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- ---------------------------------------------------------------------------
- Readme re the PowerVR(TM) GL Driver for Quake II ONLY
-
- Copyright (C) 1997 NEC Electronics
-
- Email comments and reports of bugs to Vik_Long@el.nec.com
- ---------------------------------------------------------------------------
-
- TABLE OF CONTENTS
-
- 1. Introduction
- 2. Included Files
- 3. Requirements
- 4. Installation
- 5. A Note for PCX1 Users
- 6. Using Different Screen Resolutions
- 7. Adjusting the Screen Brightness or Gamma
- 8. Performance Tuning
- 9. Legal Stuff
-
-
- 1. INTRODUCTION
-
- This version of the PowerVR GL driver is ONLY for Quake II. With this driver
- you can now enjoy the improved graphics quality of the OpenGL option in
- Quake II on your PowerVR card. This driver, or an updated version of it,
- should also work with most, if not all, coming games based on the Quake II
- engine.
-
- This driver is unsupported. However we welcome any comments or reports of
- bugs that you may have. These should be sent to the email address above.
-
- NOTE: This driver is not an OpenGL driver. It is only an implementation of
- a subset of the OpenGL API, sufficient to run GLQuake II and its derivatives.
- It is not certified by Silicon Graphics Inc. and has not passed any OpenGL
- conformance tests. Do not attempt to use this driver with OpenGL
- applications other than those based on the Quake engine, or those which
- claim to work with a "GLQuake II driver".
-
-
- 2. INCLUDED FILES
-
- PVRGL.DLL - The PowerVR GL driver for Quake II
- README.TXT - This file.
-
-
- 3. REQUIREMENTS
-
- This driver requires the following to be installed and running
- on the system:
-
- * Any version of Windows 95
- * DirectX 3.0a or later
- * PowerVR Windows 95 drivers version 4.0.1 or later
- * Quake II
-
- The following is the recommended minimum system requirements:
-
- * A Pentium 133 or better CPU.
- * 32 Megabytes of RAM.
- * A PowerVR PCX2 card such as the Apocalypse 3Dx or the Matrox m3D.
-
- NOTE: Because this driver uses the FPU (floating point unit) of the CPU
- extensively, current non-Intel x86 compatible processors require a
- significantly higher clock rate than 133 MHz to match the performance
- of a Pentium 133.
-
-
- 4. INSTALLATION
-
- WARNING: Do not copy the driver into your WINDOWS\SYSTEM directory as this
- will prevent other OpenGL applications running on your system, including the
- Windows OpenGL screen savers.
-
- For Quake II:
-
- * Install Quake II.
- * Put the PVRGL.DLL file from THIS archive into your Quake II directory.
- * From the Video options menu, select "PowerVR OpenGL" as your video driver.
- Check the 8-bit texture option as "Yes."
- Move the cursor to "Apply" and hit the [Enter] key.
-
-
- 5. A NOTE FOR PCX1 USERS
-
- The GL option in Quake II requires bilinear filtering for implementing
- lighting. Unfortunately PCX1 does not support bilinear filtering and
- as such, the lighting in the Quake II does not look as good. In addition,
- performance on PCX1 is significantly slower than on PCX2. Apocalypse
- 3D users may wish to upgrade to the Apocalypse 3Dx. The competitively
- priced Matrox m3D also
- provides a possible upgrade path.
-
-
- 6. USING DIFFERENT SCREEN MODES
-
- To switch between 16, 24 and 32 bit color depths, you need to change the
- color depth of your desktop. The Quake II test demo will automatically run at the
- color depth of your desktop.
-
- Do not be afraid of 24 bit mode if you are running at lower resolutions.
- Providing your 2D video card is reasonably fast and has enough memory to
- support the specified mode with triple buffering, 24 bit mode incurs
- little or no performance hit.
-
-
- 7. ADJUSTING THE SCREEN BRIGHTNESS OR GAMMA
-
- On many systems, the default brightness of Quake II is too dark.
- The game allows you to adjust the brightness. If you prefer more brightness,
- also try the following:
-
- * Increasing the contrast and brightness settings on your monitor.
