Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: StratComm on November 13, 2003, 09:09:27 pm
-
Ok, I just saw a definite bug in HT&L (not sure if it's only there, but it's definitely happening in the latest -t build. I'll let the screenshots speak for themselves.
(http://www.duke.edu/~cek6/badsplit1.jpg)
(http://www.duke.edu/~cek6/badsplit2.jpg)
(http://www.duke.edu/~cek6/badsplit4.jpg)
(http://www.duke.edu/~cek6/badsplit5.jpg)
(http://www.duke.edu/~cek6/badsplit6.jpg)
It looks like 2 things are happening: ship splits are not working correctly under the HT&L build (not really suprising since it involves clipping polygons at points other than their vertices) and the glowmaps are obviously cloning themselves. I can't seem to find a trend with what splits and what doesn't on a model, but I know glows are one thing that does.
I'll be bugzillaing this shortly.
-
openGL?
-
DX8, HT&L
-
hmm. shouldn't be doing that then, what card are you useing?
the very earliest TL builds had this problem but it was fixed a long time ago, maybe some of the new changes Phreak made to the matrix code screwed something up
has this problem just recently showen up?
do other older builds have this problem or are they fine
-
I'm using a GeForce2 MX (yeah I know) but it's obviously running in HT&L mode because I've got no ambient light and performance is tenfold better than I have experienced under anything but vanilla FS2. I'll try a non-t build though.
Nope, it's also happening in the FS_open build of November 10, though I don't have anything handy that's more recent than that.
-
maybe t doesn't suport tl clipping
were older builds working properly or not
-
just did a search on the gf2 MX and it looks like you'r screwed
"MaxUserClipPlanes 0"
we need at least one, hell at most one, we only use one, anyway, you'r card doesn't suport this, therefore you are likely screwed :\ that sucks, I realy have a hard time thinking a way around this
-
oh is that it... well that could do it for sure :rolleyes:
Oh well, I'm in need of a new graphics card anyway.
EDIT: We need someone to up the min requirements. It's not like I have a state of the art card, but I'm not alone around here. GeForce 3 or above? Is that fair?
-
well, you need a card that can handel a user clip plane, can have at least two texture stages in one pass (preferably three, though we arn't realy useing that for anything yet), a temp register in the tss stages (you card has that I think the last two are fairly standard), distance fogging is recomended but not required (we have code that handels if you have it or not)
-
Let's say any third generation card or later. This would include Geforce 3, 4, 4 MX, FX, and any Radeon above 8500?
-
That's odd. I've got a GF2 MX 32MB and I haven't gotten this problem with HT&L. Granted, I've only tried one mission but everything seemed to function properly. Perhaps I'll try to run through the main campaign in HT&L and put my campaign on hold, once again.
Later!
-
Originally posted by Bobboau
well, you need a card that can handel a user clip plane, can have at least two texture stages in one pass (preferably three, though we arn't realy useing that for anything yet), a temp register in the tss stages (you card has that I think the last two are fairly standard), distance fogging is recomended but not required (we have code that handels if you have it or not)
Put it in the readme. I'm all for making it 3rd-gen+ standard. Put in a disclaimer that it will run on older cards but will be a bit buggy graphically.
