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General Forums => Aces High General Discussion => Topic started by: aknimitz on October 07, 2001, 12:21:00 PM

Title: Aces High - Gameplay Gone to Crap - Help?
Post by: aknimitz on October 07, 2001, 12:21:00 PM
Hello everyone,

Well, my FR and connection in general has gone to crap in 1.08.  Prior to 1.08 I was getting 77 FR sitting in tower at 21 (Mind) and now I get 50.  When I am flying, the screen seems to jump at times, often when I roll the plane and look out the opposite window.  

I would be very interested for anyone's advice/help on how to improve this (if that is possible) - or if anyone else is having a similar problem?

Additionally, I would be VERY itnerested to learn of how to improve FR in general.  I dont think I should have a FR problem, I think my system is strong.  I am interested in learning about everything from virtual memory to vsync.  Any and all things that can be done to increase performance.  Thanks guys.

Here is my sys (at the moment):

AMD Athlon 900Mhz
Asus A7 Mboard (jumperless)
256Meg Memory
10Gig Hard drive
Soundblaster Live Value
Elsa GF2 Ultra

Nim/Larry

[ 10-07-2001: Message edited by: aknimitz ]
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Mitsu on October 07, 2001, 12:53:00 PM
I want no trees in next patch.
And I wanna see Frame rates.

Mitsu
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 07, 2001, 01:06:00 PM
I still think that If Aces High were in openGl and with Transform and Lighting were used, we would have higher Quake like frame rates.   :confused:
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Fester' on October 07, 2001, 01:12:00 PM
dx 8.1
nvidia 21.81 drivers
texture overlays off
mip mapping on
enabled palatized textures (box unchecked)
1024x768x32


with these settings i get smooth play and 20-50fps with:

p3 550
asus p2bf
256mb sdram
20gig hd
visiontek geforce 2 mx400
sound blaster value
300watt power supply

on the new system I'm assembling (er finishing up the assembly of with better stuff inside) i get 85-100 fps in flight and 50-70 fps in areas with lots of action/polygons. smoke still brings it down to 20fps when a large field is flat and smoking from every hangar and smoke fills the screen...

amd tbird 1.4ghz  266fsb
asus a7m266 jumperfree
512mb ddr pc2100 ram
visiontek geforce 2 mx400
300watt power supply
30gb 7200rpm hard drive
sound blaster live

[ 10-07-2001: Message edited by: Fester' ]
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Wilfrid on October 07, 2001, 02:09:00 PM
Quote
I still think that If Aces High were in openGl and with Transform and Lighting were used, we would have higher Quake like frame rates.  


Ans what exactly do you base that assumption on?
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 07, 2001, 03:10:00 PM
Every SINGLE game/simulation/Program that I have used, that uses OPENGL Has HIGHER Frame Rates, Smoother Display and overall higher effective use of the video cards hardware.  

This has occured from A Vast range of Video Cards, From an MPG card to a Voodoo Banshee, From a Radeon DDR64 down to a Geforce DDR, Upwards to my newest Geforce 3.


Quake/maxpayne/unreal/X-plane/(high end professional 3D studio Software)Maya, Lightwave/Screen savers ported to both API (DirectX as well as OPenGL)/IL2/ and Numerous amounts of others.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: SKurj on October 07, 2001, 06:17:00 PM
quake, maxpayne, xplane.. do not have anywhere near as many MOVING objects to render.  
Maxpayne and xplane don't even have network code to deal with.

Show me an online flysim MMOPG that uses OpenGL and T&A at framerates higher than Aces and I'll believe u.
HT has stated that T&A will reduce framerates, i tend to believe him.

P.S.  perhaps the Target series of sims will add some thing to this discussion.  I doubt IL2 will with its high sys requirements and limited online play.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: brady on October 07, 2001, 07:38:00 PM
Well I average 70 to 80 while in flight in a quiet area, that drops to around 50 in a conjested area.