- * Some 2D cards allow boosting the gamma via the Windows 95 Display
- Properties page. Sometimes these setting won't "stick" between changes in
- resolution, so you might have to switch to the resolution you want to play
- at (e.g. 640x480), adjust the gamma, then start the game.
-
-
- 8. PERFORMANCE TUNING
-
- While the performance is generally very good, for hard-core players
- want every little bit of extra performance possible. The following tips can be
- very helpful:
-
- * If you have a system with good FPU performance such as an Intel CPU with
- a high clock speed, try running at 512x384.
- * Because of the large amount of memory that the game uses, there can quite
- often be considerable paging to disk causing
- annoying pauses in the game. These can be minimized by making sure no
- other applications are running in the background. Modifying your virtual
- memory settings to use a large permanent swap file can also increase
- performance. Virtual memory settings are adjusted in the System applet
- in the Windows 95 Control Panel. You should also run Disk Defragmenter
- on your hard drive before creating a permanent swap file.
- * Make sure that, in the Video options menu, you've selected 8-bit textures
- under OpenGL. This helps reduce the amount of memory used.
- * Run the game fullscreen.
-
-
-
- 9. LEGAL STUFF
-
- 1) SINGLE COPY LICENSE: You may download one copy of the information or
- software ("Materials") found on the PowerVR site on a single computer for
- your personal, non-commercial internal use only.
-
- This is a license, not a transfer of title, and is subject to the following
- restrictions: you may not:
-
- (a) modify the Materials or use them for any commercial purpose, or any
- public display, performance, sale or rental; (b) decompile, reverse engineer,
- or disassemble software Materials; (c) remove any copyright or other
- proprietary notices from the Materials; (d) transfer the Materials to
- another person. You agree to prevent any unauthorized copying of the
- Materials.
-
- 2) DISCLAIMER: THE MATERIALS ARE PROVIDED "AS IS" WITHOUT ANY EXPRESS OR
- IMPLIED WARRANTY OF ANY KIND INCLUDING WARRANTIES OF MERCHANTABILITY,
- NONINFRINGEMENT OF INTELLECTUAL PROPERTY, OR FITNESS FOR ANY PARTICULAR
- PURPOSE. IN NO EVENT SHALL NEC ELECTRONICS INC. OR ITS SUPPLIERS BE LIABLE
- FOR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
- OF PROFITS, BUSINESS INTERRUPTION, LOSS OF INFORMATION) ARISING OUT OF THE
- USE OF OR INABILITY TO USE THE MATERIALS, EVEN IF NEC ELECTRONICS INC. HAS
- BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. BECAUSE SOME JURISDICTIONS
- PROHIBIT THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR
- INCIDENTAL DAMAGES, THE ABOVE LIMITATION MAY NOT APPLY TO YOU. NEC
- Electronics Inc. further does not warrant the accuracy or completeness of
- the information, text, graphics, links or other items contained within these
- materials. NEC Electronics Inc. may make changes to these materials, or to
- the products described therein, at any time without notice. NEC Electronics
- Inc. makes no commitment to update the Materials.
-
- 3) COPYRIGHT AND TRADEMARK INFORMATION: The glquake drivers and this text
- is Copyright 1997 by NEC Electronics Inc. All rights reserved.
-
- PowerVR, PowerVR Ready, Apocalypse 3D and Videologic are trademarks or
- registered trademarks of VideoLogic Ltd. (United Kingdom). All rights
- reserved. Used by NECEL with permission. PCX1, PCX2 and NEC is a trademark
- of NEC Corporation (Japan). All rights reserved. Microsoft, Windows and
- Direct3D are either registered trademarks or trademarks of Microsoft
- Corporation in the United States and/or other countries. Hexen II is a
- trademark of Raven Software Corporation. Intel and Pentium are registered
- trademarks of Intel Corporation. Silicon Graphics and OpenGL are registered
- trademarks of Silicon Graphics, Inc. Matrox m3D is a trademark of Matrox
- Graphics Inc. All other trademarks used herein are the property of their
- respective owners.
-