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3dfx Voodoo Graphic Card Emulation Coming To DOSBox

KingofGnG writes with this excerpt from King Arthur's Den: "One of the forthcoming versions of the best PC-with-DOS emulator out there should include a very important architectural novelty, ie the software implementation of the historical Voodoo Graphics chipset created by 3dfx Interactive in the Nineties. "Kekko", the programmer working on the project with the aid of the DOSBox crew and the coding-capable VOGONS users, says that his aim is the complete and faithful emulation of SST-1, the first Voodoo chipset marketed in 1996 inside the first 3D graphics accelerated cards on the PC."

27 of 156 comments (clear)

  1. Great Job! by hairyfeet · · Score: 5, Insightful

    Gotta give the DOSBox guys credit, they make the best even better! I can't wait until Good Old Games have Voodoo built in to their custom DOSBox game installers! Instant Voodoo, whoo!

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    1. Re:Great Job! by TheRaven64 · · Score: 2, Insightful

      I have an 8MB VooDoo2, but what would I do with it? It needs a PCI slot to go in and my laptop certainly doesn't have one of them. It can drive a VGA monitor, but has no DVI output or anything equivalent so the number of things I can connect it to is slowly dropping. I actually do have a machine that can use it in the attic, but setting that up as a dedicated DOS-gaming machine is a huge amount of effort compared to just playing games in an emulator.

      I think I have a Mechwarrior 2 CD somewhere. I never managed to get the GLide version of that to work with the VooDoo 2 - it would be nice to try it with DOSBox.

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    2. Re:Great Job! by vlm · · Score: 2, Insightful

      Yes! It means I can finally throw my 3dfx card away.

      A (slightly) older generation thought it amusing to hang ancient winchester drive platters on the wall. Bonus points for visual head crash damage.

      I'm sure that "soon" people will pay excellent money for your 3dfx card screwed onto neatly finished wood plaque. Its been a backup business plan of mine in case of unemployment... The ideal target customer is an insecure relatively inexperienced CIO type trying to redecorate his mahogany row office with loads of cash whom wants to appear to be a tech oldtimer. Artistic production value of the whole deal being the key. A four digit price "artistic piece" sale per month would be quite helpful when unemployed.

      --
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  2. Carmageddon by 0123456 · · Score: 4, Funny

    Hopefully that means I'll finally be able to play it on a 64-bit OS...

    1. Re:Carmageddon by iSignedUpJustForThis · · Score: 3, Informative

      My friend has just released a rebuild of carmageddon using XNA, check it out at http://blog.1amstudios.com/

  3. Interesting but it looks slow by seeker_1us · · Score: 2, Informative
    Reading TFA it seems like the objective is to simulate the SST1 chip completely in software. The article itself says that:

    Right now, the developers say, the activation of the SST-1 core - which like the original hardware needs a 2D card working simultaneously - turns DOSBox into a useless snail.

    So this seems to be very different from something like, say, GliDos.

    1. Re:Interesting but it looks slow by NJRoadfan · · Score: 2, Interesting

      There are CVS builds of DOSBox that supports using a GLide wrapper on the host machine. Calls to the emulated Voodoo card's I/O ports are forwarded to the wrapper and gives decent VooDoo 2 emulation. Most of the limitations with this setup come from the beta GLide wrapper not implementing all of the GLide API.

      Granted this solution seems Windows only at the moment, I don't see why they need to emulate a 3D chipset when the host machine's 3D graphics card can handle the rendering. They could write a GLide to OpenGL wrapper for OS X and Linux host support.

    2. Re:Interesting but it looks slow by cgenman · · Score: 2, Insightful

      One nice thing about DOSBox is that it seems to emulate as much as possible in software. That makes it run DOS based games more solidly and consistently than its counterparts that rely upon hardware. If a DOS title won't run natively under Windows 7, and won't run in compatibility mode, it will probably run under DOSBox.

      Software emulation, theoretically, means it won't break.

