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Re: Half-Life 2, what copy should I buy

in Windows
I vaguely remember a reasonably trustworthy source claim that they used a tool to install the game directly from the disc instead of grabbing it off the internet. I really wish I knew more about it.

Re: DX7 gpu conumdrum

Other than its triple texturing, not many applications made use of Ati's unique features in comparison to Nvidia's. I'd pick the GTS over the MX, since there is a larger array of appropriate driver versions to play around with.

Re: Why 4K isn't a gimmick -- or why it really is.

in Milliways
Is it my imagination or is this shimmering somewhat new to the last generation or two? I always remember having jaggies without AA but I don't remember the screen dancing even as I was standing still -- what the hell? Do you by any chance enable FXAA? These intraframe post-process AA solutions do …

Re: NVIDIA nForce audio experiences?

The nForce 2 Ultra 400 chipset usually included the MCP-T which supported "Soundstorm" audio. If you look that up you'll find a decent amount of info about it. It was a very nice sound solution for the time. Interestingly, it not only could do Dolby Digital Live encoding for surround sound, it …

NVIDIA nForce audio experiences?

I haven't ever seen much talk about the nForce audio solutions. Apart from being an early OpenAL accelerator together with Creative's cards, there also seems to be several references to an "Nvidia FX API" that works as an extension to DirectSound. There is an SDK floating around with documents and …

Re: GLQuake dynamic lighting performance request

intel i740 gl_flashblend 1, r_dynamic 0 - 34.6 gl_flashblend 0, r_dynamic 0 - 40.4 gl_flashblend 0, r_dynamic 1 - 40.3 This result is interesting, but not surprising, considering this card's way of handling textures over AGP. I thought I would give it a shot on a modern system with Intel integrated …

Re: GLQuake dynamic lighting performance request

How do you "mod it in?" I probably made it sound easier than I should have. I meant that you can download the Quake source code and add a few lines here and there involving gl_arb_texture_env_combine. This is what source ports have already done. Also, are there any such sourceports which will run …

Re: GLQuake dynamic lighting performance request

So, like, is there a way to fix the issues that article presents using GLQuake? No, but it's very easy to mod in, and most source ports are based on a codebase with support for lossless overbrights. The state of vanilla GLQuake renders the dynamic lights almost invisible, but they are nonetheless …

Obscure T&L Benchmarks

Scouring the archived internet for an extensive amount of time, I found some programs that I have been looking for. Specifically, official applications that demonstrate the theoretical prowess of early T&L hardware. There are other old gems I have seen references to (like old NVIDIA SDKs), but never …

Re: GLQuake dynamic lighting performance request

It's to do with the texture formats involved for slow uploads. It's clearly not BGRA. This was early OpenGL before performance realizations were had. GL_LUMINANCE is slow? That's counter-intuitive. The launch parameter "-lm_4" should convert them to full RGBA. Curious to see how that runs in …

Re: GLQuake dynamic lighting performance request

software (WinQuake 1.09): 14.9 Umm, wasn't the author asking for tests with GLQuake, not WinQuake? Sure I did, but it doesn't hurt to get the performance metric of different modes into the picture. It actually helps put things into perspective. When even software mode runs blazingly fast, you know …

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