3dfx cards depend on the CPU for the geometry and lighting calculations and the G-Force doesn't Advantage Nvidia.

With no real change in standing among the upper cards clearly the CPU is still playing the staring role at x Note the hasn't even budged off the fps mark, clearly it is hardly working and waiting for data from the CPU. It will be interesting to retest the on a more powerful platform in the future.

Cranking on the 32 bit color increases the load on the memory pipeline While 3dfx pursued parallel processors with their own ram as a way around memory bottlenecks, Nvida and other board makers resorted to faster and more expensive ram. In this test we turn on the anti-aliasing and observe the results- Once again the multi processor cards show off their multi path memory strategy.

Amazing, the 4 MB Monster card is still hanging in there!



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