-
this is why we are maintaining the old T&L system
-
liberator: any radeon
fs2 open's new features purr on my radeon 7500
OS: Win 2000 Service Pack 4
Memory: 1023 MB
Adapter: RADEON 7500 SERIES
Modes:
D3D8 Caps:
caps.Caps.D3DCAPS_READ_SCANLINE: yes
caps.Caps2.D3DCAPS2_CANCALIBRATEGAMMA: no
caps.Caps2.D3DCAPS2_CANRENDERWINDOWED: yes
caps.Caps2.D3DCAPS2_CANMANAGERESOURCE: no
caps.Caps2.D3DCAPS2_DYNAMICTEXTURES: no
caps.Caps2.D3DCAPS2_FULLSCREENGAMMA: yes
caps.Caps2.D3DCAPS2_NO2DDURING3DSCENE: no
caps.Caps3.D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD: no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_IMMEDIATE: yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_ONE: yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_TWO: no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_THREE: no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_FOUR: no
caps.CursorCaps.D3DCURSORCAPS_COLOR: yes
caps.CursorCaps.D3DCURSORCAPS_LOWRES: no
caps.DevCaps.D3DDEVCAPS_CANBLTSYSTONONLOCAL: yes
caps.DevCaps.D3DDEVCAPS_CANRENDERAFTERFLIP: yes
caps.DevCaps.D3DDEVCAPS_DRAWPRIMTLVERTEX: yes
caps.DevCaps.D3DDEVCAPS_EXECUTESYSTEMMEMORY: yes
caps.DevCaps.D3DDEVCAPS_EXECUTEVIDEOMEMORY: yes
caps.DevCaps.D3DDEVCAPS_HWRASTERIZATION: yes
caps.DevCaps.D3DDEVCAPS_HWTRANSFORMANDLIGHT: yes
caps.DevCaps.D3DDEVCAPS_NPATCHES: no
caps.DevCaps.D3DDEVCAPS_PUREDEVICE: yes
caps.DevCaps.D3DDEVCAPS_QUINTICRTPATCHES: no
caps.DevCaps.D3DDEVCAPS_RTPATCHES: no
caps.DevCaps.D3DDEVCAPS_RTPATCHHANDLEZERO: no
caps.DevCaps.D3DDEVCAPS_SEPARATETEXTUREMEMORIES: no
caps.DevCaps.D3DDEVCAPS_TEXTURENONLOCALVIDMEM: yes
caps.DevCaps.D3DDEVCAPS_TEXTURESYSTEMMEMORY: no
caps.DevCaps.D3DDEVCAPS_TEXTUREVIDEOMEMORY: yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXSYSTEMMEMORY: yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXVIDEOMEMORY: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_BLENDOP: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPPLANESCALEDPOINTS: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPTLVERTS: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_COLORWRITEENABLE: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCCW: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCW: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLNONE: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_LINEPATTERNREP: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_MASKZ: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_TSSARGTEMP: yes
caps.RasterCaps.D3DPRASTERCAPS_ANISOTROPY: yes
caps.RasterCaps.D3DPRASTERCAPS_ANTIALIASEDGES: yes
caps.RasterCaps.D3DPRASTERCAPS_COLORPERSPECTIVE: no
caps.RasterCaps.D3DPRASTERCAPS_DITHER: yes
caps.RasterCaps.D3DPRASTERCAPS_FOGRANGE: yes
caps.RasterCaps.D3DPRASTERCAPS_FOGTABLE: no
caps.RasterCaps.D3DPRASTERCAPS_FOGVERTEX: yes
caps.RasterCaps.D3DPRASTERCAPS_MIPMAPLODBIAS: yes
caps.RasterCaps.D3DPRASTERCAPS_PAT: yes
caps.RasterCaps.D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE: yes
caps.RasterCaps.D3DPRASTERCAPS_WBUFFER: yes
caps.RasterCaps.D3DPRASTERCAPS_WFOG: no
caps.RasterCaps.D3DPRASTERCAPS_ZBIAS: yes
caps.RasterCaps.D3DPRASTERCAPS_ZBUFFERLESSHSR: no
caps.RasterCaps.D3DPRASTERCAPS_ZFOG: no
caps.RasterCaps.D3DPRASTERCAPS_ZTEST: yes
caps.ZCmpCaps.D3DPCMPCAPS_ALWAYS: yes
caps.ZCmpCaps.D3DPCMPCAPS_EQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATER: yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATEREQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_LESS: yes
caps.ZCmpCaps.D3DPCMPCAPS_LESSEQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_NEVER: yes
caps.ZCmpCaps.D3DPCMPCAPS_NOTEQUAL: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ONE: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHASAT: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ZERO: yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_ONE: yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHASAT: no
caps.DestBlendCaps.D3DPBLENDCAPS_SRCCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_ZERO: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_ALWAYS: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_EQUAL: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATER: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATEREQUAL: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESS: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESSEQUAL: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NEVER: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NOTEQUAL: yes