    3. Re:Interesting but it looks slow by Schadrach · · Score: 3, Insightful

      Compatibility reasons maybe? It's not like game programmers for DOS liked to use sometimes bizarre and certainly nonstandard ways of accessing various hardware or anything. Except that they did. Quite a lot, in fact.

    4. Re:Interesting but it looks slow by gulikoza · · Score: 3, Informative

      If you're talking about my Glide patch for DOSBox then I'll have to correct a few things :)
      First, the patch is fully crossplatform (at least the dosbox part), but you require Glide support (real card or wrapper) on the host system. Patches have been submitted to OpenGlide that make it work in Linux and OS X. The full setup (DOSBox + OpenGlide) has been tested to work on Windows, Linux and OS X including using Glide (and OpenGL through the 3dfx minidriver) in guest Windows9x (yes, I've played Half-Life inside Dosbox, fully accelerated :)).
      Kekko's patch obviously offers true 3Dfx emulation and also works with games that cannot be emulated with a wrapper. But at the moment only has (single threaded) software rendering which is great for testing but unfortunately little use for playing the games.

    5. Re:Interesting but it looks slow by Hatta · · Score: 2, Informative

      This seems like a good place to point out DOS32/a. It's a drop in replacement for DOS/4GW. It was independently developed from Dosbox as a modern alternative to the old dos extenders, but it works quite well with Dosbox. It works with just about everything, and it makes most games better. I pre-emptively swap DOS32/a in when I install anything on dosbox.

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  4. Voodoo emulation originally written by Aaron Giles by Anonymous Coward · · Score: 5, Informative

    As per TFA, the Voodoo emulator is basically lifted from MAME. Granted, integrating it into DOSBox is important work and all, but I would judge the original code to be worth more than 90% of the effort. Yet Aaron gets no credit in the summary.

  5. Re:Cool by _Sprocket_ · · Score: 2, Funny

    MasterBlaster run Bartertown! Wait... wrong question.

  6. Glide and Matrox Support in DOSBox by Anonymous Coward · · Score: 2, Interesting

    I've played the 3Dfx version of Tomb Raider in a custom version of DOSBox by Gulikoza that emulates the Glide API. It works very well and is less clunky than using Glidos. I'd rather that was supported within the official DOSBox, or the Matrox Millennium's graphics for the even better looking version of Tomb Raider was supported.

    http://www.si-gamer.net/gulikoza/

  7. That brings back memories by Anonymous Coward · · Score: 2, Interesting

    Wow, reminds me of my first 3d accelerated experiance on a 3DFX Voodoo 2 playing Quake 2. There were a few great classic games that ran only on that board, and a few that ran best on it. Motorhead and Turok are all that can spring to the mind at the moment though. The users of wine found a way to play these games though with a Glide to OpenGL wrapper, so I was able to play turok again without the need of a voodoo card in linux. Great job to the dosbox team for making this available for all to use though. I look forward to being able to play some of those classic games in both windows and linux again.

  8. Re:Nice by apn_k · · Score: 3, Informative

    Well if you look around on the vogons dosbox forums: http://vogons.zetafleet.com/index.php?c=7 , you will find out that you can run Windows 95 in dosbox with some tweaks. In fact, they are using the real voodoo drivers installed in windows 95 for testing the voodoo emulation in dosbox.

  9. How will people get copies of Windows 95? by tepples · · Score: 2, Interesting

    you will find out that you can run Windows 95 in dosbox with some tweaks.

    But then how are GOG and the like supposed to distribute copies of games that ran in Windows 95, as suggested in this comment? Microsoft no longer makes available the "boot disk" and "setup files" referenced on your tutorial, and even if it did, they'd be too expensive. FreeDOS is a feature-complete Free clone of MS-DOS, but the Free clone of Windows is nowhere near that level simply because Windows itself is so big.

