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The game runs on Unreal engine and I have read that the 3DFX renderer is superior to D3D version, especially in the area of lighting and some special effects. The game indeed comes with nglide installed, but I wonder if it implements all the GLIDE rendering gimmicks, because the screenshots I saw seem to have much better lighting than what I see in the game.

Can you confirm/refute that nglide implements all the GLIDE features? Did you try Zeckensack's or other wrappers, and had better/worse results?

The game seems all too bright to me, are lightmaps actually off?

Thanks.
I think I tested Zeckeseck, but I think it either was unstable, or ran very slowly with this game.

It comes with Nglide already installed which works well (but still doesn't allow for proper wide screen native/resolution support). Haven't tested any others.

It might be worth testing the latest dgVoodoo. I've found its pretty fast on a few games I've tested it on.

As for lighting, I think you can adjust that to taste within the game. But I don't think there is anyway to get 100% accurate emulation as far as color and appearance as it would have looked on a true Voodoo card. But its still better than nothing.

I haven't played far enough to see if all the 3dfx bells and whistles are function properly or not. Things to look for are improved glow around torches, and shadow contrast. Better looking water and other transparent objects. Reflective surfaces, and better use of atmospheric fog/weather. Most of the features used in the original Unreal.

Actually its too bad no on has made a Dirextx 10/11 Renderer just directly remaps the glide protocols to modern directx compliant protocols . LIke they fans for Unreal and Deus Ex. Those renderers don't function with Undying yet, despite being a game based on the same engine.
Post edited July 17, 2013 by Baggins