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6/29/99 Tuesday's News


The MesaGL FAQ has been updated with info/tips on the new Mesa3dfxEngine plugin noted earlier today. One tip is to reset the apps memory to the original size if you've increased it previously.


Quake3Test Tips for 3Dfx: Got this from a post in my 3Dfx Forum by Byron Franek.

" r_mapoverbrightbits "1"
This command will turn on the light emitting textures with the MESA/Voodoo2 (I think the reason this happens is that the MESAlib tries to mimic the ragepro-optimised settings) It defaults to r_mapoverbrightbits "2" and the light emmitted from the jumppads, sunlight and other various lightsources is cancelled or obscured by the texturemap colors. The jump pads emit a glow around their edges, the sunlight casts strong shadows and the flourescents by the red armor on Q3test2 cast light onto the ramp in front of them. Generally, the lighting just looks more realistic.

The difference is really quite remarkable, especially if you have seen screenies from the 32bit cards and wished that your Voodoo2 would do those nice lighting effects. It will. Also, I have a smokepuff.TGA that looks much better than the one supplied with the game; it does not show any banding and looks very smoke-poofy on a Voodoo2. I gave it a very slightly blue cast to make it look more like smoke and a rocket flare that is a warmer yellow that looks "hotter" Together, they look very impressive. I even got a " wow, that looks good" from a Pentium2/RivaTNT/32bit user! "

I'm assuming this still works with the new Mesa3dfx plugin. We're all asking for the TGA file :-) -Mike


New Bullseye Flight Sim: Hiram Wilson posted a note in the forum to check out SkyFighters2000, a new WWII Flight Sim from Bullseye Software. http://www.dogfightcity.com/ has the preview for download he said. [End 8:00 PM update]


Mesa3Dfx PLUGIN for Apple OpenGL: Get the same Mesa3DFXengine plugin I used for my Rage128 vs GameRocket 3dfx comparison (see Quake3 page or yesterday's news below) at the The Mesa Mac OpenGL Download Page. Current version is 3.1B1 (500KB download).


New VT Drivers [Update - these are QT only updates according to a press release I just received at 1:30AM-Mike] Tipped off by a post in my Forums - I see there is a 2.9MB VT Install file (direct download link) in the root of Villagetronic's FTP site dated 3:41 PM today. Please send me your feedback on these new drivers!


Ruffin Bailey sent today's update:

  • In case you've needed to find id software and have noticed that their website is down, they've actually moved to another machine. Because of the load on the server when Q3T was released, they've moved up to a faster and more robust server. For now, you can get to their main site using this IP address: 192.246.40.185 and to the Quake 3 Arena site at this address: 192.246.40.142.

  • Macgaming reports on Westlake's port of Total Annihilation. Looks like we can expect the game early August, with preorders taken at the MacExpo.

  • fgnonline reports that GoD's Mike Wilson's .plan states that FLY! is headed to stores July 26th.

  • Macgaming reports that Bill Heineman, a programmer and webmaster at Logicware and a once and future Atari programmer (as brought to you in an xlr8yourmac.com exclusive last week ;^D ), is going to start working on an OpenGL version of Shattered Steel right after Aliens vs. Predator is done. (Macgaming also has a "retro review" of Tempest 2000 up -- a game worth checking out.)

  • Anandtech compares many video acceleraton cards with a Quake 2 demo on a WinPC. Remember that these tests and cards are using drivers written for the PC on a PC, and that alone could change scores drastically with the Mac versions, but I think these scores give you a great idea of what's out there today... both what Macs have now and what they will have in the future. These tests are using an AMD K6-2 475 MHz processor, and a number of resolutions are shown. Though the Voodoo3 wins in these tests, NVIDIA apparently wins when the game played is Quake 3 Test.

  • Unreal Universe has an interview with Dan Sarkar who is, in his own words, "a skin artist and concept guy". It's a pretty quick interview, but Dan squeezes in everything from the lack of women in the gaming business (okay, okay... he really only brags about the women at E3) to his favorite parts of UT.

  • Computer Games Online has a preview of Quake 3 Test. No particularly new ground is broken, but if you haven't heard how the single player game is going to work, this page is worth a look.

  • Webreference has a 3D glossary that can help you decipher words like: Bump Map, Orthogonal Viewing, and Texture Maps.

  • IGN reports that 3dfx is leading all other video card makers in number shipped and in money gained for May. IGN's reporter also foresees some heavy competition from RIVA's TNT 2 in the near future.

