Game
Name
|
API
|
Year
|
Status
|
Notes
|
Screenshots
|
#
|
|
|
|
|
|
a
|
|
|
|
|
|
Alien vs. Predator
(Rebellion, FPS)
|
Direct3D (DX6)
|
1999
|
Crap
|
Stuff doesn't blend.
Vision modes rely on additive blend
so it makes the game unplayable
|
|
Alien vs. Predator 2
(Monolith, FPS)
|
Direct3D (DX7)
|
2001
|
Crap
|
Stuff doesn't blend.
It's also slow and there is no lighting
|
|
b
|
|
|
|
|
|
Blood 2 | Direct3D (DX6) | 1998 | Okay | Freezes when mouse is fired, but otherwise, it looks as it should except for some colorful funkage in the lighting. (!!!?) | |
Break Neck | Direct3D | 1999 | Fail | Does not start. | |
c
|
|
|
|
|
|
d
|
|
|
|
|
|
Descent 3 | Direct3D, OpenGL | 1998 | Crap | OpenGL
black screens using any PowerVR MiniGL. Direct3D bombs to desktop. It
detects and recognizes the card though, and sets for medium detail (!?!) | |
Doom (Doomsday)
(id software, FPS)
|
OpenGL
Direct3D (DX7)
|
2009
|
Untested
|
Expecting to see black flares
and lights...
|
|
Doom (GZDoom)
(id software, FPS)
|
OpenGL
|
2009
|
Untested
|
Works on KYRO II, at least.
|
|
Doom (Vavoom)
|
OpenGL
Direct3D
|
2009
|
Untested
|
Vavoom is a port that uses
Quake's renderer, so here's hoping for compatibility!
|
|
e
|
|
|
|
|
|
f
|
|
|
|
|
|
g
|
|
|
|
|
|
Grand Theft Auto 2
(DMA Design, Action)
|
Direct3D (DX6)
|
1999
|
Okay
|
Sluggish near buildings.
Explosion effects don't blend.
Vertex lighting is visibly choppy in Dusk.
|
|
h
|
|
|
|
|
|
Half-Life
(Valve Software, FPS)
|
OpenGL
|
1998
|
Good
|
Everything looks like it
"should", sans the proper blending.
Lighting is a bit blocky, but that's expected.
Using pvr_half.zip's MiniGL driver. Can go 1024.
Direct3D mode in the game does not work, by the way.
|
|
Half-Life 2
|
Direct3D (DX7, 8, 9)
|
2004
|
untested
|
I have to find some third party
non-steam version if I want to play this in Win9X. I own the game, it's
just that Steam retired its Win9X support.
|
|
Hexen II
(Raven Software, FPS)
|
OpenGL
|
1997
|
Good
|
Sluggish, but that's Hexen II
for you.
Using official MiniGL wrapper.
|
|
i
|
|
|
|
|
|
j
|
|
|
|
|
|
k
|
|
|
|
|
|
l
|
|
|
|
|
|
Laser Arena | OpenGL | 2000 | Okay | Lightmap
can't blend properly, leading to super bright level. Quake-based,
modified (illegally, the gpl code was never shared and no credits of
code authors were even honored) | |
m
|
|
|
|
|
|
Metal Fatigue | SGL | 2000 | Good | Everything blends properly and looks as it should! FPS is stable at 640x480, gets a bit choppy at 1024x768 though. | |
n
|
|
|
|
|
|
Nerf Arena Blast | SGL, OpenGL, Direct3D | 1999 | Fail | Although
the game ships with an SGL driver, it does not detect the PCX-2
(According to its logs). Direct3D and OpenGL also don't work at all
with it, falling back to software no matter how hard you try.
UnrealEngine 1.5. | |
Nightmare Creatures | SGL | 1997 | Good | Natively supported, fast at 1024x768 (shocker!) | |
o
|
|
|
|
|
|
OpenArena
|
OpenGL
|
2008
|
Crap
|
The characters 'explode'. Map
polygons are warped.
Using pvr_half MiniGL
|
|
p
|
|
|
|
|
|
q
|
|
|
|
|
|
Quake (GLQuake v0.98)
(id software, FPS)
|
OpenGL
|
1997
|
Good
|
Used official MiniGL driver
|
|
Quake II
(id software, FPS)
|
OpenGL
|
1997
|
Good
|
Colored lighting looks better
when it's alpha blended, IMO
Beautiful, no bad color drenching! Can go 1024x768.
Using the "PowerVR OpenGL" driver that is supplied by the game.
|
|
Quake III Arena
(id software, FPS)
|
OpenGL
|
1999
|
unknown
|
Had this 'going' with the MiniGL
wrapper with a r_primitives 4 setting, but had bad results.
|
|
r
|
|
|
|
|
|
Revolt | Direct3D | 1999 | Crap | No
textures except for a horribly resampled loading screen. Everything is
rendered goraud shaded, and ONLY that. Effects aren't blended. | |
s
|
|
|
|
|
|
Sonic R
(Travellers' Tales, Racing)
|
Direct3D (DX5)
|
1998
|
Crash
|
|
|
t
|
|
|
|
|
|
Thief: The Dark Project | Direct3D | 1998 | Crap | White
lightmaps can not blend, so the world is covered in white completely
destroying the atmosphere (and making the game a ton easier too).
Particle effects blend properly. 1024x768 crashes. | |
Turok 2: Seeds of Evil | Direct3D (DX6) | 1999 | Okay | Luckily
being a N64 port, most things in the game are already appropriately
blended for the card. Menu text gets eaten by its own shadow (sorting
issue), so it is hard to read. Can go 1024, but is slow! 32-bit no
problem. Iguana logo has white sky (the horror!) | |
u
|
|
|
|
|
|
Urban Mercenary | OpenGL | 2001 | Crap | Although
GLQuake based in its engine, the mouse cursor is invisible, does not
appear to have a clickable UI and all textures are resampled to 256x256. | |
v
|
|
|
|
|
|
Viper Racing | Direct3D | 1998 | Crash | Log says it can't find a transparency image format supported by card, so just gives up completely. | |
w
|
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x
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y
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z
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#
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