Since Impact is a beta here are some tips for you to get it to run.
Street Fighter EX:
To get Street Fighter EX to work you might need to rename the file sfp-04 to sfp-04a if you have that dump.
The following tips were taken from the Impact Homepage
nVidia: Install the Detonator based drivers.
3dfx: Voodoo2 owners should copy a 3dfx ICD file called 'OpenGL32.dll' into the impact main directoy. You can get that file from your 3dfx driver set (copy and rename the file '3dfxVGL.dll'). There are different 3dfx OpenGL ICDs around, you can check the version of yours by right-clicking the dll file in the Windows Explorer and choosing 'Properties-Version'. 1.0.0.0507 ICD : don't use this one! It has a severe bug (wrong clipping on the screen edges) 1.0.0.0438/439 ICD: Small bug, health bars in 'Rival School' could be looking wrong... and don't use texture caching type 3 with this ICDs (see comments below) Beta 2.1 (from 1998): health bars in 'Rival School' will be white bars... no other known bugs (ok,ok, only fullscreen modes are supported :)
Fullscreen/window settings:
Don't forget to activate 'Adjust desktop settings', if your Windows desktop is using a different resolution/color.
nVidia: 16 bit color desktop will be the fastest.
3dfx: Use a 16 bit color display mode (3dfx doesn't support 32 bit OpenGL resolutions). And Voodoo2 cards can only do fullscreen modes...
Texture format
The renderer is using the selected texture color format. nVidia: 4-4-4-4 is the fastest mode 8-8-8-8 is the best looking mode 3dfx: Best performance with "OGL driver default" or "8/8/8/8" setting, because the 3dfx ICD isn't very fast with packed pixel texture formats. The Beta 2.1 shouldn't be slower with 4-4-4-4 or 5-5-5-1 textures, though (because he doesn't support packed pixels at all, hehehe).
Texture caching
The caching modes are quite critical for the game performance. Type 1 mode: stores just one palette for every texture part, so games using more palettes will cause a constant texture upload. Type 2 mode: stores up to five palettes for every texture part. Most likely the fastest mode for most cards. Type 3 mode: stores ALL different palettes for every texture part (depending on the size of your cards vram, of course). Should only be used if the OpenGL ICD can give the right information how many texture vram is avail (else a heavy slowdown will occurr).
nVidia: Type 2 is generally the fastest mode... if you have just 16 MB vram and you want to use 8-8-8-8 textures in Rival School, choose Type 1 (will be faster that way). If you have a GeForce card, you should use Type 3 caching, that mode 'repairs' the small gaps that can happen with the current GeForce detonator drivers in Type 1/2 caching mode.
3dfx: Generally use Type 2. If you have a V2 card and you want to play Rival School a lotta faster (about 40 FPS), go and search for the Beta 2.1 ICD and use Type 3 caching. Because of a bug with the later 3dfx ICDs, Type 3 is only useful with the Beta 2.1 ICD (but there is hope that later 3dfx ICDs will be fixed :)
Double blending
Enhances some games with brighter (more shiny) textures. nVidia: Use it, if you like it. It will not cost much speed.
3dfx: Don't use it! The current 3dfx cards can't do that mode in hardware, and the software emulation of this option is _really_ slow.
Color dithering
If you are using a 16 bit color desktop, color dithering will give you smoother color shadings. It's useless with a 32 bit desktop (because in 32 bit the shading will be already perfect :) That's true for all ICDs.
Bilinear filtering
Textures will be looking less sharp. Some ppl like filtering, some don't. Try it for yourself :)
Fast 'Excel' mode Makes the 'Excel' stages in SFEXP2 lotta faster... but could cause some gliches, too :( Not much speed differences with other games, though. If you want to be on the 'sure' side (avoiding bad effects), disable the option.
Texture alignment: (toggle with the END key in game)
Reduces gaps in the Rival School loading screen (showing the selected characters), if it is activated (default). Can cause some small missing parts in some characters in SFEXP2, though (turn it off if you are playing that game).
Frame skipping/limit: (toggle with pageup/pagedown/home keys)
That options (and the texture alignment one) will be included in the configuration dialog in one of the next renderer versions.
About the nVidia ICDs: not much to say... they are working fast and stable :) Just one thing: the GeForce seems to handle texture coordinates (sow/tow) slightly different as all other known ICDs, that can cause some small thin gaps between textures on rare occassions in Type1/2 caching... Maybe that will be repaired within the next official detonator version.
About the 3dfx ICDs: 3dfx wants to repair the known bugs within their next 3dfx drivers... so watch out for newer driver versions. (Hey, there are some emulation fans even in big companies :) About Matrox/ATI/other ICDs: well, try it. Or wait for the D3D renderer, maybe that one will be faster with your card...