Discussion:
Namco's RAVE RACER for PowerVR cards. 1996. canceled
(too old to reply)
2005-07-14 23:53:40 UTC
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some of you that were sold on the excitement of the first generation of
PowerVR 3D accelerator cards back in 1996 might remember some announcements
of Japanese game developer support from NAMCO.

Namco was going to port some of their arcade games to the PC using the
then-new PowerVR technology.

Rave Racer, Air Combat 22 and Tekken (or Tekken 2) were all to be released
for the PowerVR card.


here's Rave Racer

from Next Generation & EDGE magazines

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even though the PowerVR PC version of Rave Racer was only 30 FPS, half the
framerate of the arcade, this was an incredible leap for home 3D technology
for gaming. It's a bloody shame it was never completed and released!
First of One
2005-07-15 22:48:39 UTC
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Of course, there was always this:

http://www.geocities.com/mechwarrior2_3d/PowerVR.htm

MechWarrior 2 PowerVR Edition with full bilinear filtering, mipmapping, and
fog.

BTW, MechWarrior 2, even the 3D-enhanced versions, did not use a Z-buffer.
The extra memory freed up allowed the Glide edition to run at 800x600 on 4
MB Voodoo1 cards, normally not possible without SLI.
--
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Post by
some of you that were sold on the excitement of the first generation of
PowerVR 3D accelerator cards back in 1996 might remember some
announcements of Japanese game developer support from NAMCO.
Namco was going to port some of their arcade games to the PC using the
then-new PowerVR technology.
Rave Racer, Air Combat 22 and Tekken (or Tekken 2) were all to be
released for the PowerVR card.
here's Rave Racer
from Next Generation & EDGE magazines
http://www.photodump.com/direct/edgemagazine/1PVRRave.1.jpg
http://www.photodump.com/direct/edgemagazine/1PVRRave.2818.jpg
even though the PowerVR PC version of Rave Racer was only 30 FPS, half the
framerate of the arcade, this was an incredible leap for home 3D
technology for gaming. It's a bloody shame it was never completed and
released!
deimos
2005-07-16 23:12:03 UTC
Permalink
Post by First of One
http://www.geocities.com/mechwarrior2_3d/PowerVR.htm
MechWarrior 2 PowerVR Edition with full bilinear filtering, mipmapping, and
fog.
BTW, MechWarrior 2, even the 3D-enhanced versions, did not use a Z-buffer.
The extra memory freed up allowed the Glide edition to run at 800x600 on 4
MB Voodoo1 cards, normally not possible without SLI.
Now I remember that! I never thought why 800x600 was only in certain
games. Hrm. The 3DFX Shadow Warrior port obviously didn't need a Z
buffer, so that makes sense now.

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