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Tech review on Mesafx! (Read 1511 times)
Andrew Boiu
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Tech review on Mesafx!
26.01.04 at 10:07:37
 
I guess this is the right time to get to some in-depth look at Mesa OpenGL.

As I see, the Mesa is pretty powerfull, but it has some major questions regarding the way in wich it is built.

First, look at QuakeGL. The MesaGL is showing some 256-color like textures and effects in some places, and the textures for the life meeter, ammo and text in general are having some strange "interlacing-like" effect on 640x480 resolutions.

Mesa is using 3DNow!/MMX, still I see no increase in performance on QuakeGL on 640x480x16. I expected to see at least a 2fps increase.

DDraw is among the libraries used for Mesa, if configured when building the project, what release of ddraw is Mesa basing upon? The one on Dx7,8 or 9 SDK?
With a normal build, there is an error appeareing when initializing OpenGL. What kind of performance increase is to be expected?

There are also some warnings that state that conversions between variable types are used. This is not a good sign.
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I invite anyone that participated to Mesa design to offer more informations on Mesa 60 in here.
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dborca
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Re: Tech review on Mesafx!
Reply #1 - 26.01.04 at 11:25:05
 
I am replying this, taking the paragraphs in a specific order! Boy, the first one is so moronic/idiotic... I can't help myself!  Shocked

Quote:
DDraw is among the libraries used for Mesa, if configured when building the project, what release of ddraw is Mesa basing upon? The one on Dx7,8 or 9 SDK?
With a normal build, there is an error appeareing when initializing OpenGL. What kind of performance increase is to be expected?

AFAIK, Mesa does not use _ANY_ DDraw whatsoever. Geez, that's the whole point of a OpenGL implementation. There is only one lib required (gdi32), and that's for interfacing with the windoze crap.

Quote:
As I see, the Mesa is pretty powerfull, but it has some major questions regarding the way in wich it is built.

I guess you know a lot about the way it is built, just looking above! And, besides, what do you care? Man, this is a paradox: Mesa is opensource. Yes only few people can make use of that openness.

Quote:
There are also some warnings that state that conversions between variable types are used. This is not a good sign.

I guess you tried to compile it! Or saw the warning log on TV? Judging from what's above, I doubt it...

Quote:
First, look at QuakeGL. The MesaGL is showing some 256-color like textures and effects in some places, and the textures for the life meeter, ammo and text in general are having some strange "interlacing-like" effect on 640x480 resolutions.

Yep, that might be a bug! I haven't focused on GLQuake so far. Except I managed to compile old DOSQuake1 in OpenGL mode with DOS Glide3x.

Quote:
Mesa is using 3DNow!/MMX, still I see no increase in performance on QuakeGL on 640x480x16. I expected to see at least a 2fps increase.

Life sucks sometimes, eh?

Quote:
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I invite anyone that participated to Mesa design to offer more informations on Mesa 60 in here.
----------------------------------------------------------------------

Oops! That's another whole story! There is a big difference between 0.51 (everything I released so far) and 0.60 (the next 6.0-powered version). Mesa 6.0 features a new - cleaner - vertex code. It is around 10% slower than 5.1, but fixes a lot of bugs. There are a few ways to optimize it, mainly codegen! But without Keith's help, I won't stand a chance. I just hope I will be able to come with something in a few days / weeks.
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Andrew Boiu
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Re: Tech review on Mesafx!
Reply #2 - 26.01.04 at 11:40:23
 
Someone missed the point. It was the MesaGL used to create a software renderer OpenGL.

There is a mentioning inside the package that states that DDraw Acceleration could be used... And when using a Glide app with and without DDraw acceleration, there is a BIG performance difference. The same shall be with Mesa.

Next, in every app I know, if it used 3DNow!, you get 5fps more if having hardware acceleration available, so, given the complex math computed, 2fps more in software renderer should happend in all the OpenGL apps, as oposed to the old SGI-OpenGL.

