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(Archived news page from 6/22/99 to 6/24/99)

6/24/99 Thursday's News

Pangea Software has released their new game called Bugdom, which has gotten some rave reviews according to their web page. Bugdom costs $37.95 and can be purchased directly from Pangea Software. A playable demo version is also available there for download. I've also added Bugdom to the Rate Your Mac Games list.

Almost forgot - for more info on SLI performance check out my review last year of Quantum's Obsidian X24 - DUAL VOODOO2 on one PCI card! (think HEAT...)-Mike

Here's a clipping from the latest 3Dfx programmer's post (Kenneth) in my Forums that explains more on the 565 pixel issue. As I noted earlier (below) it's not a game (full screen/3d) issue but a 2d/desktop one:

"The "14-bit" mode only applies to the desktop in thousands mode. When running full-screen games the full 16 bits (RGB 565) are being used since MacOS doesn't have access to the framebuffer in that mode, so there are no weirdo CLUT tricks that have to be done to accomodate the 555 mode that MacOS wants to see.
-Kenneth "

Hope this helps clear up some of the confusion. I noted this issue last year on the banshee based on insider info in my Interview with VT on their NextGen (Banshee) cards. Also back in Feb or March I posted a note from a EA game programmer that mentioned that it looked like there were reduced numbers of colors in 16 bit mode if you compared two screens side by side. Not a big difference he said and he really liked the 2D of the Banshee as I remember. So far it's ran well in the 66MHz slot of my B&W G3 - I've got framerates, screenshots, etc and comparisons to the Rage128 (old and new) and voodoo2 for my upcoming review of the IXMicro Game Rocket card.-Mike


Peter Bethke sent a link to Ambrisia's Mac Mechwarrior-like game called Avara


I don't know about any of you, but the 3dfx news (yesterday) is pretty danged exciting to me. To get OS 8.x drivers for Voodoo2 and 3 cards is a huge boon to the Mac gaming community, and though 3dfx is reported to be planning on using the Mesa libraries (not OpenGL) for their drivers, I'll probably grab a V3 as soon as the drivers are released! Read on... And as always, email me with your comments and news ideas!
  --Ruffin Bailey


  • Once again, the most exciting news I've seen is straight from the main news page here at xlr8yourmac.com. In fact, most every Mac site I've checked has the 3dfx story headlining, so there's not much other news to report! Here's the story:

    The USENET is going wild with posts about the announcement that 3dfx seems poised to release generic, unsupported Mac Voodoo2 drivers in just a few weeks. Not only that, there are promises of Voodoo3 drivers in the near future. If you're not a USENET junkie, check out the post from Kenneth C. Dyke (bottom of the window that this link will open) on the xlr8 3dfx forum!!! As Mike says, I hope this ain't a hoax. [Ken wrote me personally - and he has a 3dfx mail address so I think it's for real-Mike]

  • There is also word that the Mac Voodoo2 drivers will supply the fabled SLI feature that allows you to combine the powers of two Voodoo2's. In SLI each card alternates the responsibility of producing the scan lines your Mac's displaying to the screen for more frames per second of Quakin' power than you'd care to see. This really is big news, though I'm a little curious to see how well the drivers are going to work. It's certainly good to see 3dfx pick up MicroConversion's dropped ball so quickly, though (WARNING: editorial note!) I wonder if 3dfx's efforts to make their own Mac drivers had anything to do with the end of MicroConversions in the first place?!! [See 3dfx's SLI notes below from my forum in yesterday's game news here-Mike]

  • There has been a great deal of discussion lately about the difference between the WinPC and MacPC ways of displaying 16 bit color on their screens. Apparently the WinPC has an extra bit of information sent to the screen, and this limitation will probably not be fixed in the new generic Mac 3dfx drivers. Rather, the drivers will kludge the 16 bit display. Doesn't sound like a big deal to me (perhaps we'll have the same shade of red displayed for either bit?), but I'm certainly withholding judgement until I see the real deal. [Note the Banshee cards from VT and IXMicro perform the same trick - and it affects 2D thousands colors only I'm told-Mike]

    Here's the quote from xlr8yourmac.com's monday news:

      "This is correct. Banshee and Voodoo3 only understand how to use a 565 RGB desktop display mode [I believe he just means in 16 bit resolutions --Ruffin (Desktop means non-game, non-3D mode, Banshee Glide 3D is still full screen I think-Mike], and don't understand how to do a 1555 mode that MacOS expects. However, with some creative CLUT programming, you can effectively get an RGB 455 mode out of it (you lose the lower red bit). This is unfortunate, but at least the mode is mostly usable.
  • Maccentral has an article on this year's Macworld NYC regarding the National Macintosh Gaming Championship I really wanted to go myself, but I'm locked into a pretty competitive LAN party in NC the following weekend. There are going to be some great tournaments, and Quake 2 will be one of them!

