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Messages - roflkopp

#31
I'm sorry to say this, but it seems that guy is cheating you.

These screenshots are NEVER made by a voodoo5, because of MSAA which is visible. 3dfx SGSSAA affects the whole screen, not only polygons like in these screenshots. Moreover, the frames are too high. Even in Q3a/WickedGL a Voodoo5 5500 PCI has problems to render more than 30fps with 1024x768, 32 colorbits and 4xSGSSAA.


So, dear cicagl: Nice try. Now you know your mistakes. Better luck next time. Do you accord to me, when I'm saying that these screenshots came from a G7x card (Geforce 7)?

The poor rendering quality blabs you...


[8D]
#32
SFFT Alpha 38 & 39 refuse to run LFS2 with 1024x768x16 4xAA. PC reboots instantly. On any other SFFT from 29 to 37 the game runs perfect with my voodoo5 5500 pci.
#33
Quote
Rallisport Challenge :
Runs fine with 3DAnalyze 2.25 ( emulate HW T&L caps ), but trees are transparent :

This is an engine limitation, imo. Trees are always transparent if you don't use 3d trees.
#34
Enclave runs very fast with SFFT alpha 36, but only with polygon glitches. (no matter if Z-Buffer optmisation on/off, or Guardband clipping)

Performance is better whith activated guardband clipping.



#35
QuoteOriginally posted by roflkopp

Nope. They are Medion Geforce 3 Ti200 heatsinks. :)

/edit: Voodoo3 heatsinks would also fit horizontally, but in black they are very rare.
#36
Nope. These are Medion Geforce 3 Ti200 heatsinks. :)
#37
My card:

#38
Are there any release notes for new SFFT Alpha?
#39
TM Nations, Voodoo5 5500 PCI, 800x600, 4xSGSSAA, Max Texturdetail, 3dfxLOD -8:

#40
Video Game Screenshots / Max Payne 2
24 January 2006, 14:11:07
Strange. I turned everthing to lowest detail. Now postprocessing works, but Max suffers from graphicsglitches and has no legs. [V]
#41
Video Game Screenshots / Max Payne 2
24 January 2006, 01:45:03
OK not at all. But I couldn't see any postprocessingeffects. So I turned it off. This made higher fps.




#42
3D-Analyze and TnL games / 3D Analyze mipmap
22 January 2006, 00:41:49
Read this: http://www.3dcenter.org/artikel/2003/10-26_a_english.php

The only sense of the various colours is to make the difference between the mipmaps visible - just like the blue/red/green figures show

If you want to see a "brilinear" filter in action - without colored mipmaps - use a nvidia card, activate the "Trilinear Optimization" (better name would be "Trilinear Worsening")and play a game with sharp textures, e.g. Max Payne(2).

BTW: UT2003/4, Serious Sam and Quake-engine games have even a built-in function to activate colormipmaps...
#43
3D-Analyze and TnL games / 3D Analyze mipmap
21 January 2006, 09:59:01
Hehe, Tommti added this feature because of my advice (no kidding ;))

There are two methods because some games use different methods for rendering textures. And each color represents 1 mipmap stage. The reason behind this feature is to give a possibility to check the grade of trilinear interpolation between the mipmaps. So, IHV use sometimes reduced interpolation to improve performance, at the loss of quality. But without colored mipmaps it's hard to identify reduced trilinear (so called "brilinear") filtering on screenshots - whereas you may see in motion pictures a "bow wave" moving around the screen.
#44
Video Game Screenshots / Max Payne 2
15 January 2006, 19:01:45
I think it even runs good with max details (on a voodoo5)...
#45
Video Game Screenshots / UT2k4 OpenGL
30 December 2005, 12:05:00
Thx. Look here: http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1973&SearchTerms=144

May you also post your OpenGL settings? With sage i'll get to ingame menu and the game crashes when loading a level while with mesafx there only comes a black screen and errormessage below: