[Software Rendered] [V1K Renderer] [Vérité OpenGL] [3Dfx OpenGL]

Quake2 Screenshots

The following screenshots were taken in the Security Complex. All screen resolutions were set to 640x480 with 8-bit textures disabled (which means that textures were 16-bit). All settings were the defaults, unless otherwise noted.

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Stealth II, Software Renderer

[V1K Renderer] [Vérité OpenGL] [3Dfx OpenGL]

Taken using the <F12> key. The image should be virtually identical on any 2D card. It's not really that bad looking, but note the pixelation, especially in the hand and gun. Note also the lack of colored-lighting. It doesn't run very fast either. The brightness setting was adjusted fairly high under Quake II's video options.


Stealth II, V1K Renderer

[Software Rendered] [Vérité OpenGL] [3Dfx OpenGL]

Taken using the <F12> key. This is with "v1k_antialias 7" enabled (antialias all). Because the v1k port is based on the software renderer, it does not and will not ever have colored-lighting. The edge antialiasing, however, makes for a sharp image and filtering eliminates the pixelation noticed in the software renderer. A v2k renderer for the V2x00 chips is supposedly on the table and there is talk that it will do colored-lighting in addition to the antialiasing. Now that would be sweet.

For the anal-retentive out there, I must admit that this image was doctored. It was originally taken with the "vid_gamma 0.4" setting active, but the screenshot was still just as dark as if I had never adjusted the brightness at all. In order to make the image look like it appeared on my screen, I had to use PaintShop Pro to increase the gamma to 1.96.


Stealth II, OpenGL

[Software Rendered] [V1K Renderer] [3Dfx OpenGL]

The .TGA screenshots that Quake II takes for here do not seem to be entirely accurate. I therefore used PaintShop Pro's screen capture utility for a more accurate image. This image was taken with the "vid_gamma 0.4" setting in order to brighten an otherwise dark image. I find the visual quality to be very comparable to my Monster 3D. In fact, I like the way the Stealth II does the filtering better -- the textures don't seem to be quite as blurred.


Diamond Monster 3D, OpenGL

[Software Rendered] [V1K Renderer] [Vérité OpenGL]

Taken using Quake II's built-in screen capture <F12>. Unlike in GLQuake 1 or the Stealth II with GLQuake II, the built-in screen capture utility here seems to to be faithful to the actual game screen. Note that the Monster3D does seem to create more of 3D effect with some of the textures.

By the way, this image was taken with all three gamma settings at 1.95 in the Monster3D Display properties to brighten up the dark screen. The Monster3D can use the slider bar to change brightness levels, but I have these gamma levels set in order to also work with GLQuake with minimum fuss.

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