Why that? As an example of speed boost, look at MS-OpenGL, and SGI. In every app, the SGI is faster by a serious margin, making beyond 5fps increases in 320x200 resolutions. So, it is possible.

There are lots of warnings regarding the variable types been switched, and to amaze you, it was on a real monitor when compiling, and not on a TV.

Serious problems still exists with the OpenGL compliance for Mesa, as of QuakeGL. The Tenebrae Quake mod, is working good until: "41 Meg of data.... vertices...". So let's face it: Mesa has lots of problems, but it is admirable that is the first ever attempt at implementing OpenGL features after SGI.

For sure, MesaGL was many, many ours of work, and it is a fantastic result. But problems here and there can get to 3dfx OpenGL support, and this is worse, because tracking down the problem on specific hardware is much more time consuming, than on a generic platform as the OpenGL software renderer is at this point.
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« Last Edit: 26.01.04 at 11:42:21 by Andrew Boiu »  
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dborca
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Re: Tech review on Mesafx!
Reply #3 - 26.01.04 at 12:00:55
 
Quote:
Someone missed the point. It was the MesaGL used to create a software renderer OpenGL.

Then it's not MesaFX! And it's definitely not MesaGL! *FX is a pseudo-notation for Mesa with 3dfx driver. And *GL is a notation misunderstood by people! Mesa should suffice in your case. I would have understand better! It is admirable that someone tries to evaluate the foundation of Mesa, core-level bugs! But then again, it's Mesa we're talking about, not a specific driver.

Quote:
There is a mentioning inside the package that states that DDraw Acceleration could be used... And when using a Glide app with and without DDraw acceleration, there is a BIG performance difference. The same shall be with Mesa.

Mmmm! I doubt this states true for Glide! Even though I worked on HW issues inside Glide3x at SourceForge, I "missed" the win32-specific crap.

Quote:
Next, in every app I know, if it used 3DNow!, you get 5fps more if having hardware acceleration available, so, given the complex math computed, 2fps more in software renderer should happend in all the OpenGL apps, as oposed to the old SGI-OpenGL.

Then perhaps Mesa without 3DNow is even slower. That's life sucks. Have you done a comparative test?

Quote:
Why that? As an example of speed boost, look at MS-OpenGL, and SGI. In every app, the SGI is faster by a serious margin, making beyond 5fps increases in 320x200 resolutions. So, it is possible.

Yep! True! Read above!

Quote:
There are lots of warnings regarding the variable types been switched, and to amaze you, it was on a real monitor when compiling, and not on a TV.

I am amzed, indeed!  Tongue Let me guess: you compiled with M$VC eh? Not that gcc is MUCH cleaner... anyhow, the last thing you need to worry, is the typecasting right now...

Quote:
Serious problems still exists with the OpenGL compliance for Mesa, as of QuakeGL. The Tenebrae Quake mod, is working good until: "41 Meg of data.... vertices...". So let's face it: Mesa has lots of problems, but it is admirable that is the first ever attempt at implementing OpenGL features after SGI.

Yeah, let's face it! 3dfx concentrated too much on Quake stuff. That's why their DLL fails on many new games. Yeah, Mesa has bugs, I admit! Feel free to contribute on Mesa mailing lists. In time, if you get really skilled and earn Mesa gods' respect, you may become a real developer with CVS access -- just like I did!

Quote:
For sure, MesaGL was many, many ours of work, and it is a fantastic result. But problems here and there can get to 3dfx OpenGL support, and this is worse, because tracking down the problem on specific hardware is much more time consuming, than on a generic platform as the OpenGL software renderer is at this point.

