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3dfx Voodoo Graphics Gets Windows XP x64 Support

Posted by kdawson on Mon Sep 18, 2006 05:02 AM
from the fast-and-wide dept.
ryszards writes, "GlideXP author Ryan 'Colourless' Nunn has turned his insanity up a notch with a driver that allows running the 32-bit NT Glide .dlls for a Voodoo Graphics board on Windows XP x64. Already supporting Voodoo Graphics and Voodoo 2 on 32-bit Windows XP, adding XP x64 to the mix lets even more folks reminisce about the good old early days of consumer 3D acceleration hardware. Any excuse to fire up GLQuake one more time!"
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  • by inio (26835) on Monday September 18 2006, @05:11AM (#16128698) Homepage
    Really, GLQuake? you want quake-glide - it talks glide natively instead of through the OpenGL Wrapper. Or better yet Unreal/Unreal Tourment. Those games never looked better than when they were running on a Voodoo 2.
    • by c0l0 (826165) on Monday September 18 2006, @06:04AM (#16128806) Homepage
      They did, on a Voodoo 3 or, better yet, Voodoo 5 ;)

      The Voodoo 2 totally lacked 32bit rendering (what was less of a problem back then, given that the other cards' performance numbers were not high enough to render anything at 32bit reliably anyway), and the Voodoo 3 "only" boasted a so-called "22bit post-filter", which provided a MUCH better visual experience at negligible framerate losses. However, (at least european) gaming mags went rabid about the fact that "Voodoo 3 still does not support 32bit color depth!1" (which, again, was nothing to really care about, given other cards' performance at True Color settings!), and until today I'm sure that this kind of hype (and pushing of NVIDIA's TNT2-Chip along with it) did a great deal to sink 3DFX in the end.

      Voodoo 5 supported True Color rendering from the beginning, but the market (or rather the marketing machinery) had moved on to the next hot subject, namely "T&L", by then (which, again, had virtually no real impact on anything that truly mattered for real world games), and due to lack of sales and the high costs 3DFX burdened itself with by acquiring STB, one of the greatest computer graphics companies ever went out of business. Just sad. :(
      • Not to mention many monitors' colour quality was poor at best unless you shelled out for expensive ones. 32 bit colour is kinda unnecessary when you can't tell the difference between shades of red.
        • Having owned a Voodoo2 I can tell you that the difference between 16- and 32-bit color was noticeable, and I had a shitty 15" no-name CRT at the time. Dithering [wikipedia.org] caused a very noticeable pattern in 16-bit mode.
        • Yes, indeed...
          I had the good fortune to play glquake on an SGI Onyx connected to a 24" screen via 13W3 (shielded cable) back in those days, it put the voodoo cards to shame.
      • 3dfx lost their way (Score:5, Interesting)

        by Namarrgon (105036) <namarrgon AT gmail DOT com> on Monday September 18 2006, @07:28AM (#16129100) Homepage

        32bit colour and T&L may not have set the world on fire when they were released, but that's hardly surprising. Since the hardware was new, no software yet took full advantage of them.

        It's different today. Try running modern games without T&L today, even on a modern CPU, and watch your game crawl - if it plays at all. And see if you can get a gamer to play in 16 bit without noticing the difference (and complaining). The TNT and GeForce chips set the scene for modern graphics, just like the Voodoo & Voodoo 2 did in their time with real 3D acceleration, dedicated texture units, SLI etc.

        3dfx made many mistakes, which resulted in them simply being out-innovated and out-executed by the competition while they struggled with their consequences of their poor business decisions. They showed the way, but Voodoo 5/6's multichip approach was never the right direction for the mainstream future.

        • Although I still wish someone else would implement 16 bit color without making it look like crap. Unreal was beautiful on a Voodoo3, even in 16-bit. 16bit even on my new card looks grainy and nasty.

          It really kind of sucks for old games :(
        • I seem to recall that the thing that started the death of 3dfx was bump mapping. The TNT supported it, and it made a huge difference to how games looked. A friend of mine had one, and games which supported it looked much better at 1024x768 with bump mapping than they did at 800x600 without (which was the best my VooDoo 2 could support). The VooDoo 3 was an anticlimax; not sufficiently better than the 2 to be worth the upgrade, and the other cards needed insane amounts of power.

          When the GeForce was rel

        • They showed the way, but Voodoo 5/6's multichip approach was never the right direction for the mainstream future.

          The Voodoo 2 Did the multi-chip approach LONG before voodoo 5's were around, and it WAS the solution and direction to create the future of graphics that we have right now. The 12 meg Creative 3D Blaster Voodoo2 had three processors on board, and it BEAT THE SHIT OUT OF EVERY OTHER CARD ON THE MARKET. What kind of nonsense are you spouting?
          • by Sycraft-fu (314770) on Monday September 18 2006, @01:12PM (#16131896)
            He's right that when the Voodoo 5 came out, multi-chip was not the way to go. It was too expensive and their chips were too slow. A single chip GeForce 2 beat the Voodoos soundly on non-T&L games and annihilated them on ones that did use it. The proof would be in the fact that 3dfx fell from the preeminent 3D company down to something nVidia bought up.

