I was was more referring to older DOS games (late 80s to early 90s, e.g., Commander Keen). I had the impression that some EGA/VGA and many cards marketed as SVGA had hardware sprites. But I only dealt with a limited amounts of such cards and hence this impression might be wrong.mallard wrote:Yes, they 100% absolutely used VBE. Look at more or less any game for DOS released after about 1994. Quake being one excellent and popular example. Page flipping is possible using VBE, but uncommon. Hardware sprites have never been a feature of any popular PC graphics card.
A few games had specific drivers for certain graphics cards (there were even a few that could use 3D acceleration in DOS; mostly 3dfx Voodoo), but this was not the norm and even when they did, they virtually always had a generic VBE driver which quickly became the de-facto default. For graphics cards that did not have (good) VBE support, users were expected to use SciTech's "UniVBE"/"Display Doctor" products, which were just DOS TSRs that had their own VBE implementations for a multitude of common and uncommon graphics cards.
So, do those VBE-based DOS games do VBE page flipping? How do they avoid the latency of writes to the ISA/PCI bus?
I was not implying that this is possible at all. Hence I wrote "low color depth at high resolutions or high color depth at low resolutions". Anything sophisticated compared to today's standards just doesn't fit into the 256KiB.mallard wrote:Not sure where you get the idea that using "VGA directly" will get you anything beyond 8-bit colour or access to anything beyond 256KB of VRAM... The only ways to exceed those specifications are to write particular drivers for specific cards/families or use VBE or GOP.