  • When you're up early, Blue's is the place to go for news. Blue's tipped me to Sony's release of some glasses that act as if they were a giant monitor! Reminds me a little of Nintendo's ill-fated Virtual Boy, which was great fun, but a bit disorienting for days after you played. ;^)

  • When Trevor Covert at MGL said he had an inside source on Mac Descent 3 and welcomed questions, I sent him one regarding possibility of a Descent 3 software developers' kit (SDK) for Mac programmers. There's a PC and Linux Descent 3 SDK already available (see above link), and there's even a mention in the SDK docs that a Macintosh SDK is not yet available. Trevor apparently got his answer, as it's in the Mac Gamer's Ledge news today indicating that they may end up doing it but no promises were made.

  • PC Gamer has a preview of the PC version of the sequel to Rainbow Six. The preview has a number of incredible screen shots, and goes into some detail about the settings (locations) for the new game, though not the plot which is secret. Anyhow, the screens look great though at least one of the settings (the Opera House) reminds me a little of another much more popular franchise centered around a certain British female version of Indiana Jones.

  • Mac Gamers' Ledge has a review of Deer Avenger, the popular parody of Deer Hunter where you control a rocket-launcher equipped deer. Deer Avenger scores just high enough on MGL's scale to be recommended.

  • If you want more reading on the difference between 16 and 32 bit color while gaming, you might check out this article at Speedy3D.com. Thought this article deals with TNT cards for the PC, much of the article has to do with 16 bit vs. 32 bit color. Remember that the 16 bit arena is where the Voodoo3 drivers, if released, would have some trouble on our Macs. [I personally think V3 16bit color looks great in games, but the texture size limit (256x256) may end up being a factor in future games. Rumor is that in the fall 3dfx's next chip will address all the limitations in the current Voodoo3 chip (texture size, color depth/z-buffer and AGP features-Mike]

  • And I'd be amiss if I didn't mention the murder mystery series at mac-o-rama. This place sells Mac games, but these brain teasers they've had up this week have been a lot of fun. Though you have to get there at the right time to catch when a new mystery goes up (the first correct explanation of who's the killer and why wins a Mac game), I've had tons of fun just trying to solve the cases. Mac-o-rama is also a great site from which to order games. I've gotten all my orders from them quickly and their people have been more than nice, sending me candy and glow-in-the-dark plastic maggots on Halloween. Enough! ;)

    6/23/99 Wednsday's News

    Mac PCI vs PC PCI: Looking at 3Dfx's post in my 3Dfx Forum, Ken (of 3Dfx) posted a note on SLI (scan line interleaving, two Voodoo2 cards working in parallel) and a performance advantage of the PC's (intel) PCI chipset called write combining (I used a patch called fastvid on Pentium Pros to enable this feature years ago)

    SLI is technically only 'supported' between two identical boards. It may even require that the chip revisions match as well. [I've seen two reference design V2's of different brands work fine - ie a Wicked 3D card and Creative labs Voodoo2-Mike] You can't do something like mix a Canopus Pure3D II and a Creative Voodoo2 and expect it to work right. So, unless you can get another board that matches your current one, you'd probably have to buy two new boards.

    As to the whole performance issue... There is a known issue with PCI performance on PowerPC systems vs. Intel. Right now our drivers for Intel will take advantage of a CPU feature on Pentium Pro (and later) processors called write combining. This effectively buffers writes up to 32 bytes at a time and then shoves them all out at once as a burst to PCI. By doing this PCs can quite easily saturate the standard 33Mhz PCI bus with very little effort. Note that this Intel feature is *similar* but not the same as the copyback caching mechanism on PowerPC. Intel's trick works for uncached memory, so you don't trash your data cache, and don't have to do other babysitting tricks to make it work.

