Trespasser: How does it run on 1998 PCs? — Intel Pentium II 400 Mhz/3Dfx Voodoo 2 PC — DirectX 6
REAL HARDWARE CAPTURE IN 4:3 ASPECT RATIO. Commentary subtitles are available!
Trespasser: The Lost World - Jurassic Park (1998, Dreamworks Interactive) was a really ambitious game, design-wise and technologically. It was also really f*cking demanding on computers of that time as a result of its ambition! This video will show you what the game would have performed like on a very fast PC from mid-1998; an Intel Pentium II at 400 Mhz and a 3Dfx Voodoo 2. The footage depicts the game being run using its Direct3D/DirectX 6.0 hardware-accelerated renderer. As such, single-textured surfaces are bilinearly filtered and the color depth per pixel is 16-bits, but multi-textured surfaces (like those on objects with Bump/Normal Mapping and Specular Mapping) remain software-rendered and unfiltered (using point-sampling/nearest-neighbor filtering).
Pentium II processors at 400 Mhz would have been fairly common during the time of Trespasser's retail release, with 450 Mhz parts having only started selling about a month before that point.
Trespasser makes use of what’s essentially Normal Mapping (per-pixel grayscale Bump Mapping with pre-computed Surface Normal perturbations stored in the same texture) rendered completely on the CPU (software rendered). This is superior to Emboss Bump Mapping, which was used on older multi-texturing 3D cards/GPUs like the 3Dfx Voodoo 2 and was featured in games like Montezuma's Return (1998). It looks much worse than classic "James Blinn-style" per-pixel Bump Mapping because it's a simpler per-vertex blend operation that is unable to perturb the lighting on surfaces for each pixel.
Trespasser also features the use of awesome positional/spatial 3D audio (done in software, without the need of 3D audio cards like the A3D Vortex or SB Live cards!) and good use of EAX throughout the game. HRTF and Elevation filtering gives you a great headphone experience, especially on the Sound Blaster Live.
This footage and audio was captured from the following computer:
- Dell Dimension XPS R400 case and motherboard (manufactured on April 30th 1998)
- Intel 440BX motherboard (chipset manufactured week 7 1998)
- Intel Pentium II 400 Mhz processor (S-Spec SL2S7, manufactured week 14 1998)
- Matrox Millennium II AGP (8MB) video card
- Creative Labs 3D Blaster Voodoo 2 (CT6670) (12MB) 3D accelerator card
- Creative Labs Sound Blaster Live! (CT4620) sound card
- Turtle Beach Montego (Aureal Vortex) (A3D) sound card
- 192MBs of PC100 SDR SDRAM
- Windows 98 (FE) operating system
The capturing was done in VirtualDub2 using a Datapath VisionRGB-E1S PCI-Express capture card plugged into an ASUS Maximus IV Extreme motherboard with an Intel Core i7-2600K using 8 GBs of DDR3 SDRAM and an nVidia GTX 580 video card installed. Audio capture was done by feeding a 3.5mm stereo jack cable into the line in on the ASUS Maximus IV Extreme motherboard. Resizing/upscaling of the raw original 640x480 capture to 2560x1920 was done using VirtualDub2.
0:00 - Brachiosaur valley (Beach)
1:12 - Raptor encounter (Beach)
2:00 - Monorail valley (Jungle Road)
4:17 - Industrial Jungle start
5:51 - Jeep physics
6:36 - Cliff jump (Industrial Jungle)
7:06 - Valley hunting (Industrial Jungle)
9:29 - Industrial Town walkthrough
12:06 - Tyrannosaur valley (Industrial Town)
15:06 - Tyrannosaur battle (Lab)
16:51 - Mayan ruins (Ascension 1)
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