Doom 3 running on Voodoo graphics card

I still have my voodoo 5 in my old Dell PII 450, no way in hell I'm trying Doom on it though, lol. Gotta say though, a few months back I installed XP on that machine and downloaded some drivers from voodoo files and I was playing NHL 99 on it pretty smoothly. Feb. or March of 2000 is when the card came out, I got one to replace the Geforce 1 that just up and died on me. I grossly overpaid for both of those cards IMO ($300 each) and it was then that I vowed to never again jump on the latest and greatest graphics card, money making racket. My Radeon 9600pro that I paid $120 for last year is running Doom 3 just fine.
 
Another interesting example along these lines would be to see how well Doom 3 could be made to run on the Dreamcast, a system from 1998. The biggest components of the game's look are the shadowing and the bump-mapped detail. The DC specializes in volumetric effects and would be very fast at handling the shadows with modifier volumes. It was also one of the first consumer hardwares to have acceleration for dot-product bump mapping, even predating widespread acceptance of the DOT3 standard.
 
Funny how, somehow, the visuals in those shots remind me a lot of QuakeII.
 
That's unbeliveable, but it looks like ass, may look good for the card it's on, but damn, that still looks horrid. Though makes me think, the game could probably be ported to PS2 and more so GCN.

~Black Deatha
 
Lazy8s said:
Another interesting example along these lines would be to see how well Doom 3 could be made to run on the Dreamcast, a system from 1998. The biggest components of the game's look are the shadowing and the bump-mapped detail. The DC specializes in volumetric effects and would be very fast at handling the shadows with modifier volumes. It was also one of the first consumer hardwares to have acceleration for dot-product bump mapping, even predating widespread acceptance of the DOT3 standard.

I bet it could run it properly...but it would be SLOOOOOOW. It would take a LOT of work to get result as well...

The DC didn't exactly run Quake engine games that well. Q3A was the best Quake engine port and it maxed out at 30 fps. Other attempts were much worse.
 
Lazy8s said:
Another interesting example along these lines would be to see how well Doom 3 could be made to run on the Dreamcast, a system from 1998. The biggest components of the game's look are the shadowing and the bump-mapped detail. The DC specializes in volumetric effects and would be very fast at handling the shadows with modifier volumes. It was also one of the first consumer hardwares to have acceleration for dot-product bump mapping, even predating widespread acceptance of the DOT3 standard.

The SH-4 would be the weak link.
 
The DC didn't exactly run Quake engine games that well. Q3A was the best Quake engine port and it maxed out at 30 fps. Other attempts were much worse.

Outrigger... 60fps and pretty...
 
DaCocoBrova said:
Outrigger... 60fps and pretty...

I don't think that was the Quake engine, though. Not only that, the levels were EXTREMELY small.

I don't see why Sega's Japanese teams would have used the Quake engine for an arcade game. That doesn't make sense...

Still, most other Quake engine ports were horrible. Remember Soldier of Fortune? Yeah, that was the Quake 2 engine. Horrible framerate and some of the worst loading times you'll see on a console (and the levels were broken up into tiny segments as well).
 
neptunes said:
I remember those shitty voodoo gfx cards :lol

Are you serious? The first 2 Voodoo cards never had any competition back then. It wasn't until they lost the plot and deemed 32 bit color non important did Nvidia overtake them...
 
Sp3eD said:
John Carmack made it, are you that suprised?
Yes and no actually. No because John Carmack is a programming genius and yes because I didn't think he designed his new engine to be flexible to that degree.
 
Heh, and if you ever played Quake 1 multiplayer, having a Voodoo was actually an ADVANTAGE than against people who didn't have them. It would let you see through water, while people who didn't own those 3d accelerators couldn't
 
dark10x:
The DC didn't exactly run Quake engine games that well.
It's more like the Quake engine wasn't fit well with the Dreamcast hardware. It's quite common for PC engines to not translate well to consoles, for reasons like lack of customization, differing strengths, and even display synching (a PC port could be able to run 60 fps half the time, but the dev might still lock down at 30 hz to keep the framerate uniform since console games are supposed to synch to TVs at only 60 or 30.)
 
Wario64 said:
Heh, and if you ever played Quake 1 multiplayer, having a Voodoo was actually an ADVANTAGE than against people who didn't have them. It would let you see through water, while people who didn't own those 3d accelerators couldn't
Yep. That worked a treat on 2Fort4 in Team Fortress.
 
I remember buying a Diamond Monster 3D.

Think I had it running with a Diamond S3 Virge.

Oh, those were the days. :)
 
jenov4 said:
That doesn't look so bad, I wonder how it would look on a Voodoo 1 though.

I imagine it doesn't have enough texture memory to even try to load a Doom 3 map...
 
The supposition was about how well it could convert if it were customized to the DC. It's an interesting fit potentially, considering the release date of the system and its hardware design.
 
Lazy8 said:
The supposition was about how well it could convert if it were customized to the DC. It's an interesting fit potentially, considering the release date of the system and its hardware design.
It's not - the game is first and foremost a near bottomless CPU hog.
That by default makes consoles a poor (or even very poor) fit. There's a reason XBox version looks like ass too.
 
Lazy8s said:
dark10x:

It's more like the Quake engine wasn't fit well with the Dreamcast hardware. It's quite common for PC engines to not translate well to consoles, for reasons like lack of customization, differing strengths, and even display synching (a PC port could be able to run 60 fps half the time, but the dev might still lock down at 30 hz to keep the framerate uniform since console games are supposed to synch to TVs at only 60 or 30.)

NO SHIT?! :P

That's what I'm saying. The Quake engine was built for PCs and didn't fit well with the Dreamcast hardware...and the Doom 3 engine will present far more of a problem. So much of a problem that it is even silly to suggest it.

The engine is very reliant on CPU speed, which would present a massive problem considering that the graphics hardware wouldn't even be a good fit for the engine when operating on a much faster CPU. A GeForce4mx is more capable of running the Doom 3 engine than the PVR2 chipset, and that struggles even on 2.5 GHz CPUs. The 200 MHz SH4 would die under the load. Then you have to consider ram issues. The DC isn't well suited to the task at all.

The XBOX is the only current console that stands a chance of handling the engine at this point, and even that struggles to maintain a solid framerate while displaying a detail level lower than the lowest possible setting on the PC.

Looking at that Quake engine example again, you know the PS2 typically has far more issues when dealing with PC engine ports, right? Q3A on PS2 ran at 60 fps and featured sharper textures than the DC version. :P That means nothing in light of Doom 3, though. Still suprising considering how much more "PC friendly" the DC hardware was (outside of ram issues, of course).
 
Mustang said:
I remember buying a Diamond Monster 3D.

Think I had it running with a Diamond S3 Virge.

Oh, those were the days. :)

Jedi Knight, Quake and Tomb Raider looked so awesome with the Monster 3D...

It's all about the dual 2D/3D video card setup!
 
The ideal way to represent the system's potential would be to convert the game with an engine that was custom built for DC and made to look the same, like how the Quake experience was delivered with surprising faithfulness on the Saturn using an upgraded Powerslave engine. No other system from a Pentium II with dual Voodoo2s in SLI, the top of the line tech when DC came out, to possibly two years later would match the DC's ability with modifier volumes to perform the shadowing, and with bump mapping for the normal maps, necessary for the Doom 3 look - making it something of a marvel in regard to old systems and this game.
 
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