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Messages - bsarc

#1
HAHAHAHAAHAH how bout you guys run something like PSX emulator with AA in the radeon. Or for that matter older glide based games oh wait a minute NO MSAA IN 16bit huh!!!.
And yes some of us do play older games. Try playing flightsimulator with MSAA the texture crawling alone will claw your eyes out.

Hell try running unreal tournament the first one in MSAA and compare to voodoo fsaa in Opengl. Thanks to mesa it runs around 190-200 fps on my 6k no AA . with 4Xaa it is about 70-80 FPS easy. You would be blown away.

I could list games for ever and ever. Max payne 1, serious sam 1 and 2, Diablo, warcraft. Geez people.
#3
umm just for the information all u guys, Motion blur is an accumulation buffer effect.Yes some implement it using shaders. BUT in entriety it is an accumulation buffer effect, for further information try reading the opengl blue book and the red book. Try enabling AA and motion blurring etc, both dont work together. Theoretically any card that uses SGIS_multisample instruction will be able to do t bufferish effects such as motion blur and dof, and SGI_multisample is both for super sampling and multisampling depends  on how it is implemented and how the drivers expose it.

read this link for further information

http://www.sgi.com/software/opengl/advanced98/notes/node88.html

Quote6.4 Blending with the Accumulation Buffer
The accumulation buffer is designed for combining multiple images. Instead of simply replacing pixel values with incoming pixel fragments, the fragments are scaled and then added to the existing pixel value. In order to maintain accuracy over many blending operations, the accumulation buffer has a higher number of bits per color component than a typical color buffer.

The accumulation buffer provides a way to take ``multiple exposures'' of a scene, while maintaining good color resolution. There are a number of image effects that can be implemented with the accumulation buffer to improve the realism of a rendered image [29, 46], including antialiasing, motion blur, soft shadows, and depth of field. To create these effects, render the image multiple times, making small, incremental changes to the scene position (or selected objects within the scene), and accumulate the results.


For information regarding motion blurring with shaders read this article and then download the demo and view it.

QuoteThis shader creates a smooth motion-blur effect in two passes. The first pass draws the object normally. The second pass transforms each vertex both with the current frame's transform as well as with the previous frame's transform. The difference between these two points is a per-vertex motion vector. If the dot product of this motion-vector with the vertex-normal is positive, then the vertex faces into the direction of motion and we transform and light it normally. If, however, this dot product is negative, then the vertex faces away from the direction of motion and we transform it with the previous frame's transform. We therefore stretch the object from its old position to its new position on the screen. To enhance the motion-blur look, we also modulate the alpha-component of the diffuse color of vertices facing away from the direction of motion by the length of the motion-vector.




http://developer.nvidia.com/object/motion_blur.html
#4
bumpity bump. did any one test this. works fine for me. TELL ME POEPLE!!
#5
General Discussions / Help v5k & ati9200
10 January 2004, 23:57:38
its really very simple NO radeon will work as a secondary card, you need to boot with the radeon for it work correctly. make sure you change the bios to boot from PCI first. And! you need to disable one of the radeons display outputs. I am running a 6k on pci converter and a radeon 9800 together. Works like a charm.
#6
hmm interesting amp dude. i have another suggestion. go into your registry and find the entry for electronic arts and need for speed . find the 3d setup settings and change renderer from d3d to voodoo2 that should do it. and i quote

Need for Speed

If NfS is not running in Glide you can force that by changing the registry key: 'HKEY_LOCAL_MACHINE\Software\Electronic Arts\Need For Speed' for thrash driver setting type: "voodoo2". Good luck, now you're in Glide! Set triple buffer to 1 if possible...
#7
hey amp man its pretty simple how to run in glide Need for speed 3 has a 3dsetup directory in the 3dsetup directory there is a file called 3dsetup.ini or something of the sort. edit that and see if you can find a line for the voodoo i think it end on the voodoo3. in it simply add your card the voodoo 5 like the voodoo 3 line and viola it will run in glide.
#8
Heh really quite simple my fellow 3dfxinians

First download the renderers.zip file from the link and extract the direct3d file into the Unrealtournament/system directory.

http://www.gweb.me.uk/gweb/sw/renderers.zip

DO NOT REPLACE THE OPENGL RENDERER.

Assuming that you have installed the Hires textures modify the unreal tournament.ini file and add UseS3TC=1 in the Direct3d section.
Then run unreal in safemode and make sure you select Direct3d renderer. If all goes right unreal will start in a window. WAIT DO NOT DESPAIR. read on me friend muahahahaahaha.