            Also the Voodoo 2 didn't have 3 processors on board, it had 3 chips each which was a part of a single unit. One chip did the frame buffer, the two others were texture units. Together they formed what is a single pipeline on a modern card. While separate chips, you had to have one frame buffer chip and at least one texture chip. Adding more texture chips made multi-texturing faster, but not single texturing. In no case did it help geometry.

            The Voodoo 5 was different. Each VSA was it's own self contained chip. You could use one or you could use more. However they weren't very powerful. It took 2 of them to make a showing at all against things like a GeForce, never mind a GeForce 2. That was not the right way to go. More chips is a valid in visualization systems (which 3dfx chips were oft used in) but not for consumer desktops. As is seen with the SLI market there IS a small market for it for the ubergamers, but it's got to be optional, not mandatory to get reasonable performance.
          • 3DFX was the last holdout on combining all their chips into a single core logic for mainstream product lines.

            Example: in 1996 when 3dlabs designed the Permedia, it was a multi-chip solution (just like their workstation products) consisting of a pixel and vertex processor. In 1997, 3dlabs combined the multi-chip Permedia into the single-chip Permedia 2. Despite being priced mucn cheaper than the Permedia, the Permedia 2 made 3dlabs much more money due to the low-cost, single-chip design.

            3DFX designed the V
      • Really, the difference between 16bit color and 32bit color probably isn't all that much such that you will really notice the difference while in the middle of a heated game. I actually use a Voodoo3 3000 PCI as a secondary video card. When looking at the two monitors side by side in Windows, I can barely notice a difference at all. Granted, I do most of my photo editing on the primary display with full 32bit color, but there's really nothing wrong with the display on my Voodoo card. Why should I go out
    • FuHQuake, now that's where it's at.

      All these years, and quake is still my DM game of choice, thanks to the FuH.

      Zigurat Vertigo for teh win. I don't think that level has ever been equalled for pure high-larious fun.
  • Judging by the thread, it seems Vodoo opened up the sources to there drivers since he talks about how they were written.

    Can someone please explain in detail about this? It would be news to me if said sources were actually available, and I simply didn't misread the thread.
    • Re: (Score:3, Informative)

      It looks like the low level kernel drivers were just memory mapping and port io.
      The glide interface DLLs (still 32bit) can then communicate correctly with the card using this minimal kernel driver.

    • Re: (Score:2, Informative)

      ''it seems Vodoo opened up the sources''

      3dfx was acquired by NVIDIA in 2000.
  • Insanity! (Score:3, Interesting)

    by NeuralAbyss (12335) on Monday September 18 2006, @05:14AM (#16128705) Homepage
    Absolute insanity... although, I guess this proves that Voodoo cards aren't just legacy hardware.. they're supported..
    • Best damn video card ever! Did I say EVA! Yeah I said best damn card ever....
      I got mine when it was cheap and affordable. Unreal Tournament looked awesome and so did my Linux Desktop!

      Who else remembers the "Don't worry we will support your Voodoo cards"... Next day... Site not found!

  • I remember the good old days, when you got a free copy of POD Racer [wikipedia.org] with your 3DFX Voodoo card, and then your eyes popped out with the visual brilliance of the 3D accelerated graphics :)

    Even today, very few games have made me react like I did ("OMG lookit that!") to the Voodoo driven games of yesteryear - did anyone here run Unreal 1 in "software" and then in "glide" and compare the experience?

    Back then, we thought that the Trident, nVidia Riva TNT and Cirrus Logic graphics cards were crap compared to
    • by VGPowerlord (621254) on Monday September 18 2006, @06:21AM (#16128859) Homepage
      How about Quake in software mode and then in GLQuake?

      Which, of course, brings up the biggest problem with 3dfx cards prior to the Voodoo 4: OpenGL support. OpenGL was implemented for GLQuake, Quake 2, Half-life, Hexen 2, Heretic 2, and Sin using special "MiniGL" drivers that changed specific OpenGL instructions to their Glide equivalents.
      • The difference between the Voodoo 1 series and the TNT was debatable.
        The TNT2 wiped the floor with most of the Voodoo cards (and was on par with a Voodoo 3).