Yes, tis true. But, you see, to get to a specific bug, you (very often) need a complex application. It is a killer to run such a program using software renderer. Believe me, I tried it with GLExcess! Yes, I fixed a vertex generation bug, but i had to wait 5 minutes to get to buggy scene using SW renderer (the DOS SW renderer, actually -- which is actually faster than the current Win32 SW renderer).
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Andrew Boiu
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Re: Tech review on Mesafx!
Reply #4 - 26.01.04 at 12:14:03
 
A wonderfull thing to be implemented would be an app to enable disable specific functions and to set up a forced run (like the 3D Analyze succeds in many OpenGL and D3d apps), with, for a good speed example: 320x200x32 with bilinear filter 32bit Z-buffer, 256x256 size textures. Perhaps an "Onkey" event would make possible to change by pressing a key the res from 320 to 800. This will really get a fast understanding of what is happening, when you need it the most (as we know that high res and bilinear filtering are killing the CPU's performance mostly).
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dborca
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Re: Tech review on Mesafx!
Reply #5 - 26.01.04 at 12:43:09
 
Quote:
A wonderfull thing to be implemented would be an app to enable disable specific functions and to set up a forced run (like the 3D Analyze succeds in many OpenGL and D3d apps)

Well, you'll have to address other people for that  Sad
Working in Mesa core, Mesa drivers, Glide core and such is pretty exhausting. And I had enough of emulators, since I wrote my own DOS extender, a few years ago.  Tongue
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Micha
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Re: Tech review on Mesafx!
Reply #6 - 26.01.04 at 14:31:12
 
Quote:
As an example of speed boost, look at MS-OpenGL, and SGI. In every app, the SGI is faster by a serious margin, making beyond 5fps increases in 320x200 resolutions. So, it is possible.


you really think you get the same speed boost in acceptable resolutions...let's say at least 800x600? i wouldn't say so..anyway, like daniel said, you should test mesafx with and without 3dnow! app, otherwise your comparison with ms/sgi-gl is useless, you know.

Quote:
In time, if you get really skilled and earn Mesa gods' respect, you may become a real developer with CVS access -- just like I did!

like that one  Grin
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Andrew Boiu
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Re: Tech review on Mesafx!
Reply #7 - 28.01.04 at 10:35:10
 
Quote:
you really think you get the same speed boost in acceptable resolutions...let's say at least 800x600? i wouldn't say so..anyway, like daniel said, you should test mesafx with and without 3dnow! app, otherwise your comparison with ms/sgi-gl is useless, you know.

like that one  Grin


800x600 resoulutions wouldn't be more concludent when you are testing for speed than 300x200. In low resolutions, everything counts, and you see clearly a difference when either geometry/texturing is working faster. In high resolutions, texturing is costing more and more, and geometry impact is less and less, and there the difference is already noted at low resolutions. In fact, in high resolutions there is little to be done, elseway than a sort of generic hardware acceleration or high CPU processing power, translated into lots of operations/second. In windows, in fact you have to keep in mind the existence of that 100 ms timeslice, so actual processing power is waaaay lower than the desired, and theoretic ones. And that 100 ms timeslice counts a lot when stressing the system with lots of calculations, especially when going up in resolution, as in a Software GL.
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Micha
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Re: Tech review on Mesafx!
Reply #8 - 28.01.04 at 13:24:27
 
Quote:
In low resolutions, everything counts, and you see clearly a difference when either geometry/texturing is working faster.  [...] In windows, in fact you have to keep in mind the existence of that 100 ms timeslice, so actual processing power is waaaay lower than the desired, and theoretic ones.


do you know anybody who likes playing games in 320x200? therefore (and because of M$) we have those oversized cpu & gpu specs, you know that.
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Re: Tech review on Mesafx!
Reply #9 - 30.01.04 at 04:08:28
 