Then shutdown unreal tournament and fire up 3Danalyze and run Unreal tournament in 3danalyze only this time select emulate HW tnl and voodoo flicker fix from the menu and run unreal tournament.

TADA!!!!!! problem solved enjoy beautific hires textures in direct3d at quite a fast acceptable speed in 32 bit color and all the goodness.

Enjoy!!.
#9
Its based on almost the same engine as Neverwinter nights and if NWN works with mesa 5.1 so will this one keep faith in daniels ability.
#10
General Discussions / MesaFX
06 November 2003, 08:45:18
Heh right you are matey. i look forward to the OGL update, :D. i got me V56K purring away in a AMD barton 3200 with a gig of DDR running with the AGP/PCI converter.(dad works in japan has its advantages. tee hee) so far i havent had a single problem running with radeon 9800 . both cards work like a charm. just a matter of creating two windowsXP hardware profiles. heh.

im getting all bloody excited now. wanna see what the voodoo can do running on 3Dsmax astonishing that the V5 still beats the 9800 when i want to AA wireframes. haha


"That is not dead, which can forever lie.
and with strange eons even death may die. "
#11
General Discussions / MesaFX
05 November 2003, 08:40:49
ATTN DANIEL BORCA:

1) Man i was wondering if you tested the new ICD with DOOM3 considering it is programmed on OPENGL. see if you can make it look a tad better than it is currently. If you wish to download the new DOOM3 demo you can get it off certain sharing networks the file is E3 doom demo.

2) Has the neverwinter nights performance gone up a bit. just inquiring :D



"That is not dead, which can forever lie.
and with strange eons even death may die. "
#12
General Discussions / MesaFX
30 October 2003, 20:42:28
ATTN: Daniel Borca

http://www.eetimes.com/story/OEG19990915S0014


SAN JOSE, Calif
. — 3Dfx Interactive Inc. said Tuesday (Sept. 14) that it plans to give away its texture-compression algorithms, becoming the latest company to try out open-source licensing. By freeing up the code, 3Dfx hopes to accelerate its adoption and possibly glean ideas for future releases.
In a sense, 3Dfx Interactive is giving up ownership of its FXT1 compression technology, said product manager Erik Johnson. Licensees will owe no royalties to 3Dfx and will retain ownership of any alterations they make in the code. None of the changes have to be shared with or shown to 3Dfx, although the company hopes its licensees will submit changes and improvements to the code.

"We want to see adoption of the technology," Johnson said. "We're also looking for feedback. We've got a lot of big brains out there who can hopefully tell us thing we haven't thought of."

Those privileges extend even to competing chip and board vendors, who would be welcome to grab the FXT1 code and add it to their own products, Johnson said. 3Dfx is hoping that licensees of FXT1 will share their improvements, some of which could be considered for the next generation of FXT1 technology, he said.

Other companies have begun to adopt open-source concepts, spurred partly by the publicity surrounding the Linux kernel and the GNU operating environment. But some of those efforts, such as the community-source license from Sun Microsystems Inc., have met with skepticism from some members of the open-source community.

3Dfx's approach deviates most significantly from most open-source licenses by not forcing licensees to offer their altered code in open-source fashion. Often, an open-source license will mandate that any changes to a piece of software be made open-source as well.

Texture compression is a technology that allows storage of detailed graphics images in a smaller space, creating finer detail for 3-D scenes. A competing texture-compression technology, the S3TC technology of S3 Inc., has been on the market for two years and was adopted by Microsoft Corp. into Direct3D platform.

A spokesman for S3 said the company hadn't had time to examine details of 3Dfx's open-source offering, but said that it piqued the curiosity of the team that developed S3TC.

Johnson declined to comment on whether 3Dfx has future plans for open-source licensing. For now, the company is casting FXT1 to the winds, essentially giving up ownership of all but the initial technology.

"It's really not an ownership, it's not a proprietary thing," Johnson said. "Ultimately, we own only the way that these initial algorithms are written."

FXT1 source code can be downloaded from the 3Dfx Web site
[/q]

So yeah you can use FXT1 nvidia cant do sh!t really . :D
S3TC isnt opensource aka u cannot MODIFY any part of the S3TC source code, however u can use S3TC in the icd, it will not effect the licensing in anyway. U could reroute Gl_s3tc to use FXT1, heh. Im sure there would be a decent bit of speed gain.

Good job on the ICD mate i cant wait to give it a spin with my 6K.


"That is not dead, which can forever lie.
and with strange eons even death may die. "