Myth 2 on "3DLABS WILDCAT REALIZM 800"

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psycotrip
Posts: 2
Joined: Tue Jan 18, 2011 3:53 am

Myth 2 on "3DLABS WILDCAT REALIZM 800"

Post by psycotrip »

Thanks to your hard work the new beta build 1.7.2 works on my new favorite opengl only card. The menu and cutscenes are in windows always but in game the fullscreen works and looks great. All units and objects show up behind bulidings which is kind of weird but its better than it was in 1.7.1. All i would get is "No valid screen devices were found!" at the end of the error log. This card supports opengl up to version 2.0 and does have estensions that go further. The image quality on this card is AMAZING!, maby im imagining things but the image quality is much better than my gtx 480 in the next slot. This card cost about 2000$ new but i got mine on ebay for 100$. Thanks for making it ez to play my favorite old game on my favorite old graphics card! I'll happily answer any questions. How do you take screenshots i cant seem to get one on this renderer.
What extension am i missing that causes the buildings to do this?

Renderer: Wildcat Realizm
Vendor: 3Dlabs
Memory: 640 MB
Version: 2.0
Shading language version: 1.10.2 3Dlabs Wildcat Realizm

Max texture size: 4096 x 4096
Max texture coordinates: 8
Max vertex texture image units: 0
Max texture image units: 8
Max geometry texture units: 0
Max anisotropic filtering value: 8
Max number of light sources: 32
Max viewport size: 8192 x 8192
Max uniform vertex components: 2048
Max uniform fragment components: 2048
Max geometry uniform components: 0
Max varying floats: 64
Max samples: 0
Max draw buffers: 0

Extensions: 107
ARB_imaging
GL_3DL_direct_texture_access2
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_Autodesk_valid_back_buffer_hint
GL_EXT_422_pixels
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_color_matrix
GL_EXT_color_subtable
GL_EXT_color_table
GL_EXT_convolution
GL_EXT_convolution_border_modes
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_fog_function
GL_EXT_fog_offset
GL_EXT_generate_mipmap
GL_EXT_histogram
GL_EXT_interlace
GL_EXT_multi_draw_arrays
GL_EXT_multisample
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_border_clamp
GL_EXT_texture_color_table
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_I3D_argb
GL_I3D_interlace_read
GL_IBM_cull_vertex
GL_IBM_rescale_normal
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_texgen_reflection
GL_OML_interlace
GL_SGI_color_matrix
GL_SGI_color_table
GL_SGI_texture_color_table
GL_SGIS_generate_mipmap
GL_SGIS_multisample
GL_SGIS_texture_border_clamp
GL_SGIS_texture_color_mask
GL_SGIX_fog_offset
GL_SGIX_interlace
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_buffer_region
WGL_EXT_extensions_string
WGL_EXT_make_current_read
WGL_EXT_multisample
WGL_EXT_pbuffer
WGL_EXT_pixel_format
WGL_EXT_render_texture
WGL_I3D_genlock
WGL_I3D_swap_frame_lock
WGL_I3D_swap_frame_usage

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (100 % - 10/10)
v2.1 (0 % - 0/3)
v3.0 (13 % - 3/23)
v3.1 (0 % - 0/8)
v3.2 (0 % - 0/9)
v3.3 (0 % - 0/9)
v4.0 (0 % - 0/13)
v4.1 (0 % - 0/8)