    1. Re:How will people get copies of Windows 95? by TheRaven64 · · Score: 4, Interesting

      It's possible that they could secure a license to it from Microsoft. A stripped-down version of Windows 95 that didn't include any of the apps and could just run one program full screen (no printing subsystem, no explorer, no drivers for anything other than the specific DOSBox config, and so on) would be pretty small. Given that MS isn't currently selling Windows 95, they might be willing to sell it again.

      On the other hand, WINE has pretty good support for Windows 9x APIs now. It might be possible for DOSBox to provide a minimal win32 layer using some of that code.

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  10. Re:This is nice, but... by _Shad0w_ · · Score: 2, Interesting

    MT-32 emulation is a tricky subject, partly because users need to have their own legitimate copies of the MT-32 ROM and also because it actually takes quite a bit of processing power to emulate one.

    I just have a real MT-32 :) I love playing old Sierra games in DOSBox with the MT-32 hooked up; they all sound so much better.

    --

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  11. Re:This is nice, but... by ledow · · Score: 2, Interesting

    If you have a synth that's not very good, or you don't have a synth at all (Timidity springs to mind on Linux - think it's even got a Cygwin port) then why would you care about MIDI in a DOS game either?

    First, you need a working sound setup in order to get audio.
    Second, you need a working video setup in order to get images.
    Third, it's not at all unreasonable to suggest you have a working MIDI synth setup in order to get MIDI sound. How more "pure" can you get in an open-source "emulator" that can't bundle copyrighted sound samples, etc. than by piping the MIDI direct and perfectly to your own system's synth through 20 years of emulated hardware?

    Up until this year, I'd never owned a MIDI device. My Soundblaster did whatever it could do back in the day and otherwise I just had integrated sound ever since. I can't ever remember having to turn MIDI off because it was so hideous or refused by some application, or missing out on lots of music. Even today, all of my machines have a Microsoft synthesizer under Windows, or can work with Timidity under Linux, even if they have their own hardware synthesizers. I don't think I've ever had to do *anything* to play a MIDI file. It might not be the same quality but then what you're asking for is a modern-day, high-quality, software MIDI synthesizer that works on all sound cards. That's WAY outside the scope of DOSBox and the second one appears, DOSBox will be able to take immediate advantage of it (hint: It'll probably be a Timidity port). Thing is, nobody's really bothered to make one of those on Windows (at least not a popular / free one) because... well... why would you bother when you have Timidity and the Microsoft synthesizer?

    That said, MIDI device quality varies - I now have a MIDI keyboard and so have been playing with various MIDI software and found that some of it actually doesn't like the Microsoft synthesizer (e.g. Piano Booster) but that's more about latency issues because it's extremely finicky about timing than anything else. The recommendation? Use a real synth or get a better software synth, or adjust a manual "delay" setting in the program. You can't expect DOSBox to pick up the slack just because it's vaguely related to gaming when no-one else really has a problem playing MIDI. That's like expecting DOSBox to run every app that Wine can, or to emulate some speech synthesizer hardware even if the DOSBox user doesn't own it. It's silly. It's also like expecting Linux to include it's own MIDI synthesiser.

    You have pure MIDI data being thrown out of the program in an unaltered form. Use it. If your sound card is shit, doesn't have a decent synthesizer or otherwise can't handle that pure MIDI data in a way you like, then get a better sound card, or fix MIDI on your computer entirely. Plug in a MIDI device, or a USB sound card that *does* have a proper MIDI synth. You'll be hard pressed to find anything non-professional because, to 99.9% of people, a MIDI rendition is a MIDI rendition.

    Besides that, there is no "definitive" rendition of a set of MIDI data. It's *always* depended on the exact synthesizer and sound fonts used. There is no one hardware to pick and say "that makes the right MIDI noise for this game", so emulation is a completely moving target anyway. If you had a Sound Galaxy NX Pro (great card!) you would get a different MIDI experience to a genuine SoundBlaster's. Plug that MIDI data out through the most expensive professional MIDI keyboard and it would sound totally different again.