        Although my card of choice was a 3DLabs Permedia 3. I was lucky enough to get one. If the game supported OpenGL, it flew. I remember playing Quake II and Unreal and thinking how much cooler it was than the STB Velocity I used to have. Also it was the only card that played the ports of FFVII and FFVIII with any stability in Windows 98.
  • SLI (Score:4, Funny)

    by pbjones (315127) on Monday September 18 2006, @06:36AM (#16128903)
    I hope it supports using SLI, I still have at least 2 of these gems.
  • GLQuake still runs fine on my shiny new nVidia, and at crazy resolutions and frame rates :) OpenGL written applications have a tendancy to work forever anyway, (unlike a certain other API we all know *cough* DirectX *cough*) at least graphically.
    There's got to be a better game example for this.

    I hope my old Voodoo hasn't been thrown out. Like to see it in action ;)
  • Security issues (Score:4, Informative)

    by ledow (319597) * on Monday September 18 2006, @07:09AM (#16129014) Homepage
    I think the main focus of the article should really be the poor driver design and the huge security problems.

    Two services, both of which are running as privileged users, which directly map memory and IO space to a user-space process without any significant checks being done on what is asking for access or what it's asking for access to in a common driver running under a networked OS.

    You might say why have a glide card in a server but just how many drivers for other hardware use this same sort of rubbish to interface to their hardware without us knowing? How many still do it under XP, 2003, Vista etc.?

    Every time you install a device driver you are really granting complete machine access to the driver, without audit, without checks. Even in XP x64, he's shown that the ability to create such a driver (one that has privileged access and will grant it to any software that asks for it) requires only a trivial re-compile of a badly-designed driver, using publically available source code, and an install.

    Have people known about this particular driver issue for a long time? Although deliberately introducing malware onto a system via this method would of course require the administrators co-operation, how many third-party device drivers, services, etc. can be subverted to provide that level of access to any software that asks for it?

    That's the scary bit - the fact that the author must be a bit mental to want to run a VooDoo on an XP x64 machine is re-assuring in comparison.
    • Re: (Score:2, Funny)

      by Anonymous Coward
      Two services, both of which are running as privileged users, which directly map memory and IO space to a user-space process without any significant checks being done on what is asking for access or what it's asking for access to in a common driver running under a networked OS.

      Dude, it's even worse than that! Did you know that the Windows kernel talks directly to the CPU? They haven't even attempted to put an abstraction layer between them!

      And the situation is no better under Linux either. Users of Intel Mac
  • Someone on the linked forum made a joke about Amiga drivers for the voodoo boards...
    They're even still being sold!
    http://www.vesalia.de/e_mediator.htm [vesalia.de]
  • Does voodoo(2) work as an extra PCI card, for "triple-head" ?

    or does it only work in passtrough mode?
    • The Voodoo2 was a 3-d only card. It's successor, the Banshee, allowed for 2d acceleration as well. So the answer is it was still just a pass-thru card. But what kicked ass was you could link 4 voodoo 2's together and destroy nearly any game made back then. At least nVidia took a page from that notebook and implemented it somewhat properly to match today's hardware, though I'm wondering why they never implemented SLI and brought about dual-AGP slot boards. Just for shits, I do have a Voodoo2 in this computer
    • Re: (Score:2, Informative)

      Yeah, there are loads of 'em [google.co.uk]

      I used to use a Glide Wrapper so I could play The Sentinel Returns [yahoo.com] properly on my system.

    • Don't know about Montezuma's Return, but I often get a serious case of Montezuma's Revenge after visiting my local Mexican restaurant and I'm not a fan...

      Bob
    • Re:Speaking of Glide (Score:5, Informative)

      by Atman Binstock (172632) on Monday September 18 2006, @06:56AM (#16128959)
      Has anyone bothered to make a Glide Emulator for some of those games that only supported Glide. There's got to be 1 or 2 Montezuma's Return fans out there :/

      Dunno about that...

      Last time I saw it running on Glide under a recent Windows, there seemed to be a bug where it didn't wait for vsync properly and the CPU got way ahead of the graphics, leading to really ugly control latency. I probably screwed up somewhere :(
      The win32 software renderer didn't have this problem.

      -lead programmer of Montezuma's Return
    • Re: (Score:3, Informative)

      Yup. There are a number of Glide emulators, but dgVoodoo [freeweb.hu] is the one I have had the most success with (for Red Baron 3D). If it matters, it's also likely the highest performing one since it is a direct Glide to DirectX emulation, whereas most of the others were Glide to OpenGL emulators. I say "if it matters" because on a modern system the overhead of this conversion will make no difference given the simplicity of the games that used Glide.
    • Yes, there was a glide emulator...
      I remember people using it to run UltraHLE (the N64 emulator, which only supported glide) on non voodoo cards.
    • by PygmySurfer (442860) on Monday September 18 2006, @05:46AM (#16128765)
      Wow linux had to wait 6 months to get this driver, it only took XP x64 7 1/2 years!