    Unfortunately, PowerPC does not have a direct equivalent, so for Voodoo2 we are currently only doing 4-byte writes at a time, which has considerable overhead, and is likely one major reason for there not being a significant performance difference between Voodoo1 and Voodoo2. [See our article posted here last year on Voodoo1 vs Voodoo2 performance (link above) - or my Game Wizard review for comparisons-Mike] There are some other things I know that can be done (and I experimented with them on the MacOS X Server drivers last year), but I have no tried to integrate those changes into the MacOS 8 codebase. It is something I would *LIKE* to do, but I can't promise anything at this point since I am completely swamped just trying to get what we have now working well. Performance unfortunately has to take a back seat to stability and compatibility at this point.
    -Ken

    Stay tuned for more updates to be posted here as things develop. For more on SLI mode and the benefits in different games/CPU speeds (from a PC as no mac supports SLI yet), see my SLI editorial from several months back.-Mike

    Voodoo2/Voodoo3 3Dfx Drivers for Mac! William Murray just sent a note that 3Dfx posted this info earlier today in my own 3Dfx forums! I've been so busy I didn't get a chance to check there. Check out the thread called 3Dfx announcement! Here's the post made in my 3Dfx Forums from Kenneth Dyke:

    " In order to better support the MacOS community, 3dfx has decided to release Glide 2.x and Glide 3.x drivers for Voodoo2. These drivers will be completely generic in nature and not tied to any particular Voodoo2 board design. These drivers will be provided free of charge via our website. They are available on an as-is basis and are unsupported. Actual date of availability will be posted in this newsgroup, but it is our intent to make these drivers available within the next few weeks.

    It is also our intention to release similar drivers for Voodoo3 2000 PCI boards in the near future. Specifically, we will be releasing 2D display drivers as well as Glide 2.x and Glide 3.x libraries. These drivers will not be supported, and thus will be made available free of charge to users who would like to use them. We know there are compatibility issues with Voodoo3 on the Macintosh platform, and we will do our best to document them and ensure that both game developers and end users are aware of the issues. Specific information regarding availability will be provided via this newsgroup.

    OpenGL drivers for Voodoo2 and Voodoo3 that plug directly into Apple's OpenGL implementation will not be available. Instead, we will try to work closely with the developers of the Mesa 3D library to help bring OpenGL games to Voodoo2 and Voodoo3 users on the Macintosh."

    In a followup Ken posted a note on SLI (two Voodoo2 cards working in parallel for higher resolution/higher performance)

    " Just as a quick followup since I know this will get asked anyway... SLI should be supported in the generic Voodoo2 drivers. It turns out it was a pretty tiny bug that prevented it from working on the Mac in the first place, but it has since been found and squashed.
    Ken

    [and another note:]

    The only other advantage is that the new generic drivers are based on the most recent Voodoo2 Glide codebase, so any bug fixes that have happened in PC-land will be incorporated into the MacOS drivers. "

    (I really hope this is not some sort of hoax). Thanks to 3dfx for posting to my forum and they say to watch there for future updates on status.

    Unreal 2.24

    The b4 release of Unreal 2.24 was on Westlake Interactive‰s server yesterday. This update should correct many of the bugs that have been reported and deal with a loss of 4-5 fps that occurred with the b3 release. I have not had the chance to verify that yet, but I will get to it tonight, hopefully.

    Miscellaneous:

    We are in the process of putting together an iWonder/Microconversion feedback page. With this you will be able to respond to me about your thoughts on iWonder/Microconversion‰s lack of support for SLI and OpenGL. After a week or two, I will put all of the information together and send it to iWonder to see what their response will be. I will encourage people to continue to contact iWonder directly (and please be polite) to let them know what you think. I received another report from a reader that he had contacted them and received a less that enthusiastic response about SLI. If you have contacted them and would like to share the info that you received, e-mail me directly. I will let you know when the feedback page is completed.

    Carmageddon 1/2 and T2 Steering Wheel Setup: Contrary to what is posted on the The Idiots of IWS Interactive page today, the info and setup files for getting the Thrustmaster T2 steering wheel to work with Carmageddon 1 and 2 was never removed from this site. It was posted to the Frequently Asked Questions Game and Game Topics page as a permanent addition. In early June, an improved download set of files with preconfigured settings and readme was posted there from reader John Mark Davis (who did an outstanding job!). Check it out and download the files and you're all set.

