It’s one thing to support it… it’s another to be fast at doing it
All I know is that with my Gforce2 GTS I had the viewing distance below half, trails off, frame sync off, and all that stuff, and in Staunton Island the game would stutter a lot, especially when I was speeding through town or turning the camera fast. When I forced software TnL I got the viewing distance to max and even if I’m walking and start jerking the mouse from left to right in an area with lots of buildings that you can see from far away (like near the construction area), the camera moves smoothly around.
And don’t forget one thing… the game needs DX8.1, so it uses its implementations, which were made after the geforce2 generation was on the market… so there’s no way they are engineered to support those. I don’t know how to explain it better, I would call it emulation support by the DX routines, but it’s the wrong way of saying it.
Just like an example: only from Gforce3 did the boards started supporting vertex programming. But if you run a game with that on a Gforce2, you will still run the game and see everything. Only MUCH slower, because it’s not “hardware” supported, it has to be “translated” by DX to the card. And if you redirect it to the CPU it should become faster, because the card is already busy handling the rest of the rendering, and the CPU is idling around compared to that.
But like I said… I read some of the explanations around a lot of time ago, and I don’t remember half, since I don’t need to know that other than for curiosity. All I know is that it speeded up the game for me, and for a whole bunch of people that have G2’s. So I don’t ask many questions
BTW, how do you see the frame rate in the game??