|
Setting
up your 3D hardware acceleration for best results
|
|
Armor
Command Supports the latest in 3D acceleration technology.
Armor
Command will play on a wide variety of PC based Pentium, Pentium Pro and
Pentium II Class Chips running WIndows 95 with Direct X 5.0
Screen Resolution Help
In Armor Command, you can change
the in-game screen resolution to any size you want, up to 1600x1280 (we
haven't really tested anything above 1024x768, but we thought that maybe
somebody would like to show off :) You should be aware of the video memory
that each resolution uses:
Resolution |
Non-Zbuffered Hardware 3D memory |
Zbuffered Hardware 3D memory |
Software 3D memory |
512x384 |
0.75 MB |
1.1 MB |
0.75 MB |
640x400 |
1 MB |
1.5 MB |
1 MB |
640x480 |
1.2 MB |
1.8 MB |
1.2 MB |
800x600 |
1.9 MB |
2.8 MB |
1.9 MB |
1024x768 |
3 MB |
4.5 MB |
3 MB |
1280x1024 |
5 MB |
7.5 MB |
5 MB |
1600x1280 |
8 MB |
12 MB |
8 MB |
Non-Zbuffered memory is applicable
when your hardware acceleration is through a chipset that doesn't use memory
for the Zbuffer like, for example, the NEC PowerVR. Software rendering
memory doesn't require video memory for the Zbuffer, because it'll allocate
it in the computer's main memory.
To this amounts, you have
to add memory needed for the textures. Depending on the chipset, this can
vary from 0.5 MB to 1 MB. Armor Command will actually run with very little
texture memory available, but it won't look as good.
Another issue to take into
account when setting video resolutions is that your monitor might not be
correctly set up for the resolution you are setting. This usually causes
the game to appear too big, or too small, or not centered on your screen.
You will have to adjust the monitor accordingly. This usually happens with
the two lower resolutions: 512x384 and 640x400.
Software 3D Support Help
For all of you who don't have
a 3D accelerator in your computer, Armor Command features a proprietary
high-performance, high-profile software rendering driver. This software
3D renderer is activated by going to the graphics options menu within the
game, and selecting 'API 3D: SOFTWARE' in the topmost menu option. There's
currently two different preset options: 'DIRECTDRAW SOFTWARE' and 'GDI
SOFTWARE'.
-
DIRECTDRAW SOFTWARE is the default one, and it uses DirectDraw functions
to manage the screen, change resolutions, etc. You need DirectX 3 or above
installed in your computer.
-
GDI SOFTWARE is included for troubleshooting purposes only, and it uses
standard Windows functions to handle the screen. It will change resolutions
properly as selected, but it cannot change the pixel format from what Windows
uses, so you will need to be running your Windows desktop at exactly 16
bits per pixel (32K colors or 64K colors), otherwise Armor Command will
not work in this mode. To do this, go into the Display
Control panel in Windows 95. To do this, first click on "Start" then "Settings"
then click "Control Panel". This will open the Windows Control Panel. Double
Click on the "Display" icon to open the Display Properties window. Then,
click on the "Settings" tab. In here you can check the resolution that
your Windows desktop is using, and the number of colors it's using. You
should change it to 32000, 32768, 64000, 65536, 32K or 64K colors.
If you are using
Windows 95 (or 98) and wish to set up Armor Command for software 3D, select
the option that says "USE DEFAULT SOFTWARE" when you run Armor Command
for the first time. If you have run the game before and selected something
else, you have to select "OPTIONS" from the first menu in the game, then
"GRAPHICS" and then "API: SOFTWARE" and "SETTINGS: RONIN DIRECTDRAW SW".
For a more complete explanation of these settings, check the section "3D
Acceleration Setup Help" below.
For all you curious about
what features the software 3D renderer supports, here is a full list:
-
16 bit color support (24 bit internally, dithered to the screen).
-
24 bit Zbuffer.
