http://www.hardwarecentral.com/showthread.php?24783-DirectX-vs-Glide
http://www.hardwarecentral.com/showthread.php?24783-DirectX-vs-Glide&p=152737#post152737
All about the draw calls.
Diablo II is a classic case of massive CPU overhead + massive CPU use (because of how the game worked) leading to them resorting to Glide in the middle of development for performance.
DirectX 8 had a pretty heavy overhead for draw calls (compared to the versions after)
The DirectX 8 build actually originally had the same quality as the Glide path, but they lowered the quality for better performance, since Glide guaranteed use of 3dfx hardware, while DirectX was expected to run on everything, including absolute trash hardware (Like the S3 Virge 3D Decelerator I had :awe.
http://www.hardwarecentral.com/showthread.php?24783-DirectX-vs-Glide&p=152737#post152737
All about the draw calls.
Diablo II is a classic case of massive CPU overhead + massive CPU use (because of how the game worked) leading to them resorting to Glide in the middle of development for performance.
DirectX 8 had a pretty heavy overhead for draw calls (compared to the versions after)
The DirectX 8 build actually originally had the same quality as the Glide path, but they lowered the quality for better performance, since Glide guaranteed use of 3dfx hardware, while DirectX was expected to run on everything, including absolute trash hardware (Like the S3 Virge 3D Decelerator I had :awe.
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