Rayman 2 looks better when using Glide than DirectX6???
Posted: Wed Jun 12, 2024 1:54 am
Yes you read the title correctly, Rayman 2 looks better when using Glide, let me explain:
I recently started playing Rayman 2 again (as a Rayman fan normally does) and noticed something strange. I saw that the lighting on textures was popping in and out and not smooth at all. I was confused since I didn't remember the lighting being this bad. I went into my dgVoodoo2 settings and started messing with them but nothing was fixing the weird lighting, so I decided to switch to the Glide renderer to see if it would fix anything. Turns out... IT DOES! When playing with Glide I noticed the lighting was much better and didn't have any of the distracting pop in issues as before. I'll put some comparison videos below so you can see what I mean:
Using nGlide v2.10 for Glide.
Using dgVoodoo v2.82.5 for DirectX6.
If you take a close look at the walls you can see that DirectX6 has lighting popping in and out on textures while Glide has no such issues. Another thing to note is that DirectX6 has mipmapping on some textures like mushrooms while Glide has no mipmapping on those textures:
Glide, no mipmapping: DirectX6, mipmapping on mushroom texture: This really isn't much of an issue on modern machines though, since you can just disable mipmapping in dgVoodoo2's settings but it's still something to note. So, what do you think? I'm curious if any of you guys have noticed this before because I've seen no one talk about this. I've always just assumed Glide and DirectX6 both worked the same on Rayman 2 but this proves otherwise.
I recently started playing Rayman 2 again (as a Rayman fan normally does) and noticed something strange. I saw that the lighting on textures was popping in and out and not smooth at all. I was confused since I didn't remember the lighting being this bad. I went into my dgVoodoo2 settings and started messing with them but nothing was fixing the weird lighting, so I decided to switch to the Glide renderer to see if it would fix anything. Turns out... IT DOES! When playing with Glide I noticed the lighting was much better and didn't have any of the distracting pop in issues as before. I'll put some comparison videos below so you can see what I mean:
Using nGlide v2.10 for Glide.
Using dgVoodoo v2.82.5 for DirectX6.
If you take a close look at the walls you can see that DirectX6 has lighting popping in and out on textures while Glide has no such issues. Another thing to note is that DirectX6 has mipmapping on some textures like mushrooms while Glide has no mipmapping on those textures:
Glide, no mipmapping: DirectX6, mipmapping on mushroom texture: This really isn't much of an issue on modern machines though, since you can just disable mipmapping in dgVoodoo2's settings but it's still something to note. So, what do you think? I'm curious if any of you guys have noticed this before because I've seen no one talk about this. I've always just assumed Glide and DirectX6 both worked the same on Rayman 2 but this proves otherwise.