 1.5 P4
 256 MB Ram
 Nivida G force 2 Ultra 64MB
 DBG850 Motherboard
 64MB RDRAM PC 800
 IBM ULTRASTAR 36.4GB LZX ULTRA160(SCSI)
 SOUNDBLASTER LIVE XGAMER
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: airspro on October 07, 2001, 09:03:00 PM
aknimitz : Me and airreapr are both having mini freezes , still .

airbull and me both had crashing to taskbar . I also had loss of keyboard and the stick keyboard presses with Saitek x36 stick .

Fix for this for bull and me was to make a SGE file that was only directx button presses then map ingame . It fixed it for me , and him both .

reaper thinks his problems are sound card to DSL , problem ( hears cracking sound I think ) , also airguard has the very same problem , dicos and freezing screen . he has DSL also .

IMO , think they have a serous bug that needs fixing . I know that the red dots are not working ? Thats one right ?

Anyway , alot of us in the very same boat , I told my mate that in time HT will fix us up .

We just got to hang tight till then .

take care
spro
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: 715 on October 08, 2001, 01:22:00 AM
Quote
Originally posted by SKurj:
Show me an online flysim MMOPG that uses OpenGL and T&A at framerates higher than Aces and I'll believe u.
HT has stated that T&A will reduce framerates, i tend to believe him.

Warbirds III (another MMOPG) uses hardware accelerated Transform and Lighting (via D3D, not OpenGL).  Frame rates are about the same as AH, but the number of polygons in the terrain, as well as the planes, is much higher.  The trees look quite a bit better, as do the aircraft.  The higher polygon count for the terrain is especially effective for ground vehicles: there are lots of hills and valleys to hide in.  There is less of a feeling of driving over very wide flat sections and more of a feeling of actual terrain.  This is less important, of course, when flying at anything above NOE.  At alt the quality of the texture maps is more important for terrain image quality, and AH uses better looking texture maps than WB.

I think the quality of the rendering for AH, as well as frame rates, could be improved using hardware T&L, but it would mean a complete rewrite of the basic 3D code- not something that is at all likely.

715
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 08, 2001, 08:04:00 AM
WTG 715 ya hit the nail.  :)

Skurj, Take a look At graphic comparisons between aces and WB, Higher poly count, etc,uses Open GL, same or above frame rates.


need more be said?
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Sky Viper on October 08, 2001, 08:51:00 AM
Quote
Originally posted by aknimitz:
Hello everyone,

Well, my FR and connection in general has gone to crap in 1.08.  Prior to 1.08 I was getting 77 FR sitting in tower at 21 (Mind) and now I get 50.  When I am flying, the screen seems to jump at times, often when I roll the plane and look out the opposite window.  

I would be very interested for anyone's advice/help on how to improve this (if that is possible) - or if anyone else is having a similar problem?

Here is my sys (at the moment):

AMD Athlon 900Mhz
Asus A7 Mboard (jumperless)
256Meg Memory
10Gig Hard drive
Soundblaster Live Value
Elsa GF2 Ultra

Nim/Larry

[ 10-07-2001: Message edited by: aknimitz ]

Hmph...

You guys that worry about 50 FPS being low are very funny!

With 1.08 I don't get much above 40, but I don't get much below 25 either.
This is an entirely enjoyable range for game play.

The screen jump on roll, or side window view is something that I experienced just before I upgraded my MOBO/case the last time.

Point of interest, when I upgraded, the only things that changed were the MOBO, Case, and processor.
I have reason to believe that the Powersupply was the cure.

The reason I say that is this: I rebuilt the old system.
I purchased a new GeForce 2 video card and moved my Voodoo 3 to the old box.
I had a enough of the other old supplies to complete the second system that way.

When I installed AH on that box, I got the same results as I had prior to the upgrade.
So, I pulled the Power Supply and replaced it. The change was from a 170W to a 250W.

The screen jump went away as well as a few other glitches. With the lower PS, my CH sticks would seem to have sticky buttons, HDD hits seemed to be more inhibitive, etc. Not so with the increased power.  ;)
It did not increase FPS though.

Just an observation, but one that may be worth the few $ it takes to upgrade a PS.