    I apologize for not having the USENET round-up today. Just last week I bought and assembled a Celeron 366 MHz system for, um, Quake 2 research and let's just say I'm lucky that I've come up for air. But once Mac Quake 2 is released, prepare for a round up of the best Quake 2 mods around, and how to get them on your Mac. As always, send any news or comments you might have! Thanks!

    6/28/99 Monday's News

    Quake II:

    Quake 2 has gone gold and been sent off for duplication according to the .plan file of Nathan Trost of Logicware. This should mean that we will be seeing it on store shelves in the next couple of weeks.

    Quake III Arena:

    According to id Software, they have moved over to better servers before the release of the next installment of Q3. That should help deal with the traffic on their Quake 3 site. As anyone who tried to download from their site shortly after the announcement knows, it was filled up in a hurry. So this should ease the traffic some.

    Also Carmack has begun posting updates to his .plan again so we can follow what he is up to. ;-)

    I wouldn’t be surprised to see an update very soon since they updated their server.

    Shattered Steel OpenGL:

    According to MacCentral’s gaming news, Logicware will be releasing an OpenGL enhanced Shattered Steel. Logicware ported Shattered Steel to the Mac for Interplay. Bill Heineman said that they will be getting to it after Aliens vs. Predator is released.

    Total Annihilation:

    Westlake interactive has posted on their web site that TA should be completed and ready to ship by the end of July. MacCentral quotes Mark Adams as saying that it will be available for preorder at MacWorld.

    Weekend Recap:

    Falcon 4 1.06c patch was released this weekend. It should help many people who are experiencing problems with Falcon. Also, Mike has posted some screenshots from Falcon with different graphics cards (down the page a bit) [or on the Falcon4 Pix page-Mike]. Take a look at those. Still, I don’t think you can tell the real difference until you see the games in action. Randall

    Q3Test 1.05 Performance - Rage128 vs 3DFx Banshee:

    (The following is taken from my Railgun G3/466 ZIF review-Mike)

    Thankfully OpenGL does show some headroom with the Rage128 in the Blue and White G3. Performance did scale up a bit with the Railgun running at 500MHz vs the 400MHz CPU.

    Note that the Rage128 in 32-bit mode outperformed the 3Dfx banshee card (IXMicro Game Rocket) with both running in the 66MHz slot of the B&W G3/400. The sky textures did look better on the 3Dfx card, even in 32-Bit mode the sky looked dithered badly on the Rage128. Other parts of the game looked great and it was noticeably faster than the 3Dfx card. Settings were FullScreen, Lightmap lighting, texture detail high, Geometric detail high, texture detail 2nd notch down from max, texture filter set to bilinear. The Rage128 was set to 32-bit color (game and desktop), 3Dfx Banshee (IXMicro Game Rocket) ran 16-bit color (game and desktop) since it does not support 32-bit mode games.

    Q3Test 1.05 Scores
    (not Timer refresh)
    (32-Bit Rage128 OpenGL vs 16-Bit 3Dfx)
    System
    640x480
    800x600
    Notes
    B&W G3
    Railgun @500/250
    Rage128 rev B

    (66Mhz PCI Slot)
    60.7
    42.2
    32Bit Desktop
    32-bit OpenGL
    B&W G3
    400/200
    Rage128 rev B

    (66Mhz PCI Slot)
    51.0
    37.2
    32Bit Desktop
    32-bit OpenGL
    B&W G3/400
    Game Rocket
    (66Mhz PCI Slot)
    31.2
    30.2
    16-Bit Color
    3Dfx Banshee

    Note the above framerates were not from a simple timerrefresh command - but a full run of a demo map playback which is a far more accurate indication of actual gameplay performance. Some say the Timedemo is 'broken' - but I'm not saying the fps are 100% accurate literally but that they are useful for comparisons - and simply watching the two run you can clearly see the Rage128 is significantly faster - noticably so. (In fact, Thresh himself uses Q3test timedemo as a video card benchmark and says 'the timedemo function is a repeatable process which gives consistent scores' in Q3test.)I was using a new 3dfx Opengl extension but framerates were the same as the previous MesaQuake b11 with the GameRocket running MesaQuake instead. I've added this info to my Quake 3 page was well for future reference.


    6/27/99 Sunday's News

    Mac Quake 2 Finished! Lucian Fong wrote to say that the plan file of Nathan Trost of Logicware reports that Quake 2 has gone gold:

    " From the .plan file of Nathan Trost of Logicware:

    Endgame.

    'Quake II for Mac was officially given code release status from Activision QA and blessed by id yesterday (Friday) and is off to duplication. I don't have an exact release date, but it should start hitting store shelves within the next couple weeks.'

    Lucian Fong "

    Ruffing Bailey sent a link to the plan file update.