      Yeah, and only the first 6 years of that timeframe was spent waiting for the x64 edition of Windows XP

      Microsoft Windows XP Professional x64 Edition released on April 25, 2005 by Microsoft is a variation of the typical 32-bit Windows XP operating system for x86 personal computers.

      Oh wait, the linked article doesn't even say anything about x64 support for the Linux 3Dfx driver. So what exactly are you trying to say, again?
      • Linux's 3dfx driver has supported x86, amd64, sparc, alpha, ia64, ppc, and more for quite awhile.
        • Yeah, but I never quite could get the Voodoo 3500 TV driver working correctly on a 2.6 kernel. I got it working a bit on the 2.4 kernel, but it was still a little buggy. There may be support in Linux for popular hardware, but things like the voodoo 3500 are the reason I still think it would all be so much better if manufacturers released open source drivers. At least then the community could fix this stuff when the manufacturer lost interest.
      • That's still 1 1/2 years, assuming no owners of voodoo cards had access to any of the beta released of xp x64 to begin porting the driver...
        What's worse tho, is that 64bit windows is over 10 years behind the first 64bit OS, despite running (in a limited fashion, not taking advantage of 64bit features) on 64bit hardware since early releases of NT (mips, alpha etc)
      • Hey, I'm proud! I worked with Daryl on the 64bit Alpha port of the Voodoo drivers to X windows. (Of course running on the Alpha Linux) I had been on a mission to lobby 3dfx to release the drivers - and wow was I surprised when they actually did.

        -Pan
      • by pnewhook (788591) on Monday September 18 2006, @06:19AM (#16128853)

        I'd argue that's not a very much utilized benefit. If you have old hardware you'd be more likely to keep the old software as well. Old software and old hardware will work exactly the same now as they would have 5 or 10 years ago.

        If you are going to get new software, you'd probably get new supported hardware as well to get any benefit out of it.

        • Re: (Score:3, Insightful)

          FWIW, I have a first-generation SB Live card (remember the one with the Live! Drive??) which I've had since 1998. It has and continues to work flawlessly, even in Vista Beta 2.

          Now, RC1 comes along and Creative decides to not release a driver for it. Now, granted, the X-Fi series of cards is far, far ahead and beyond what my SBLive does. However ... there is nothing wrong with my SBLive now, and I haven't really seen much of a benefit to upgrade the card.

          Besides, the thought of buying PCI anything with PC
          • I have an SB Live!Value! card fitted with S/PDIF adaptor from Hoontech; installed in my mp3 jukebox, it works brilliantly with my home cinema system. It took a lot of pain to get the right driver installed which correctly enabled the s/pdif connectors, so I am wondering whether it'd ever work if I upgraded to XP or MCE, I am guessing not, from your comment.
          • I'm with you on this one. I see no real tangible benefit to upgrade from a Live! sound card. Most of the latest advances in sound card technology concern new technologies that, in the grand scheme of things, don't matter for s**t if you don't play games. And even if you do, an SB Live! is still good enough unless you want/have more than 4 speakers. I don't really care about these 3d sound effects, but maybe I don't yet know what I'm missing out on.

            For the record, I also still have a Voodoo 3 3000 PCI th
          • As for working with Vista RC1... try just installing the Windows XP drivers.... it works for my Live! 24-bit! (The vista drivers creative puts out worked in Beta2... but stopped working in RC1 for me... so I had to search for solutions)

            Also note that there is a lively Vista forum for creative labs owners over here:

            http://forums.creative.com/creativelabs/board?boar d.id=Vista [creative.com]

            Friedmud
          • I also have an original SBLive card, which works perfectly under 64bit linux, but none of the 64bit versions of windows seem to support it... It also works on 64bit linux on a 64bit alphastation.
            I have the same issue with old tulip 10/100 network cards, no 64bit windows supports them, even tho the cards were designed for 64bit machines, and are well supported by tru64 and openvms on the alpha.
          • Lucky you.

            I went out and bought the Live card. I had it for 1 week and the card fried. Creative told me to send it in and when i did they claimed that it was not a defective or damaged and it should work (it still smelled like smoke) and they sent it back saying it was fine and refusing to fix it even after hours of phone conversations. And yes i tried it in other systems (about 15 or so before i gave up on it).

            I guess i just got a lemon.

          • Wait, you're saying that you "spent a fortune" on a new graphics card because XP wasn't supporting your Voodoo 2 and you're saying you didn't get much of a performance boost? If you were only doing 2D Raster stuff, why did you buy such an expensive card? You could have picked up a well supported older model low end Geforce for almost nothing instead, and it still would have been quite a bit faster than your old Voodoo for 3D work.
    • Glide was a dedicated gaming API, specifically tailored to the voodoo hardware...
      OpenGL on the other hand, is a more general purpose graphics API designed to run on a wide range of hardware, and is designed for quality rather than gaming performance.