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Topics - roflkopp

#1
Just wanted to remind you of a great company.
#2
Video Game Screenshots / BMW M3 Challenge Menu.
11 September 2007, 15:50:56






Made the screenshots with my Voodoo5 5500 PCI from the ingame menu (@1280x1024/4xFSAA). Game crashes when loading a track with sfft alpha 48
#3
All screenies done with max details @1024x768x22 (resized to 800x600)















here are your 1000fps



#4
The idea is, to create a Tool which calculates a static Bumpmap, a specularmap and a diffusemap in one texture.

I tried this with a few textures in D³, but it's n enormous workload to do this manually with all textures and on the other hand, there may be some companies which don't like to find a changed version of their textures in the internet.

pe

+ +

=




Maybe it's also possible to create a driver with application profiles, which does this automated. For more informations, formulas, ideas you may have a look at this thread (german): http://www.forum-3dcenter.de/vbulletin/showthread.php?t=225835&highlight=tool
#5
Yeah! Post your screenshots! :D rulez:

x) JPG Quality min 80% (freehost@ www.imageshack.us or www.imagehigh.com)
x) scene has to be in playable fps (~20)


suggestions:

x) use 3dfx driver screenshotfunction for glide/opengl games
x) use HyperSnap for DX Games.
x) fps should be displayed: (www.fraps.com)



I start with GTR Demo 1, Medium Details, 1024x768x16, 2xAA, LOD-0.75 (captured with printkey on a Voodoo5 5500 PCI):


#6
Cheers!

At this point I may repeat my self when saying that, I really appreciate the wonderful work of our driverwriters. They do a great progress in compatibility and performance for every release. But imo there are still some interesting points for improvement.
for example:

x) Option to force W-Buffer instead of Z-Buffer in 16bit modes...
#7
I got it yesterday from pandyno (www.hwinit.it), and it does not work at an ASUS A7M266 (AMD760)

The Hint bridge gets warm, but Mainboard claims (with bios beeps) that no videocard has been found. Any suggestion or ideas?




#8
Games / GTA SA playable @ Voodoo5!
11 June 2005, 23:43:35


You have to use 3D-Analyze und emulate/skip Pixelshadercaps. To config the game (max visibility range=50%, detailFX=low) you need an other graphics card, because the game crashes immediatly if you choose advanced options. The resolution sticks @ 800x600x32 and 2xAA is needed if you don't wanna ave poor fps with graphical glitches...

Have fun and enjoy the heat haze :D

EDIT:  Ok, forget the statement about AA, it depends on the 3D-Analyze Version. V. 2.36 leads to flickering and stuttering but Version 2.25c works fine. But I still don't know how to set another resolution than 800x600x32 - or how the prevent the game from crashing at advanced options...

----------------------------------

INSTRUCTIONS:


x) Download and copy gta_sa.set into "My Files\GTA San Andreas User Files"
x) Download 3D Analyze 2.25c an set emulate pixel shader and bumpmap caps
x) Enjoy the game!

GTA - San Andreas Settings: Click
1.13 KB

Tommti's 3D Analyze 2.25c: Click
861 KB
#9
Ok, I know, in fact there are some guys who have there system equipped with such a rare thing. But from whom/where did they get it? There is definitly a market for such hardware, but i know no address in Europe to buy one...
#10
Hi there ist a new driver comparision online @ voodooalert:

http://www.voodooalert.de/de/content/view/145/25/

Its in german, but the benchmarknumbers speak for themselves :)
#11
HypersnapDX produces, even with enabled postfilteroption, more or less obvious colorbanding if AA is enable. With 2xAA colorbanding is barely visibly (depending on Scene) but with 4xAA Screenshots have a really bad quality.

Is there a way to make good AA/22bit Screenshots?
#12
We all know, that a standardvoodoo is clockable between 175-185 MHz. But what's da Record for V5 Clocks? 200MHz? 210MHz?


Anyone knows it?
#13
Is there a possibility to force 16bit rendering?
#14
Games / HL2 with 16bit?
28 November 2004, 13:33:36
Is it possible to play HL2 with 16bit rendering, or to force 16bit rendering on V5?
#15
Games / Half Life 2 - Bump Mapping & Voodoo5
20 November 2004, 19:11:33
Is it possible to use V5's dot3 bumpmapping capatibilities for Half Life2?