Gaming GPUs Reviews

Retro: Comparing Gaming Performance on 6 Windows Generations | 10 years ago

Actually, we wanted to use the Microsoft flight simulator 95 / 98 as the DirextX5 test, which only ran until Windows 2000 without any errors. Two more games in the old Retained mode of DirectX 5/6 could be started by manual "reworking" of the Vista and Windows 7 installation routine, but a benchmark with Fraps was not technically possible.

To use DirectX5 requests under Vista, the following files had to be copied from an older DirectX distribution to the System32 directory:

  • d3drm.dll
  • d3drm.inf
  • d3dim.dll
  • d3dramp.dll
  • d3dxof.dll

Nice side effect of repair: Older programs like Ulead Cool 3D also run on Vista and Windows 7. Ulead itself, on the other hand, still has no workaround. We have resorted to self-help due to all the incompatibilities and programmed a simple DirectX5 benchmark ourselves.

The test scenario consists of a simple world with walls, floors, ceilings, a panorama and two relatively high-resolution models. The entire project consists of almost 250,000 polygons and a total of 43 textures (512 x 512 pixels, 24 bit color depth). The test program was programmed in Retained mode for simplicity and ran in window mode with normal priority. In addition to normal materials and textures, we also used texture transparency to create a higher load. In order to test the Z-Buffer, we finally created a script that executes a 5-fold camera circulation. Until Windows XP, in addition to higher-quality software rendering and hardware-accelerated output, we also use MMX mode and 256-color RAMP mode, which was relatively common in 1995 when the CPU could not use MMX commands and did not use a 3D accelerator card for available.

 

The result is not surprising – all hardware-accelerated modes are much faster than software emulation. However, depending on the selected camera setting and image depth, the output is not completely error-free in contrast to software emulation. This ranges from clipping errors to problems in the z-buffer and erroneous texture representations (clearly visible in the image above).

Danke für die Spende



Du fandest, der Beitrag war interessant und möchtest uns unterstützen? Klasse!

Hier erfährst Du, wie: Hier spenden.

Hier kannst Du per PayPal spenden.

About the author

Igor Wallossek

Editor-in-chief and name-giver of igor'sLAB as the content successor of Tom's Hardware Germany, whose license was returned in June 2019 in order to better meet the qualitative demands of web content and challenges of new media such as YouTube with its own channel.

Computer nerd since 1983, audio freak since 1979 and pretty much open to anything with a plug or battery for over 50 years.

Follow Igor:
YouTube Facebook Instagram Twitter

Werbung

Werbung