    [the following was Randall's post meant for yesterday's news - may fault for not posting it sooner-Mike]

    Unreal 2.24

    It looks like there will be another Unreal update today that should take care of the fps loss that users experienced after applying the update that was posted on Saturday. So if you haven‰t applied the b3 patch, I would definitely hold tight and get the update that hopefully shows up later today. I hope that this is it for a while so that I can get a chance to give the most current version a real run through and post my thoughts.

    On another Unreal note, Unreal Tournament for the PC will have a demo version that will be released about the time that UT goes gold. James Schmalz from Epic Games noted in an interview recently what could be expected from such a demo. Westlake Interactive has, in the past, stated that if a PC demo was released, there would definitely be a Mac demo. So that is really good news for us.

    "Disclaimer: The following _may_ change, but this is the current plan.

    Minigun, Shockrifle, Enforcer, Duel Enforcer, Impact Hammer, Translocator, Rocket launcher.

    3 Deathmatch maps and 2 domination maps.

    The Instagib mutator (everyone will LOVE this)

    Bots

    1 mesh with 2 different skins.

    The plan is to release it when UT goes gold"

     

    Falcon 4:

    Even though we expected a Falcon 4 update last week, it appears that update could come today. Phil Sulak of Westlake Interactive posted to Usenet that they ended up finding more things to update than they had thought.

    "The 1.06c update for Falcon is coming along, but we've hit a few snags. We're putting the final touches on it today and tomorrow, so hopefully it'll hit the web sites in the next few days. Sorry that it's taken us so long, but we had to overhaul our DrawSprocket code, and by doing so opened up a small can of worms. The good news is that when the 1.06c update comes out, I should have more time to spend posting on the newsgroups:-)."

    So those who are having some lingering problems with Falcon, including a few who have not been able to play it may have some relief.

    Quake 3 Arena test

    Again we are waiting for the next release to the Quake 3 Test. According to Graeme Devines .plan we should expect a release soon, but not this week. The new release will include a new map, and my guess would be it will be another large download.

    "We had the Ion Storm guys over last week to play a little deathmatch, and while I won‰t say who won between Romero and Killcreek, I can tell you it wasn‰t the male of the species. But boy, can those Ion guys talk smack.

    The reason we asked them over was to have them check in on the status of our tournament map, which we hope to get out there soon with the next version of the test (to give you all time to practice on it before QuakeCon, you are going to QuakeCon right?). We‰re also looking at a /lot/ of bug fixes, changes, and tweaks so we‰re gearing up for your feedback. I‰ll let Chris Hecker speak for glsetup, but we‰re looking to get that updated and support for 3Dfx in there.

    Soon can be defined as soon. And that's probably not this week."

    I can't wait for that release.

    Miscellaneous:

    I think that we will be setting up a petition page for iWonder to let them know how dissatisfied we are with the current SLI driver situation. One hope that we have (Mike pointed this out) is that OpenGL drivers are probably more likely than SLI from iWonder since they are still making the iMac Voodoo 2 upgrades and will want to support OpenGL on those machine and hence on any Voodoo 2 from Microconversions.

    Keep the tips, questions, and comments coming! - Randall

    Check out today's front page news for info and a picture of the wildest LCD display setup I've ever seen, too pricey for most but worth a look (up to 5 LCDs on one stand!)-Mike


    6/22/99 Tuesday's News

    Unreal 2.2.4 Beta 4 - just released, get it at Westlake Interactive or click here to download the 1MB Update. Click here to see the full ReadMe file. Here's a summary of the changes:

    ** The b4 patch ONLY works with Unreal Mac 224 (b1,b2 or b3).
    The 224b4 update fixes slowdowns in b3, plus a few minor tweaks, and has all previous fixes- problems with AppleTalk games, problems opening several third party maps, and a bug that messed up moving platforms/boats. A few new workarounds are mentioned in the readme also. Click here to view the read me file online.


    [I accidently missed posting Randall's update today - my fault not his. I'll add it to tomorrow's news-Mike]

    Today's Update from Ruffin Bailey:

  • The biggest news I've seen online recently has come straight from the xlr8yourmac main news page. Mike has an informant giving the alleged skinny on possible Voodoo3 drivers for the Mac coming from 3dfx. Personally I'd love to see 3dfx release Mac drivers so that we don't have to worry about a Mac-only company having to guard their investment against piracy in the losing battle MicroConversions fought with the Voodoo2.