Extension verification:
GL_ARB_draw_buffers was not found, but has the entry point glDrawBuffersARB
GL_EXT_copy_texture was not found, but has the entry point glCopyTexSubImage3DEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_EXT_subtexture was not found, but has the entry point glTexSubImage3DEXT
GL_KTX_buffer_region has the entry point glBufferRegionEnabledEXT missing!
GL_KTX_buffer_region has the entry point glDeleteBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glDrawBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glNewBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glReadBufferRegionEXT missing!
GL_SGIS_multisample has the entry point glSampleMaskSGIS missing!
GL_SGIS_multisample has the entry point glSamplePatternSGIS missing!
GL_SGIS_texture4D was not found, but has the entry point glTexImage4DSGIS
GL_SGIS_texture4D was not found, but has the entry point glTexSubImage4DSGIS
WGL_EXT_swap_control was not found, but has the entry point wglGetSwapIntervalEXT
WGL_EXT_swap_control was not found, but has the entry point wglSwapIntervalEXT
WGL_I3D_genlock has the entry point wglDisableGenlockI3D missing!
WGL_I3D_genlock has the entry point wglEnableGenlockI3D missing!
WGL_I3D_genlock has the entry point wglGenlockSampleRateI3D missing!
WGL_I3D_genlock has the entry point wglGenlockSourceDelayI3D missing!
WGL_I3D_genlock has the entry point wglGenlockSourceEdgeI3D missing!
WGL_I3D_genlock has the entry point wglGenlockSourceI3D missing!
WGL_I3D_genlock has the entry point wglGetGenlockSampleRateI3D missing!
WGL_I3D_genlock has the entry point wglGetGenlockSourceDelayI3D missing!
WGL_I3D_genlock has the entry point wglGetGenlockSourceEdgeI3D missing!
WGL_I3D_genlock has the entry point wglGetGenlockSourceI3D missing!
WGL_I3D_genlock has the entry point wglIsEnabledGenlockI3D missing!
WGL_I3D_genlock has the entry point wglQueryGenlockMaxSourceDelayI3D missing!
WGL_I3D_swap_frame_usage has the entry point wglBeginFrameTrackingI3D missing!
WGL_I3D_swap_frame_usage has the entry point wglEndFrameTrackingI3D missing!
WGL_I3D_swap_frame_usage has the entry point wglQueryFrameTrackingI3D missing!
WGL_EXT_swap_control was not found, but is available in driver version 1, 0, 0, 1
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Melekor
Site Admin
Posts: 2449
Joined: Sat May 01, 2004 12:10 am
Contact:

Re: Myth 2 on "3DLABS WILDCAT REALIZM 800"

Post by Melekor »

Hey psycotrip, welcome to the forums. That is quite an exotic video card! It's always gratifying to see our work bringing support to new platforms.

The fact that units and objects show up behind buildings suggests that depth testing is not functioning correctly. Does terrain also show up in the wrong order sometimes -- like seeing through hills? If so, depth testing may not be working at all. If it's just objects that would be a slightly different problem.

Taking screenshots -- I assume you are running on a Windows operating system? Depending on the video drivers, screenshots often do not work in Fullscreen mode. Screenshots are much more likely to work in windowed mode, though with such a unique card I can't guarantee anything ;)

We have a mechanism called poweruser.txt which can be used to set some low level options. It's possible that tweaking some of these may solve the depth test issues. To use poweruser.txt, you just create a text file with that name and stick it in your "preferences" folder. The syntax is the same syntax used in INI files. Here's an example file:

Code: Select all

[Renderer.OpenGL]
UseDepthTest = False
UseShaders = False
UseDepthTest and UseShaders seem the most relevant to the issues you described. Try playing around with various combinations of those and see if they will solve the problem.
psycotrip
Posts: 2
Joined: Tue Jan 18, 2011 3:53 am

Re: Myth 2 on "3DLABS WILDCAT REALIZM 800"

Post by psycotrip »

the disable shader command did work, but now the windmill on the first map does not have the wood on the spinning part, just the sails that float on nothing. the depth test command did nothing but make the buildings dissappear entirely. still i play without those commands because seeing units behind buildings is suprisingly useful. I cannot see the landscape textures behind buildings. I've never seen behind hills though. It's suprizingly playable and alot sharper than my 480 gtx for some reason, maby just the new build though. disable shader command did stop the objects from showing up behind buildings.

Yes its exotic, a good 3 inches longer than a gtx 285!
Suprisingly Quake 4 is very playable at 1280x1024.
Glide wrapper works great, so basically i can play most glide and opengl games. just not ANY D3D.
User avatar
Melekor
Site Admin
Posts: 2449
Joined: Sat May 01, 2004 12:10 am
Contact:

Re: Myth 2 on "3DLABS WILDCAT REALIZM 800"

Post by Melekor »

I see, interesting. Were you able to get any screenshots? I'm kind of curious about the improved quality you mentioned.
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