Sky Viper
XO No. 54 Squadron
 (http://www.siteviper.com/54sq/imgs/54sqCrest2.gif)
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Sky Viper on October 08, 2001, 09:07:00 AM
BTW, here are my system specs.

Duron 750
ASUS A7V133
128M PC100
SB Live! (Driver vs. 4.11)
Visiontek GeForce2 GTS 64M DDR AGP (DetonatorXP 21.81)
300W PS
1024x768 32 Bit (Desktop and AH)
High detail set in AH

Viper
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: SKurj on October 08, 2001, 09:59:00 AM
Read again Highflyer, WB's uses D3D


SKurj
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 08, 2001, 02:55:00 PM
uhm I downloaded it, and it USES OpenGL as well. IT also Runs MUCH smoother with OpenGL.

Kinda like the older Days when Glide was ultra smooth (Glide being a play off of openGL) compared to that of the older and less efficient DX.

OpenGL = Hi performance API to use

DX = Microsoft Go Between.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: 715 on October 09, 2001, 12:53:00 AM
Actually WB3 uses D3D only for PCs but does use OpenGL for Macs.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: hitech on October 09, 2001, 09:20:00 AM
highflyer: Once again you are talking about things you know nothing about.

A simple statement like you tried WB3 and it ran smother with OGL? Makes me call your creditbility into account. Did you even download it?

You know nothing of graphic API saying glide was a play off OGL is again totaly false.

Ive written code for all 3 api's and all 3 work very simalar in the items that glide had implemented.


HiTech
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 09, 2001, 12:32:00 PM
I guess the world of Hi end graphic application developers have been wrong this whole time, Perhaps we should all convert to the wonders of DX.

All of those CGI artists, all of those animators/modelers and VR systems developers are looking at 3d graphics with the wrong Idea.

Ya want to talk about standards? What Graphics API has been here longer, stronger, and more prodominant among all computer systems?

OpenGL is a cross-platform standard for 3D rendering and 3D hardware acceleration. The software runtime library SHIPS with ALL Windows, MacOS, Linux and Unix systems.

Wheres DX in all this?

Direct 3D is Windows only while OpenGL is cross-platform


heres a few info tidbits:

OpenGL is stable.
High End 3D workstation & supercomputuer users have been enjoying OpenGL since 1992. Today, OpenGL is also the most popular and powerful 3D solution for Windows, Mac and Linux-based computers, for professional and consumer use.

Again wheres DX in this?

Professional 3D graphics & effects: OpenGL is the 3D power behind all of the incredible 3D graphics & effects you see on TV and at the movies. (think Star Wars). Hardware that uses OpenGL makes possible the compelling 2D and 3D graphics in broadcasting, CAD/CAM/CAE, entertainment, medical imaging and virtual reality. All leading 3D modeling, rendering & animation and visualization software use OpenGL.

Again, I say... Where is Direct X in all of this?   :rolleyes:

As far as some really dumb debate about CARD MANUFACTURERS NOT SUPPORTING OPENGL take a look below to see who supports/supported the api.

3Dfx Voodoo, Voodoo2, Voodoo Rush, Banshee, Voodoo3, Voodoo3 3500TV, Voodoo5
3Dlabs Permedia 2 and Permedia 3
ATI Rage 128, Rage 128 Pro, Rage Fury MAXX, Rage Pro, Radeon
Intel i740 and i810
Matrox G200 and G400
NVidia Riva 128/128ZX and Riva TNT/TNT2/GeForce1&2/Quadro1&2/GeForce3
Rendition Verite 2200
S3 Savage3D, Savage4, and Savage2000
+ many many more

As far as Poly pushing and other details, Im sorry but Aces High Pushes NOTHING compared to that of  Quake 3 nor those of other common games/Simulations of todays' Higher LOD models/Environments and yet runs just as smooth as those witht he Higher LOD/poly counts using openGl as the translator.

Take MS combat Flight sim 2 or better yet IL2 for example, overall much higher level of detail(poly counts per plane) as well as more of a dynamically lit, higher texture res per model along with higher LOD terrians yet yeilding same as / or higher Frame rates with OpenGL as the api.