    The Voodoo3 is a PCI video card that will apparently fit in the new G3 tower's 66 MHz PCI slot (with as yet unwritten drivers) that provides wonderful 2D video performance as well as 3D performance that is faster than two Voodoo2's in SLI. Floyd, my connection to the PC gaming world, has a Voodoo3 in his box and believe me, it's nothing to sneeze at! [for more info on the V3 see this article I wrote some months ago-Mike] I'm so green with envy I'm putting in an order for a 366 MHz Celeron and Abit BM6 motherboard tomorrow morning...

    At the same time, I'd like to encourage you to follow Randall's lead and give iWonder a call regarding the release of what MicroConversion's was able to achieve along the line of SLI drivers for their Game Wizard product. Many of iWonder's current staff are carry-overs from MicroConversions (something I'd predicted in my "you could've seen it coming" editorial on MicroConversion's end), and someone's got to have the code. Be polite if you call (Thanks, Dad!), and do let iWonder know how much the Mac gaming community would appreciate such a gesture (even at a cost)!

  • There's an interview with James Schmalz about the upcoming release of Unreal Tournament. Schmalz answers questions ranging from his programming background to what you can expect to find in the Unreal Tournament demo, if there is one...

  • In more 3D acceleration card news, 3dhardware.net has a TNT2 review, showing how this nVidia chipset is starting to fill the void with third party video cards now that 3dfx has decided to be the sole manufacturer of the Voodoo3. These three cards are reviewed: AOpen PA3010A 16MB, Leadtek S320 II PRO 32MB, Creative Labs 3D Blaster TNT2 Ultra 32MB. (all on the PC, for now.)

  • I swear I'll stop with the 3D acceleration card news after this, but there's a pretty good review of the Voodoo3 (can you tell I like this card?) at frag.com. Here's an excellent quote from the review's introduction that hopefully clear up the difference between a Banshee (a 2D/3D combo) card and a Voodoo2 (3D only) when it comes to 3D gaming:

      The problems lie in the fact that the Banshee only carried over one of the Voodoo2's texture processors. In multi-textured situations, this proved to be the devastating blow to the Banshee's design.

  • Graeme Devine and Paul Jaquays are once again fighting to see who can create the most bandwidth on the internet regarding Quake 3 Test. Check out Devine's updated plan promising a new Quake 3 Test tournament map soon (thanks loonyboi o' www.bluesnews.com). Jaquays is interviewed at Quake 3 Source. Topics include how Jaquays decided to work at id, his academic background, and more level design questions & answers. Why the reviewer misspelled Mr. Jaquays' last name is not discussed. ;^D

  • Oh boy, yet another screenshot of Unreal Tournament!!! Collect the whole set! This one appears to be a sewer drain strategically placed beneath a monorail track. Beautiful.

  • Trevor at Mac Gamers' Ledge has an exclusive report on the status of Mac Descent 3. MGL reports that Mac Descent 3 should be ready for release in 4 to 6 weeks in spite of the fact that there's only one fellow working on the port. OpenGL is cited as the reason Mac Descent can be finished so quickly. Perhaps there is something to be said regarding this now belated Mac gaming revival!

  • Blue's News, possibly the best site on the net for up to the minute first person shooter news (though the emphasis is on the PC, since that's unfortunately where most of the news occurs), reports that the June 1999 issue of Quake Magazine has been posted. Quake Magazine deals mainly with Quake 2 maps, and is a good place to go to do some research so that when MacQ2 is released, you'll know exactly where to go for the best games. This month there are two interesting interviews with some Q2 map makers, who tell about their inspiration for their maps and what drives them to create them. One fellow graduated from the High Military Aviation Engineering College in Kiev!

  • As a new "service", I'm going to try and start recapping the best of two USENET newsgroups that deal with the hottest news in Mac gaming for you each week, namely comp.sys.mac.games.action and fr.comp.sys.mac! That's right, no bablefishing necessary! If you can't read French, you can get the French Mac gaming skinny right here next Monday (or there'bouts) on xlr8yourmac!

    If you've never participated on a USENET newsgroup, head on over to deja.com and take a look. Nate Trost and Mark Adams (the programmer of Mac Quake 2 and president of Westlake Interactive, respectively) are two fellows that are regular posters. Topics of the day include how to play a more competitive Unreal deathmatch, whether Marathon is the best first person shooter of all time, how to jerry-rig your Unreal 224's built-in server browser, and one guy who was hyping his own shareware game by pretending that he'd just downloaded it that it was the best thing that'd happened since sliced bread. It just doesn't get any better than that! ;^)



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