This option allows for the selection of 3D accelerated cards that use the Glide rendering API.
Some applications and games may need an older card model or older Glide versions, due to the advancements of Voodoo 3Dfx technology made over time.
The different video cards also presents bias to games which may lock particular rendering capabilities and properties to certain 3Dfx cards and versions of Glide.
No texture memory is stored on the onboard RAM, but instead it is processed and managed by the Texture Management Unit(s) (TMU).
Some applications determine what resolutions are supported by looking at how much on-board memory there is.
Since Glide uses a linear curve by default, the gamma level might not match the default or one's taste and can look visually detracting.
Emulation of true PCI access should theoretically never be disabled but there can be possible degradation of performance when left enabled.
Only some games require accurate emulation of the PCI bus, so in most cases PCI bus emulation should be left disabled.
If dgVoodoo is not needed anymore or just temporarily, without removing dgVoodoo's DLLs this option will disable dgVoodoo's DirectX wrapper.
This option allows for the selection of internal virtual 2D (SVGA) and 3D accelerated cards.
The other four non-dgVoodoo card types give specific emulated ATI/nVidia/Matrox driver versions and capabilities.
The different video cards also presents bias to games which lock particular rendering capabilities and properties to owners of a real ATI, nVidia or Matrox card.
The virtual SVGA card exposes only software capable rendering (2D rendering) to the application. All other virtual video cards have full hardware acceleration and capabilities, including 'Transform & Light'.
However, the only full D3D9 compatible card is the Internal 3D Accelerated card.
The amount of emulated video memory of the selected video card can be changed with this option.
Be careful though, DirectX 7 and older applications can fail to launch if the emulated VRAM is set higher than 256 MB.
Some games may require more VRAM to render textures at higher resolutions. There are also other advantages to increasing the VRAM.
If this is not disabled and Alt+Enter is used for an application that utilizies it, then dgVoodoo will conflict with the application.
Fast video memory access is applied for locked surfaces.
Only recommended to use if an application is performing slowly, despite system specifications
This option only has effect when the application uses the fixed function vertex/pixel pipeline and pushes all the work of the vertex transform & lighting (T & L) to Direct3D when rendering primitives.
Do note though, using Phong shading requires much more GPU power than default shading.
This is useful for rare cases where applications may pre-set the desktop to something other than the native resolution before dgVoodoo initializes fully. Applies to all display outputs.
Integer scaling is always done with nearest point filtering, independent of the scale. Custom integer scaling factors can be defined manually for horizontal and vertical scaling.
For e.g. string x:3, y:2.
Windowed mode attributes
This is useful for achieving fake fullscreen mode (in conjunction with other relevant settings).
Can be useful for when a game relies on the physical window size.
Experimental feature, for the time being it's implemented only for DirectX emulation.
You can refine various ID's (vendor device, subsys, revision) in the appropriate fields. Note that defining unmatching vendor ID's makes no sense.
Games can restrict hardware capability based on device and vendor information. Forcing certain ID's can
You can overwrite these properties even if a non-default adapter ID type is defined: say, you defined an NVIDIA ID type but would like to refine the device ID.
- All: all resolutions the current display output is capable of + classic resolutions.
- Classic: classic resolutions only.
- None: no resolutions enumerated by default (make sure to define a custom resolution in the Extras field).