    6/26/99 Saturday's News

    Colin Anderson sent a note that http://systemlogic.net has a poll asking which CPU you prefer. Although the site appears primarily PC it does list the PowerPC lets get out and vote. The poll is on the left side of the main page, down a bit. That site also has benchmarks and Q3test screenshots of the Permedia3 chip (might be of interest to those considering the Permedia3 based Formac card).


    I also want to note that I cannot seem to use the ATI Universal Installer v4.0 (supplied with the Rage128 Orion review card) on a PowerCenter Pro running an ATI RagePro 3D PCI card under OS 8.1 (QD3D 1.6 installed). On boot I get a 'code fragment' error. I reverted back to the v3.3 universal installer. I did not have OpenGL 1.0 installed, perhaps that is needed or there is a requirement for a later OS. I've written ATI and will post a note on the solution/reason when I receive it.

    Rage128 Update: I've added the following info to my Rage128 FAQ page and thought it might be of interest here - especially the item on Nexus 32MB cards and Quake 3. The following is a copy of what was added to the Rage128 FAQ page.

    I recently received an ATI Rage 128 Orion (16MB) card from ATI, retail boxed, with $30 off coupon on the box (there are other offers like the $50 loyalty program available to existing retail ATI Card owners (ragepro/rageII)).

    Here are some comments that I wanted to note that might be important to some buyers or of general interest:

    • Quake3: If you want to run max texture quality in Quake3, ATI says you'll need a card with more than 16MB of RAM. That means the Nexus128 card. I think Q3Ttest looks fine at the default settings on the Rage128 (see my Screenshots page) but wanted to make this public since in the past 32MB cards offered no real advantage for existing games. ATI says some textures in Quake3 are 1024x1024, larger than the 256x256 limit of all current 3dfx cards (even the voodoo3).

    • Bundle: The Orion comes with a 4-level version of Tomb Raider II, FutureCOP LAPD, and a demo of Myth II.

    • The retail cards have the ATI Control panel that allows changing some 3D settings like texture compression, filtering, etc. and lets you see how much video ram is being used.

    The Orion (16MB) cards should be shipping to dealers now and the Nexus128 (32MB) shortly thereafter. The Rage128 VR will not be available until end of July/first of August based on best estimates at this time.


    More on 3DFx 2D Mode 565 pixel format issue: Many readers seem confused on this issue so I'm posting some clips from a 3Dfx Engineer Kenneth Dyke from my 3Dfx forum that may help. Note this is not a game issue, only a 2d/desktop thousands color mode one. However from these comments there apparently can be no windowed 3D application acceleration if I'm not mistaken.

    " One other issue I forgot to mention: Voodoo3 does not have a passthrough like Voodoo1 and Voodoo2 does. I have seen games that used the passthrough control on Voodoo1/Voodoo2 to switch back to the desktop mode when the game is running. This will simply not work right now. PC game programmers had to deal with this as well, they just did it quite a while ago when Banshee came out. One reason for the V3 drivers not being released sooner is to give game developers a chance to get things updated to work right. There was also a texture alignment issue on newer hardware as well, which is another thing game programmers will have to deal with (The latest Unreal code fixes this latter problem, for example).
    -Ken"

    [another post in the thread in reply to a reader comment asking why 3dfx didn't change the chip]

    "Well, it's not that we aren't interested in a fix, it's that it's not really feasible to rev the chip specifically for the Mac. I don't expect that we will have this 565 vs 1555 problem forever. However, that is just one of the issues.

    The other issue is that the 3D engine can only render in 565, so even with the CLUT trick we do we can't efficiently use the 3D engine to do windowed 3D. (The trick is only useful for taking data in 1555 format and getting it displayed on a 2D video mode that's expecting 565). Beyond that, there are difficulties in efficiently using the 3D engine at all when not in fullscreen mode (this has to do with big vs little endian conversions, etc.) Rather than have working but poor performing windowed 3D, we have chosen (on Voodoo3) to simply punt on that. I would personally rather have something either work well, or not work at all. YMMV.
    -Ken "


    If you missed last night's late updates - check out the Falcon 4 3dfx vs Rave screenshots. I've also put them on a separate page for future reference.

