Yes, I know we've all heard that Tribes2 is an
nVidia-and-ATI-only game. I recently tried it on my
Voodoo5, and it got working (smoothly, I'd like to
add). However, there are a few major (some might say
glaring) problems with rendering; I'm not sure whether
they're due to card design problems or driver problems,
but they sure are annoying. I report them here just to
see if they can be resolved to the benefit of 3dfx
users everywhere (a dying breed).
I tried both the X 4.1.0 and mesa-3-5-branch versions
of DRI. My box is configured as follows:
- Pentium III 933MHz (Coppermine)
- 256MB PC133-rated, known-good SDRAM (running at 100MHz)
- Kernel 2.4.10 (DRM compiled into the kernel)
- 3dfx Voodoo5 5500
-- X 4.1.0, mesa-3-5-branch of DRI as of 10/1/2001
-- Glide3 (downloaded from dri.sourceforge.net),
SLIAA-1-0-branch of Glide3 CVS (which
effectively provides working SLI)
X 4.1.0, both versions of Glide:
Right from the start, textures are corrupted. The
green-and-blue textures of the main screen are replaced
by rainbowy ones. In the game itself, most things
render correctly, with 3 exceptions:
- HUDs randomly switch from rendering correctly to
rendering colorful, staticky patterns.
- When the character enters a high-polygon-count
portion of scenery, the textures are replaced by a
corrupted one (a green-and-black dithered pattern), or
removed altogether and replaced by solid blue, light
orange, light pink, or white (and unaffected by
- After about 2 minutes of play, the green-and-black
dithered pattern begins rendering in bands up the
screen, the skybox textures are corrupted, and
eventually, the leftmost band of the scene is rendered
repeatedly across the screen and X dies, leaving the
image frozen onscreen. When this happens, you can't
switch consoles to a working shell (you have to press
Alt-Ctrl-Delete and hope for the best).
mesa-3-5-branch, SLIAA-1-0-branch of Glide3:
This doesn't work. Any GL app you try to run segfaults
with the typical "missing SST" errors.
mesa-3-5-branch, standard Glide:
As with X 4.1.0, but different in two ways:
- Texture corruption in the interface screens doesn't
occur, and it's greatly reduced in-game.
- All fonts not under the mouse cursor are corrupted,
appearing as random triangles.