-
8 bit textures with per-triangle mip-mapping.
-
4 level bilinear dithering.
-
mono dithered modulation.
-
per-vertex fog color (RGB).
-
per-vertex specular lighting.
-
chroma-keying on texture maps.
-
additive blending (transparency).
-
half-size rendering (for increased performance).
-
approximated perspective correction on texture maps.
In case you have a question or suggestion about software
support for Armor Command, you can write email to: jcab@roningames.com
(please note that this is a very busy mailbox, so you might never get an
answer, although your mail will be read).
3D Acceleration Help
If
you already know which 3D accelerator your computer has, you
might want to skip to the next section.
Many
of you might be wondering in reading through all this "Which 3D accelerator",
or even you might not even know what's a 3D accelerator. Many of
you might not even know if you have a 3D accelerator either. If
you don't know, or you have doubts, you should read this text very carefully.
First,
you should know the difference between a 3D accelerator chipset,
a 3D accelerator board, and a 3D accelerator vendor.
-
A 3D accelerator chipset makes up the insides of a 3D accelerator.
It determines which features and capabilities are available for acceleration.
Examples of 3D chipsets are: Voodoo2, V2200, Riva 128, ViRGE,
T2R, Mpact 2, Permedia 2 and PowerVR PCX2, among others.
-
A 3D accelerator board (or 3D accelerator card, or 3D
accelerator model) is a piece of hardware which is installed in a slot
(usually a PCI or AGP slot) inside your computer. Often, it provides for
all 2D display also, so it is the same board that interfaces your computer
with your screen. Sometimes, it's a separate board like, for example, the
m3D board from Matrox. This board always contains a chipset inside, which
is the portion of it that actually provides the 3D acceleration. Examples
of boards are: Monster 3D II, Fire GL 1000 Pro, Stealth II, Mystique, Velocity
128, Stingray 128/3D and Revolution 3D among others. Many 3D accelerator
boards use standard chipsets (like the Monster 3D II board, which uses
the Voodoo2 chipset). Others use their own chipset (like the Matrox Mystique
board).
-
A 3D accelerator vendor (or 3D accelerator company, or IHV,
or 3D accelerator brand) is how we call here a company that manufactures
3D accelerator boards and/or 3D accelerator chipsets. We
always prefix the name of a chipsetor board with the name of a vendor.
Examples of chipset vendors are 3Dfx, Rendition, 3Dlabs, Chromatic Research,
S3 and Nvidia among others. Examples of board vendors are Diamond, Canopus,
Number 9, STB, Jazz, Creative Labs, ATI and Matrox.
In order to properly setup 3D
acceleration for Armor Command, we will need to know which 3D accelerator
board you are using or, if this is not possible, at least which chipset.
It also helps to know how much RAM the board has. If you don't know, the
following is a set of guidelines to help you find out:
-
The first thing you might do is look in the manual
that came with your computer. It is also listed sometimes in the first
screen that the computer displays when it's switched on. If you purchased
your 3D accelerator board separately from your computer, you might
find information about it on the box or in the manual of the board.
-
If this fails, another way you can check is to go
into the Display Control panel in Windows 95. To do this, first click on
"Start" then "Settings" then click "Control Panel". This will open the
Windows Control Panel. Double Click on the "Display" icon to open the Display
Properties window. Then, click on the "Settings" tab. In here you can check
the resolution that your Windows desktop is using and the number of colors
it's using. Once this is set, click on the "Advanced Properties" button
in the bottom right corner of the Settings window. The "Adapter" window
should open and list what video card you have. At the very top it will
tell you which video driver (therefore which video card) you have. Under
that it shows the "Adaptor/Driver information". It should list the card
type, manufacturer, memory, features and other things.
If you
wish to see a list of the supported 3D accelerator boards and chipsets,
click here.
3D Acceleration Setup Help
Come to
this point, we assume you know all the information needed to set up Armor
Command for the best 3D acceleration.
