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Thread: Retro cards!

  1. #1

    Default Retro cards!

    Did someone mention GLIDE some month ago?


  2. #2
    What the hell are you going to do with that much video memory? That's 12 million bytes!

  3. #3
    A whole 12MB? Nobody will ever need more than that!
    Quote Originally Posted by Ominous Gamer View Post
    ℬeing upset is understandable, but be upset at yourself for poor planning, not at the world by acting like a spoiled bitch during an interview.

  4. #4
    12 MB! It's amazing!
    A bit difficult to compare with an nVidia 2080 Ti, with 11 GB DDR6 RAM *g - I wouldn't have guessed right on that back in '97*,
    I have seen the number: 20 billion triangles/sec - but the pipeline is quite different nowadays, so apple to pears.


    Wiki:


    • Voodoo2 (V2 1000) 90 MHz clock (memory and core)
    • 135 MHz RAMDAC, dithered 16-bit (65536 color) display.
    • Full-screen, 3D-Only accelerator, works with another 2D or 2D/3D VGA card through a VGA pass-through cable. Picture softened slightly by analogue VGA pass-through cable.
    • Support full-screen games under DOS, Windows 95/98 etc.
    • Support for game development tools including Gemini OpenGVS, Multigen, GameGen, SGI Open GL, Glide, Direct 3D, Mini GL and Autodesk 3D Studio under DOS, Win 32 and IRIX.
    • Resolution up to 800 × 600 and higher resolution through SLI, (Scan Line Interleave) up to 1024 × 768.
    • Supports 8 or 12 Megabytes high speed EDO DRAM rated at 100 MHz but running at 90 MHz, 25 ns.
    • RAM configured into 4 Megabytes for frame buffer(s) and Z-buffer and 4 or 8 Megabytes texture memory.
    • 90 million fully featured pixels/sec sustained fill rate for bilinear textures, with LOD MIP-mapping, Z-buffering, alpha-blending and fogging enabled).
    • 3 Million fully featured triangles/sec (Filtered, LOD MIP-mapped, Z-buffered, alpha-blended, fogging enabled, textured triangles).
    • 180 Million pixel/sec with scanline interleaved configuration.
    • Bi-linear and tri-linear texture filtering.
    • Level of Detail (LOD) mipmapping
    • Supports Multiple textures per pixel.
    • Bump mapping through texture composition.
    • Edge Anti-aliasing.
    • Hardware triangle set-up (independent strips and fans).
    • Perspective, Sub-pixel and sub-texel correction.
    • Ground shading and texture modulation.
    • Z-buffering (16/32 bpp, integer and floating point).
    • alpha blending and fogging.
    • Linear frame buffer access.
    • Single-pass tri-linear filtering.
    • Single-pass dual textures per pixel.

  5. #5
    I drooled over magazine ads for those cards when I was a kid.
    "One day, we shall die. All the other days, we shall live."

  6. #6
    Wow, this is part of my genome.

    https://mama.nu/artiklar/retro-spel/
    (I think the images says it all; so no need to use google translate)

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