Okay, I'm no driver developer, nor have I really benchmarked MesaFX, but I will say that it's truly a work of art, Daniel is a blessing to the 3dfx community. Andei, have you tried checking out MesaFX vs. 3dfx/WickedGL OpenGL releases on games like Neverwinter Nights, or Call of Duty? If you don't already know that MesaFX is the only way (other then the exception of the horrid M$ drivers for NWN) to run these games, then you have no right to even think of reviewing this. So, Quake at 640*480 doesn't run any better. So what?? 3dfx worked their a**es off to get their cards running balls-out in Quake-based apps. This is why miracles like Daniel have to come along and build up compatability for newer games. I think that although your review might have some good points (actually, make that 1, as I see that Quake is the only real thing you looked at, and the fact that it runs about the same speed), you really ought to be getting into the compatability that MesaFX gives as well as speed. It is well-known that MesaFX is slower or worse in quality at times. It's not like you have to completely reformat your hard drive in order to use the 3dfx or WickedGL options, it's a relatively easy switch, when necessary.
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Andrew Boiu
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Re: Tech review on Mesafx!
Reply #10 - 30.01.04 at 10:58:14
 
To amp_man:

First of all, it is not just Quake1. The tests on OpenGL Extensions Viewer give the same proportions.

I am talking about Mesa, the foundation for the Software rasterizer, and for the 3dfx OpenGL. I am not talking about an implementation, such as the on on 3dfx OpenGL.

What you don't understand, is that in low resolution, everyhing that is code counts very much, and it is mostly visible. A difference of 0.2 frames in 1024 is telling you nothing when the average is 2fps. A difference of 5 fps when running at an average 50 makes more sense for testing, comparison, and tracking of bottlenecks. You have a lot to learn, and you shouldn't talk about the 320 resolution like that, when you don't have some neccessary basic knowledge on 3D graphics.

I've never said that Mesa isn't a great achievement, but I would say to be more realistic when judging things.


To micha:

Depends very much on the app itself, if is worth to see it in 320 or in 1024. You don't seem to know also that 16 bit can look just as well as 32 bit (unnoticeable difference), or that even a PAL8 texturing format is enough to bring the Memory usage waaaay down, and increase the texturing speed by tons. And the visual difference is not impaired more than when using DXT. In fact it is even better for 256x256 texture sizes.

Concluding, 320 resolutions is very handy in many cases. I've seen Quake in 320 and it is very playable. In fact, if you dont own a OpenGL accelerated card, and you are playing using a software rasterizer this is the only thing to do, in order to play at around 20fps.

And then again, do you need high res in order to see some visible glitches, and Z-buffer, or texturing problems? To some extent, the answer is clearly: NO.
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dborca
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Re: Tech review on Mesafx!
Reply #11 - 30.01.04 at 13:29:16
 
Quote:
To amp_man:

First of all, it is not just Quake1. The tests on OpenGL Extensions Viewer give the same proportions.

What's your problem, man? What same proportions? Oh, sure I lied (minmax blending can't be done with Voodoo); so sue me!

Quote:
I am talking about Mesa, the foundation for the Software rasterizer, and for the 3dfx OpenGL. I am not talking about an implementation, such as the on on 3dfx OpenGL.

Darm, I still have that blur look!  Roll Eyes
If you're talking about core, software renderers meet the full spec (yet they might be buggy). So there are no "same proportions". If you're talking about the 3dfx driver, then your logic need a lot of help, 'coz you lost me.

Quote:
What you don't understand, is that in low resolution, everyhing that is code counts very much, and it is mostly visible. A difference of 0.2 frames in 1024 is telling you nothing when the average is 2fps. A difference of 5 fps when running at an average 50 makes more sense for testing, comparison, and tracking of bottlenecks. You have a lot to learn, and you shouldn't talk about the 320 resolution like that, when you don't have some neccessary basic knowledge on 3D graphics.

What you don't understand, is that you can't evaluate 3DNow using different engines. The only way is to compile Mesa WITH and WITHOUT 3DNow. I could almost bet you don't know how to compile both ways; that's why you are avoiding the issue.

Quote:
I've never said that Mesa isn't a great achievement, but I would say to be more realistic when judging things.