Notice I said that SAME or HIGHER Frame rates with OpenGL.

Every SINGLE PROGRAM that Has run on any machine I have tested runs with Higher Frame Rates when using openGL

All professional video boards and almost all consumer video boards released since 1999 support OpenGL

heres a funny article on how "GL"ide looks at the opengl32.dll as one of its own.
 http://support.microsoft.com/support/kb/articles/Q194/9/85.ASP (http://support.microsoft.com/support/kb/articles/Q194/9/85.ASP)
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: AKSWulfe on October 09, 2001, 05:06:00 PM
GLIDE is not even OpenGL.

GLIDE is to 3Dfx what RRedline was to Rendition.

There's a difference between supporting and easy of programming to.

Then there you go comparing QuakeIII to flying games.

You do know it's easier to produce better results (higher detail, more polys and sprites) in a small room rendered larger than a large arena rendered smaller?

OpenGL might be great and all, but it requires more direct coding to the cards.
Direct3D is easier to use to ensure 100% compatibility.

I have all sorts of funky graphics anomalies on Voodoo Banshee, Voodoo3 and Voodoo5 in Quake III using OpenGL.

Hardware T&L can be done in both D3D and OpenGL, and you do know that depending on how it's implemented you can have either a)better performance because lighting is done by the GPU or b) crap bellybutton performance that you would immediately squeak about how T&L speeds everything up.... Well it doesn't unless it does it a particular way.

As for this line of nonsense:
"Professional 3D graphics & effects: OpenGL is the 3D power behind all of the incredible 3D graphics & effects you see on TV and at the movies. (think Star Wars). Hardware that uses OpenGL makes possible the compelling 2D and 3D graphics in broadcasting, CAD/CAM/CAE, entertainment, medical imaging and virtual reality. All leading 3D modeling, rendering & animation and visualization software use OpenGL."

Okay, I'll think Star Wars for a second here... You do know it took them up to 2 days to render one frame using a super computer?

"High End 3D workstation & supercomputuer users have been enjoying OpenGL"

If only we all had high end 3D workstations and/or supercomputers we could all benefit from OpenGL....

OpenGL is stable.

So is Direct3D. I've had 0, none, zilch, graphic related problems since I first ran AH back in 1.03.

"Ya want to talk about standards? What Graphics API has been here longer, stronger, and more prodominant among all computer systems?"

Actually, GLIDE was the most prominant from the getgo. OpenGL became popular when more cards capable of rendering what the original Voodoo1 could render hit the market place. They were known as 2nd generation video cards.

If you want to use Unreal as an example, it runs 2x faster in GLIDE than it does in either OpenGL or Direct3D.

I guess that we should all use GLIDE now... I mean it *IS* the fastest.
-SW
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 09, 2001, 05:42:00 PM
Its funny how you forgot to mention IL2  :rolleyes:

Gee I wonder If I get the same, and if not higher FPS in IL2 compared to Aces with a comparison in LOD.  

Oh as to the Idea that you think quake is rendering a simple small area. (which is actually quite humorous) I think you should take a look at some of the larger more intensive maps.

Hey even better ever hear of a game called Serious Sam?

Well Serious Sam has extensive outdoor scenes on a large scale, of which comprise nearly 3 times as many polygonal surfaces and individual moving characters. All of this of wich runs in higher detail, just as smooth as well as smoother using OpenGl.

In short. overall Graphic complexity of Aces Is behind the curve when it comes to graphics of todays sims/action3d shooters(air,land/sea) and yet the frame rates are either meeting the standards of the Higher quality(lod wise) or falling short.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: highflyer on October 09, 2001, 05:45:00 PM
Quote
quake, maxpayne, xplane.. do not have anywhere near as many MOVING objects to render.

This has to make me laugh everytime I read it.

I suggest you take a look at sacrifice, or even something as simple as Solider of fortune.  :D
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: AKSWulfe on October 09, 2001, 06:12:00 PM
I said a smaller area, and yes it is quite a lot smaller.