The
first time you run Armor Command, you will get the following screen:
If
you press the down arrow and select the option that says "USE DEFAULT DIRECT3D",
you will have your game configured for Direct3D use with a minimum of options
enabled. This allows you to quickly jump into the game, but many features
which are possibly supported by your board will not be used.
If
you press the down arrow twice and select the option that says "USE DEFAULT
SOFTWARE", you will have your game configured for our proprietary software
3D renderer. This allows you to quickly jump into the game if you don't
have 3D acceleration.
To
tune the game for your hardware, press RETURN or ENTER. This leads you
into the 3D acceleration settings menu:
The first preset settings
are set as the same ones used in the previous "USE
DEFAULT DIRECT3D" option above. You can move from line to line by pressing
the UP and DOWN ARROW keys. The different lines in the menu allow you to
choose the following:
-
API 3D: Using the LEFT and RIGHT arrow keys selects
the API that will be used. The current options are: SOFTWARE, DIRECT3D
and PROPRIETARY. PROPRIETARY is preferred wherever available. Press the
RIGHT ARROW key to select it. If the next line says "SETTINGS: (NOT SET)"
that means thee are no supported proprietary APIs in your computer, so
switch back to DIRECT3D by pressing the LEFT ARROW KEY.
-
SETTINGS: Using the LEFT and RIGHT arrow keys selects
the preset settings that will be used. Every preset setting modifies every
other option throughout this whole menu, so if you select a new option
here, be prepared to change any other options that you want customized.
Each preset setting corresponds to a different supported board or chipset.
Boards are all grouped first, with the chipsets last. Settings are sorted
alphabetically by vendor within each type (board or chipset), and so vendors
that manufacture both boards AND chipsets will be encountered twice when
cycling through this menu. Note that not all existing boards are listed
here. If your board doesn't appear here, even if it uses a known chipset,
it might be because we didn't know about it at the time the game shipped.
If it is so, press the RIGHT ARROW key repeatedly until you see the chipset
name in this option.
-
SCREEN RESOLUTION: Using the LEFT and RIGHT arrow
keys selects the screen resolution that will be used. Note that if you
select a resolution that your board doesn't support (like, for example
512x384), the closest supported resolution will be used instead. Each preset
setting specifies a default that we think works best with the BASIC configuration
of the board or chipset. If you see the textures in a very low resolution,
or if your settings don't work, it might be that the board doesn't have
enough memory to support the resolution, and changing it to a lower resolution
might help.
-
PERFORMANCE OPTIONS: Press RETURN or ENTER to change
to a new menu that allows you to change lightweight options that might
affect performance.
-
ADVANCED OPTIONS: Press RETURN or ENTER to change
to a new menu that allows you to change very advanced options. This is
provided for troubleshooting purposes only, as a convenience for you, and
it's NOT SUPPORTED. Changing options there might eventually crash your
computer and you might lose data. If you touch anything there, it'll be
at your own risk.
-
TEST SETTINGS: Press RETURN or ENTER to test the
currently selected options. The display will change to 3D mode, and a simple
test animation will run. If, after a minute or so, you see nothing on the
screen, you should press ESC. If, again, nothing happens in another minute,
you should check the settings that you selected. If they are correct, consult
customer support.
-
RETURN TO OPTIONS: Press RETURN or ENTER to exit
this menu. If you hadn't tested your settings, another menu will appear
asking you to do so.
This should suffice to get you up and running with the
best option for your machine.
If you are a hardware manufacturer and your board
or chipset is not properly supported, please contact troyd@roningames.com.
We are working hard to support as many 3d accelerators natively as
possible.
Armor Command and Neo Hunter are trademarks of Ronin Entertainment. All
other products mentioned are registered trademarks or trademarks of their
respective companies.
Questions or problems regarding this web site should be directed to info@roningames.com.
Copyright © 1997 Ronin Entertainment. All rights reserved.
Last modified: Saturday February 23, 1998.