    MIDI is a steam of notes, instrument names and timings. That stream of notes and timings is passed, unaltered, to a device that can play them. DOSBox has done it's job. Everything else is a matter of turning those notes, names and timings into something approximating the sound produced by that instrument in real life playing at that frequency. It's an OS / sound system issue, not an application issue. If double-clicking a MIDI on a webpage sounds shit, then playing a DOSBox MIDI sound will sound shit to

  12. Re:Technically, the Rendition Verite cards came fi by FreonTrip · · Score: 4, Informative

    The S3 ViRGE was the "decelerator" of its time. Had they been used as glorified software renderers expected to do little besides push point-sampled, perspective corrected textures onto polygons, with all geometry calculations handled by the host CPU, they would have been better, but the competition was too steep for anyone to bother writing what would amount to an enhanced software renderer. Visual quality would have been shown up badly using such a scheme, so the native titles for the ViRGE were pretty but terribly slow. From what I recall the Descent II port was a pretty heroic effort.

    The Rendition cards were really very solid by comparison, but the V1000 series took a noticeable speed hit when they were expected to handle on-chip z-buffering. Their fillrate was also around half that of the Voodoo1, but they would still have been price-competitive if RAM prices hadn't fallen through the floor and made the Voodoo Graphics board realistically obtainable.

  13. Huh? by ProfanityHead · · Score: 2, Interesting

    I'm confused, but confess I havent used DOSBox in years.

    The 3dfx cards were for windows only, they didnt have DOS drivers.

    What am I missing here?

    Now 3DFX emulation in Virtualbox running Win98 would be cool...

    1. Re:Huh? by FreonTrip · · Score: 2, Informative

      There actually were DOS games that could take advantage of Glide. Descent II, Tomb Raider, and Mechwarrior II come to mind. My guess is that the executables were statically linked to a DOS-native implementation of Glide to communicate with whatever 3dfx card was present in the system.

  14. Re:So... by TheRaven64 · · Score: 2, Informative

    Service Pack 3 was required, but DirectSound worked fine. I can't believe I remember that...

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  15. Outstanding news for GoG. by DdJ · · Score: 2, Interesting

    Since GoG packages some of their games by wrapping them up in an optimally-configured DOS emulator, this is actually quite exciting for their customers, in terms of future potential.

  16. Re:SLI? by fostware · · Score: 2, Interesting

    Shortly after I bought a P2 300 (overclocked to 450, ofc) and out of my group of friends I was untouchable at Q3 for a while.

    Everyone else got the Celeron 300a's cos they overclocked with better heat dissapation.
    I never got the right Celeron 366 to hit the magic 550MHz.

    sniff

    --
    "We know what happens to people who stay in the middle of the road. They get run over." - Aneurin Bevan
  17. Re:Technically, the Rendition Verite cards came fi by FreonTrip · · Score: 2, Informative

    S3 had nothing to do with it. Intel bought Real3D, took the entirely competent architecture of the Starfighter, and pulled a stupid trick by forcing it to fetch out to AGP memory for texture storage, leaving the user with a large framebuffer and excruciatingly slow texture swapping over the bus. PCI versions of the card obviously couldn't do this, and were frequently better performers because this was properly compensated for in the drivers.

    Subsequent integrated video chips continued along this shambling path, occasionally receiving updates - multitexturing here, S3TC support there, before receiving a minor overhaul somewhere around the i865G, which was allegedly DirectX 7-capable, but too slow to take advantage of most of that featureset. The i915 through GMA 3100 were native DirectX 9 parts, but pokey and prone to driver glitches; the x3100* onward are different DirectX 10+ parts, and then there's Sandy Bridge's integrated video which finally might not cause whimpering pain to all who behold it in operation. I'm STILL not confident in its OpenGL driver for anything besides desktop compositing.

    * Yes, there's a huge friggin' gap between the 3100 and x3100, to the point that you could argue they aren't the same chip in any meaningful way. Alarmingly, this is actually less confusing than the naming schemes for their CPUs now...