Hmmm, how many miles can you see in AH? How many in Quake III... How far out does the terrain distance go when you are 20K in Il-2?

It ain't no where near as far as the AH terrain.

Anyway, I give up. You simply do not understand 3D processors or their APIs, you only give us information that was used by the creators of the APIs to hype them up.

It isn't about speed, it's about compatibility and ease of programming to a wide variety of cards.

And yes, first person shooters ARE different in how much distance they show than flight games.

You are showing your ignorance of computer software Deez, you really should shut up about it and not use your "experience" (anyone with a little time in a CAD can make 3dmodels) as your foundation for these false facts you are spreading about.
-SW
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: SKurj on October 09, 2001, 06:33:00 PM
DeeZ? +)

go play Xplane pleez

SKurj
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Skuzzy on October 09, 2001, 07:51:00 PM
There is a world of difference between games that are single user/limited multi-player versus a game that supports hundreds of players at a time.
No matter what API you use for graphics, there is some very real overhead with the network side of the game.
Do some simple math.  If you are getting a frame rate of 60 (for the sake of argument and to make it simple), that means you have roughly 16.6ms to;
1) get and process all the network data
2) update the information about all objects in your view area
3) process the sounds
4) process the input from the local client
5) process the output data for the network from the local client
6) draw the frame

All this in 16.6ms.

You see, the stand alone apps can do whatever they want with LOD, as they do not have to run real-time.  

Now about T&L.  Nice buzz word.  It has the potential to make graphics faster, however, it can slow down graphics as well.
The use of T&L makes a lot of sense when you are talking about using it on a 200Mhz CPU.  Why?  The CPU just does not have the power the T&L card does to process all the data.  But, if you have a 1GHz CPU, then the T&L card may not be able to process the data fast enough.  I used 2 extremes here, obviously there is a break even point.  It will vary with the GPU.
Simply stating that using T&L will make it all better is oversimplifying the issue.  
There was amention of Warbirds.  Well, in any graphic enviroment there are tradeoffs to be made.  They made thiers in the detail of the terrain.  This is pretty obvious.  They also require faster CPU's and higher end video cards to get near the performance of a lower end system will in AH.  The AGW board is repleat with players complaining about not being able to play the game on thier 550Mhz systems with 128MB of ram.  If you get the same performance in Warbirds 3 versus AH, then I would bet your system is spending more time in other areas than in the CPU or graphics card.
HTC could easily spew forth a verion of AH that would choke a Cray.  It would be beautiful, but not playable.

I will again bring up the problem with OpenGL.  Not all versions of OpenGL support all the options that are available in DX.  I do not particularly care for DX, but it is one up on OpenGL in the area of wider support for more graphics cards than any other API.
As far as cross platform compatibilty goes, that is a pipe dream.  The OpenGL driver for Linux, for instance, is not supported on the ATI Radeon card under Maya.  Then there are older cards that do not support the new interface standard for OpenGL, but those same cards work fine under DX.

There is a very large difference in a graphics program used to design 3D models and the games that use 3D models. You can never make any type of comparison there as the design goals are at extremes with each other.
You also cannot compare a FSP game to an online flight sim, as there are many differences in the way the two need to work.  FPS has limited distances.  You ever played any big open maps in Quake or Unreal?  It is a slide show, on even the fastest systems, or at least a stuttering nightmare and those big open maps are not nearly showing the distance that a flight sim has to deal with.
You bring up IL2.  It is a nice peice of work, but, it does not have the network code to allow a couple of hundred players to play in one area.  That network code takes time to process.  If they add it, you will see some slide shows, I can be pretty sure of that.

In all game design, you are stuck with time slicing everything to make sure you have enough bandwidth for the whole system. If you do not have to worry about updating the position of a 100 other objects, then it is easy to use that extra CPU power for better graphics.  Think about it.

