VOGONS


First post, by dodleh

User metadata
Rank Newbie
Rank
Newbie

The 256XL+ (NM2380) is certainly a very interesting laptop graphics chipset. It is, perhaps, the last video adapter to be released by Neomagic. I have searched a lot to determine what it is capable of, but run into a few issues so I would like to kindly ask you for support. I have a vintage Sharp PC A810 that works pretty well in Windows 9x and DOS but I would like to find out more about it.

I have not identified any Windows 3.1 drivers for this specific chipset. The older drivers for 256AV chipsets are, as you expect, not compatible. The only workaround I could find is to use the patched SVGA 256 colour driver, yet that comes with its own problems such as graphics corruption on video mode switching from a DOS virtual machine running in full screen back to Windows.

I have not found what was the use of a 6MB video memory, it seemed to have been overkill and the drivers still do not expose any Direct3D capability, as with the Neomagic 256AV. The S3 Virge line did have 4MB of video memory and exposes some very limited 3D graphics capability, yet I could not find anything about the 256XL+. I could assume there would be some sort of incomplete implementation that may make use of such a large video memory. Other than that, with a 4MB video memory buffer you could literally do 1600x1200 video output in 32 bit colour, so I do not find any use for 6MB, a huge amount by that era's standard. I could not find any in-depth documentation about the 256XL+ either. If you have any information about the chipset, please let me know.

Thank you very much!

Reply 1 of 5, by Putas

User metadata
Rank Oldbie
Rank
Oldbie

No Neomagic device is Direct3D capable.

Reply 2 of 5, by wierd_w

User metadata
Rank Oldbie
Rank
Oldbie

Indeed. I can attest to having been hampered by this.

The best you can do is fake it with something like swiftshader, as a fully CPU based Direct3D renderer. (I say this, as many CLEARLY 2D games use Direct3D APIs, and cannot otherwise be played.)

Software rendering on a vintage CPU is going to be all kinds of painful for anything other than very very simple 2D-On-Triangles type things though.

Reply 3 of 5, by dodleh

User metadata
Rank Newbie
Rank
Newbie
Putas wrote on 2025-01-03, 11:28:

No Neomagic device is Direct3D capable.

Thank you very much. I kind of expected that, but it still leaves me wondering what was the purpose of 6MB of Video RAM, a huge amount for that video card. By comparison, in the Pentium III era just about every manufacturer was experimenting with 3D Acceleration, with more or less awful results for those on the budget. I remember the Trident, SiS offering. Trident was notable for being the worst of them all, an infamous position, mostly as a result of awful drivers.

Reply 4 of 5, by dodleh

User metadata
Rank Newbie
Rank
Newbie
wierd_w wrote on 2025-01-03, 13:06:

Indeed. I can attest to having been hampered by this.

The best you can do is fake it with something like swiftshader, as a fully CPU based Direct3D renderer. (I say this, as many CLEARLY 2D games use Direct3D APIs, and cannot otherwise be played.)

Software rendering on a vintage CPU is going to be all kinds of painful for anything other than very very simple 2D-On-Triangles type things though.

Funnily enough, I remember the perils of SGI's OpenGL 1.1 software mode. It could barely render less than 1 FPS in 640x480x16 bit colour in Quake 1 on a AMD K6-2 at 450 MHz. I remember that even in 320x200 the performance was not that much improved.

Thank you very much for swiftshader! I did not know about it and learned a bit more about it. However, as stated here (https://www.andrewnile.co.uk/blog/swiftshader-on-windows-98/), it may not support older graphics interfaces such as Direct3D 6 and 7. Lots of games built between 1996 and 1998 run using these interfaces and a Pentium III at 450 MHz could have interesting to emulate something in 320x200 resolution.

So, yes, in short, it is not reasonable to expect a workaround in Windows 98SE. I remember there was a way to use the Direct3D Reference software emulation, but it was extremely slow and unoptimized. Funnily enough, it seemed to have been even slower than the SGI OpenGL 1.1 software emulation... 😀

Reply 5 of 5, by wierd_w

User metadata
Rank Oldbie
Rank
Oldbie

Sadly, DGVOODOO 2 targets directx 11 api. Maybe older versions of it might target DX9.

It might be possible (but silly?) to chain DGVoodoo2 with Swiftshader DX9.

EDIT:

The VERY FIRST VERSION of DGVoodoo2 with DX 5, 6, and 7 support only provides the D3DIMM and DDRAW libraries, and appears to depend entirely on system D3D9/D3D8 libraries otherwise. (that is to say, it does not try to provide these APIs)

Deep link:
https://dege.freeweb.hu/dgVoodoo2/bin/dgVoodoo2_41.zip

It might be possible to shoehorn it into service here. Just be apprised that this is going to be VERY suboptimal.

Nope, the readme specifically states that DX11 is required, even on 2.01 🙁

Consider instead, DXWrapper

https://github.com/elishacloud/dxwrapper

It can wrap the DX 5, 6, and 7 APIs to D3D9 API, and might work with swiftshader.