Well, as I said, everyone's invited. Brian is really a nice guy!

Quote:
Depends very much on the app itself, if is worth to see it in 320 or in 1024. You don't seem to know also that 16 bit can look just as well as 32 bit (unnoticeable difference), or that even a PAL8 texturing format is enough to bring the Memory usage waaaay down, and increase the texturing speed by tons. And the visual difference is not impaired more than when using DXT. In fact it is even better for 256x256 texture sizes

Concluding, 320 resolutions is very handy in many cases. I've seen Quake in 320 and it is very playable. In fact, if you dont own a OpenGL accelerated card, and you are playing using a software rasterizer this is the only thing to do, in order to play at around 20fps.


Why, my boy, you think you're the hotshot only because you played Quake1 in SW? Heh...
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amp_man
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Re: Tech review on Mesafx!
Reply #12 - 30.01.04 at 13:34:34
 
Quote:
To amp_man:
I am talking about Mesa, the foundation for the Software rasterizer, and for the 3dfx OpenGL. I am not talking about an implementation, such as the on on 3dfx OpenGL.


Please, be clearer about your terms, as Daniel already stated. It seems like you are talking about Mesa itself, and God-knows-what version of that you would be checking. MesaFX is different, and is what you should probably be looking at, this is the small files named .51x that Daniel has been releasing.

Quote:
What you don't understand, is that in low resolution, everyhing that is code counts very much, and it is mostly visible. A difference of 0.2 frames in 1024 is telling you nothing when the average is 2fps. A difference of 5 fps when running at an average 50 makes more sense for testing, comparison, and tracking of bottlenecks. You have a lot to learn, and you shouldn't talk about the 320 resolution like that, when you don't have some neccessary basic knowledge on 3D graphics.


I will badmouth 320 resolution all I like, 320 looks like SH!T! Nobody plays jack in 320 res, so why should the performance in it matter? If you still use 320 and have anything better than a 486SX 33MHz, you have some problems. How many FPS do you get at 800*600 or higher, anyways? I seriously doubt it's anything near two, if you get 50 at 320.  What are your specs, 50FPS in QuakeGL at 320 res is pretty damn crappy.  

Quote:
First of all, it is not just Quake1. The tests on OpenGL Extensions Viewer give the same proportions.


Wait, so to defend your review, you tell us that you didn't just check a game, you checked a game and the OpenGL viewer  Roll Eyes Any bloke can do that, and as has already been stated, you probably will not be able to get better performance than 3dfx did on Quake-based games. Life sux. Check out other games. The wonderful part of Mesa: if it doesn't run better, you don't have to use it.

ANYWAYS, my point really is that speed should not be nearly as much of a factor in this review as COMPATABILITY should be.

Quote:
I've never said that Mesa isn't a great achievement, but I would say to be more realistic when judging things.


Finally, Mesa is a great achievement, but Daniel is not God, he can only do just so much. You be more realistic, quit dreaming so much.

EDIT: Daniel, I guess you beat me  Tongue
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« Last Edit: 30.01.04 at 13:37:20 by N/A »  
 
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dborca
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Re: Tech review on Mesafx!
Reply #13 - 30.01.04 at 13:44:42
 
Quote:
Finally, Mesa is a great achievement, but Daniel is not God, he can only do just so much. You be more realistic, quit dreaming so much.

EDIT: Daniel, I guess you beat me  Tongue

Nah... I'll just cast some lightning unto you  Grin
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Micha
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Re: Tech review on Mesafx!
Reply #14 - 31.01.04 at 20:31:56
 
hey andrei, you really don't have a card supporting opengl? sad..well, i bet you have one, so nobody (including you) should play quake1 in 320x200! good luck @ 640x480!   Grin

>>adding<<
3d apis make no sense at low resolutions.
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« Last Edit: 31.01.04 at 20:33:45 by Micha »  

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