It really does not matter what API the game uses.  There are still issues well outside the API that have to be dealt with in a massive multi-player online game.  And all these things take time away from generating the graphics.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Raubvogel on October 09, 2001, 08:53:00 PM
Wow...back to the original topic:

Nimitz, I had the same problems until I unchecked the enable mip mapping box in the video options. System was freezing for a second or 2  everytime I switched hat views or pulled the trigger. Unchecked the box, smooth again. I also limit the FPS to 60...it seems to make everything smoother. It stays maxed at 60 pretty much all the time at 1600 res and 32 bit color.
------------------------
System:
Athlon 1.4ghz-266FSB
Asus A7A266
512mb PC2100 Crucial RAM
Creative Annihilator GF2 GTS-32mb DDR oc'ed@220/350
SB Live! X-Gamer
20GB Maxtor 7200rpm/ATA66
Win98SE
Dx8.0
Antec SX-830 tower-3x80mm intake, 3x80mm exhaust
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: 715 on October 09, 2001, 09:08:00 PM
Skuzzy: as a devils advocate I would point out that if the work of 3D geometry is off loaded from the CPU to the GPU, then the CPU has more time for handling the network (and physics, and ...)    ;)
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: Skuzzy on October 10, 2001, 07:34:00 AM
Quite true 715.  Although the trade-off could be reduced frame-rates, which could lead to other problems.
There is a condition that can occur in a 3D graphics engine, when doing real-time graphics, that is generaly called "stalling".
This situation occurs when the graphics card cannot keep up with the data coming at it.  In this scenario, odd graphic anomalies can occur (i.e. flashing, alpha blend problems, frame tearing...).
One of the things I failed to mention about the use of T&L is this;  to use T&L a graphics engine must give up its own texture management and allow that to occur in the API level.  This can have some rather odd effects itself.
While the graphics engine knows exactly what textures must be loaded at into the graphics card at any given frame, the T&L usage forces all textures to be loaded into the graphics card.  If there is not enough memory for all the textures the game engine will be using, then system memory is used.  This can cause some frame rate loss as the texture data is being moved from/to the graphics card via the system bus.  In an attempt to minimize this problem, the card manufacturers put 64MB of video ram on the cards.  Some have 32MB, but these cards also have other restrictions.

You also can get into trouble very quickly using T&L is you need multiple light sources.  The NVidia cards are efficient in the L part of T&L when up to 4 lights are used, the Radeon takes it to 8 lights.  If you get past that number of light sources, performance goes into the bit bucket.  If you only have one light source, there is not much, if anything, to be gained by using the L part of T&L.
 
The biggest potential gains in performance and quality of graphics is just around the corner.
The new hardware pixel/vertex shaders have the potential of really enhancing the quality of 3D graphics, without sacrificing performance.  ATI's new "True Form" technology in its new Radeon engine also has incredible potential for higher quality graphics without performance loss.

The current T&L designs were a first pass at trying to improve the speed of 3D graphics, and for some applications it can.  It works quite well in non-real-time applications, but for most 3D games it just has too many limitations.
This is why you do not see a plethora of games using the technology.  The basic idea is very sound, but the current implementations are very awkward and limiting to the 3D game designer.

I did write some code to see what T&L could do, and found it can improve performance if there are very few objects being rendered, but the more objects and different textures needed caused stalling issues to come up.
Another thing I noted is NVidia's GF2 series of cards do not do T&L very well at all, while the Radeon seem to be much better.  I did not delve into it far enough to find out why the differences.

One other thing, I noted the use of some marketing hype in this thread to support some API.  I find this odd.  I always assumed (yes, I know) that anyone with a modicum of intelligence would take marketing hype for what it is designed to do, while ignoring more subjective data.  Very odd.
Title: Aces High - Gameplay Gone to Crap - Help?
Post by: airspro on October 10, 2001, 12:06:00 PM
Gelforce tweek home page (http://www.geforcetweak.com/)

Nim/Larry : This has helped get my system speed back to were it was with my Radeon 64 DDR card . I have a Gelforce256Pro 32MB card in now .

reapers building me a new tower and using my new v card in that so have been back using my old stuff again .

gl
spro

PS: I also uped the blue with this . Now the sky is almost as blue as with the Radeon card .