    6/25/99 Friday's News

    Falcon 4: RAVE/Rage128 vs 3DFX Images: To better show the differences in Glide vs Rave in Falcon 4, below are samples of an exterior shot of the plane that better illustrates the different appearance between 3dfx/Glide mode (Voodoo2/Game Rocket/MP850 card) and RAVE mode (Rage128 card). Note the different appearance of the plane texture mapping. Gamma is different on the two modes, but Glide has a slightly more realistic appearance. RAVE still looked better than I expected from the comments I had heard. Fog/smoke trails from rockets looked good in both RAVE and Glide, as did explosions, etc. The two images below represent examples of the most dramatic differences I've seen so far. -Mike

    GLIDE/3Dfx

    RAVE


    New Falcon 4 Patch!: Randall just a note that Westlake Interactive released Falcon 4 1.06c patch to their website. Here are the details:

    Numerous fixes include the ability to select your monitor and display frequency, better joystick button handling and keyboard assignments, the ability to play on non-PCI PowerMacs, the unsupported RAVE patch to allow play with older ATI drivers, and interface tweaks. The readme inside the updater contains a complete list of changes. This update also includes previous fixes from earlier updates.

    The 1.06c download is 1.5MB.

    After some shipping problem (over a week late, lost perhaps in transit), ATI fed-ex'd a Rage128 Orion full retail box version that arrived today. The software bundle includes FutureCOP, TombRaiderII (4 levels) and MythII (demo).

    Randall Markarian's news update:

    Railroad Tycoon:

    Westlake Interactive has released an update to Railroad Tycoon. According to Westlake:

    The 1.0.5b update for Railroad Tycoon II fixes a couple bugs the show up when using the map/scenario editor. If you have version 1.0.5a and don't use the editor, you don't need to download this update.

    If you use the editor to create new maps, or have the original 1.0.5 version of Railroad Tycoon II, the 1.0.5b update should be installed. It also contains all of the fixes from 1.0.5a:

    - Added an alternate pause key for iMac keyboards

    - Fixed a crash when returning to the main menu and loading saved games

    - Added several options to support different refresh rates/video modes

    Bugdom:

    Yesterday, Pangea Software released Bugdom for Mac. They have a demo version (limited to 30 minutes of play) available for download at their web site. I tried it out last night, and while it wouldn’t keep me interested for a long time, kids will get a kick out of it. The graphics are excellent and the characters are cute and look like they are out of A Bug’s Life. Get the demo and give it a try. While you are getting it don’t forget Nanosaur, their charity ware game, and Weekend Warrior, which is now freeware.

    Falcon 4:

    We are still eagerly waiting for another update to Falcon 4 that should take care of some of the bugs that people have been reporting over the last couple of weeks. Since that has not been released, I decide to go ahead a post some screenshots of Falcon taken using RAVE, Glide, and software rendering to compare the image quality. Glide is the winner, IMHO. But the screenshots don’t really show how much better Glide is in Falcon.

    Miscellaneous:

    What a great week for Mac gaming. With the announcement that 3Dfx will give us Voodoo 2 and Voodoo 3 drivers, I think that we will be set for 3D cards for the Mac. It was interesting to note that the announcement made mention that the "bug" that prevented SLI on Macs was "very minor." Too bad Microconversions did not catch that early on; it might have won them much needed support with gamers. When you buy a Voodoo 3 or a Voodoo 2 card in the coming weeks, let’s be sure to let 3Dfx know that it is for the Mac. They need to know how popular their decision was among the Mac community otherwise we might not see future support from them. In other words, register your purchases and make sure they know it is for a Mac.

    Keep the tips and e-mail coming! -Randall


    $49.99 VOODOO2 12MB Cards! A reader sent a note that Creative Labs is selling refurbished 12MB Voodoo2 cards (white box) for $49.99 while supplies last. (Thanks to Paul Sian for the sale tip!) Go to http://www.soundblaster.com/specials/voodoo2/ or direct to the Order Page, as supplies are limited I suspect. With the recent news of generic Voodoo2 drives (and SLI mode support) for the Mac I suspect these will be gone fast. This card works fine with other PC reference designs in SLI Mode in my tests (but may not work with some special V2 cards like those from Canopus, etc.). I suspect it would work fine with a Game Wizard 12MB, but can't say until the drivers are released. Note: SLI mode requires that both cards have the same amount of RAM (you can't mix a 8MB Voodoo2 and 12MB voodoo2 card for instance).

    My FAQ has a 3dfx section for more info on adapters, etc. for Voodoo2 cards (needed to connect to a Mac monitor port - as these cards have VGA connectors on them).

    More news later in the day. (I was so burned out yesterday that I listed thursday's news as wednesday again...)-Mike



    For Past Daily News from this page - Check the Most Recent News Archive Page
    (or use the dropdown menu at the top of the page for all the past news pages)

    For info on the recent 3DFx Mac Voodoo2/Voodoo3 driver announcment from our Forums - See this June 22nd News page.


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