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Why am i the getting better peformance w/ TGL?

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  • #16
    Gurm,
    I´m comparing the latest ICD, 6.23 I suppose, as stated in my signature above. Every ICD that I can remember, (which doesn´t mean all) had graphical problems, small, of course. I´m talking about Windows Millennium and 98, not W2K. With TurboGL the glitches just vanish in Quake 3.

    ------------------
    System:
    Intel Celeron 433 at 468Mhz
    Intel Atlanta 440LX motherboard at 72Mhz (a classic, superb board)
    192 Mb SDRAM PC100
    Creative Soundblaster PCI128
    Matrox Millennium SH 16Mb SGRAM at 110% clocking speed (running at AGP 2X by default)
    Maxtor 10 Gb UDMA-66 HD
    Western Digital 4.3 Gb UDMA-33 HD
    Iomega ZIP100 internal ATAPI
    Creative 24x CDROM
    Sony HMD-A200 Trinitron 17"
    Microsoft Intellimouse optical USB
    Microsoft Sidewinder Freestyle Pro gamepad USB
    Genius stereo desktop speakers + subwoofer

    Settings:
    Windows Millennium
    DirectX8a
    Powerdesk 6.23
    MGA BIOS 1.9 - 33
    256 Mb AGP aperture size

    [This message has been edited by Alec (edited 09 February 2001).]

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    • #17
      I hadn´t been using TurboGL since the time I bought my G400, approximately 6 months ago. I was wrong not to keep using it. TurboGL increases 5 fps average on Quake 3, actually ELIMINATING some graphical glitches that appeared with all ICDs, in fact (and that always plagued Gx00 series boards drivers, at least in different systems and in a few games, even in D3D). The image quality doesn´t seem to be noticeably affected by using TurboGL, it even improves it regarding the glitches, as I said before.

      Unreal Tournament, for example, even with the 4.36 patch and a 32-bit Z-Buffer on in UT´s advanced rendering options, still exhibits Z-Buffer problems, although less than before. I have not enabled 32-bit Z-Buffer in Powerdesk, because it never solved any of the graphical glitches that appear (Vampire: the Masquerade comes to mind now), regardless of an overclocked system or not. In GlQuake 1.13, everything works fine with TurboGL, but I see bits of the 3D wireframe.
      What is the problem with those glitches and Z-Buffer errors with Gx00 boards? Should I enable a 32-bit Z-Buffer in Powerdesk? Do most games really support a 32-bit Z-Buffer?

      I´d also like to know if TurboGL supports or works well with recent games, like Alice or others.


      ------------------
      System:
      Intel Celeron 433 at 468Mhz
      Intel Atlanta 440LX motherboard at 72Mhz (a classic, superb board)J
      192 Mb SDRAM PC100
      Creative Soundblaster PCI128
      Matrox Millennium SH 16Mb SGRAM at 110% clocking speed (running at AGP 2X by default)
      Maxtor 10 Gb UDMA-66 HD
      Western Digital 4.3 Gb UDMA-33 HD
      Iomega ZIP100 internal ATAPI
      Creative 24x CDROM
      Sony HMD-A200 Trinitron 17"
      Microsoft Intellimouse optical USB
      Microsoft Sidewinder Freestyle Pro gamepad USB
      Genius stereo desktop speakers + subwoofer

      Settings:
      Windows Millennium
      DirectX8a
      Powerdesk 6.23
      MGA BIOS 1.9 - 33
      256 Mb AGP aperture size

      Comment

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