caps.ShadeCaps.D3DPSHADECAPS_ALPHAGOURAUDBLEND: yes
caps.ShadeCaps.D3DPSHADECAPS_COLORGOURAUDRGB: yes
caps.ShadeCaps.D3DPSHADECAPS_FOGGOURAUD: yes
caps.ShadeCaps.D3DPSHADECAPS_SPECULARGOURAUDRGB: yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHA: yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHAPALETTE: no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP_POW2: yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPCUBEMAP: no
caps.TextureCaps.D3DPTEXTURECAPS_MIPMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPVOLUMEMAP: no
caps.TextureCaps.D3DPTEXTURECAPS_NONPOW2CONDITIONAL: yes
caps.TextureCaps.D3DPTEXTURECAPS_PERSPECTIVE: yes
caps.TextureCaps.D3DPTEXTURECAPS_POW2: yes
caps.TextureCaps.D3DPTEXTURECAPS_PROJECTED: yes
caps.TextureCaps.D3DPTEXTURECAPS_SQUAREONLY: no
caps.TextureCaps.D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE: yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP_POW2: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: no
caps.TextureAddressCaps.D3DPTADDRESSCAPS_BORDER: no
caps.TextureAddressCaps.D3DPTADDRESSCAPS_CLAMP: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRROR: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_WRAP: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_BORDER: no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_CLAMP: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRROR: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_WRAP: yes
caps.LineCaps.D3DLINECAPS_ALPHACMP: yes
caps.LineCaps.D3DLINECAPS_BLEND: yes
caps.LineCaps.D3DLINECAPS_FOG: yes
caps.LineCaps.D3DLINECAPS_TEXTURE: yes
caps.LineCaps.D3DLINECAPS_ZTEST: yes
Max texture width: 2048
Max texture height: 2048
Max volume extent: 256
Max texture repeat: 2048
Max texture aspect: 2048
Max anisotropy: 16
Max vertex W: 10000000000.000000
Guard band (l,t,r,b): 0.000000 0.000000 0.000000 0.000000
Extents adjust: 0
caps.StencilCaps.D3DSTENCILCAPS_DECR: yes
caps.StencilCaps.D3DSTENCILCAPS_DECRSAT: yes
caps.StencilCaps.D3DSTENCILCAPS_INCR: yes
caps.StencilCaps.D3DSTENCILCAPS_INCRSAT: yes
caps.StencilCaps.D3DSTENCILCAPS_INVERT: yes
caps.StencilCaps.D3DSTENCILCAPS_KEEP: yes
caps.StencilCaps.D3DSTENCILCAPS_REPLACE: yes
caps.StencilCaps.D3DSTENCILCAPS_ZERO: yes
caps.FVFCaps.D3DFVFCAPS_DONOTSTRIPELEMENTS: no
caps.FVFCaps.D3DFVFCAPS_PSIZE: yes
caps.FVFCaps.D3DFVFCAPS_TEXCOORDCOUNTMASK: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADD: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED2X: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSMOOTH: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDCURRENTALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDDIFFUSEALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDFACTORALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHAPM: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAP: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAPLUMINANCE: no
caps.TextureOpCaps.D3DTEXOPCAPS_DISABLE: yes
caps.TextureOpCaps.D3DTEXOPCAPS_DOTPRODUCT3: yes
caps.TextureOpCaps.D3DTEXOPCAPS_LERP: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE2X: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE4X: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MULTIPLYADD: yes
caps.TextureOpCaps.D3DTEXOPCAPS_PREMODULATE: no
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG1: yes
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG2: yes
caps.TextureOpCaps.D3DTEXOPCAPS_SUBTRACT: yes
Max texture blend stages: 8
Max simultaneous textures: 3
caps.VertexProcessingCaps.D3DVTXPCAPS_DIRECTIONALLIGHTS: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_LOCALVIEWER: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_MATERIALSOURCE7: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_POSITIONALLIGHTS: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TEXGEN: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TWEENING: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_NO_VSDT_UBYTE4: no
Max active lights: 8
Max user clip planes: 6
Max vertex blend matrices: 4
Max vertex blend matrix index: 0
Max point size: 256.000000
Max Prim count: 65535
Max Vertrx index: 65535
Max Streams: 8
Max Stream stride: 1024
Vertex shader version: 1.1
Max vertex shader const: 256
Pixel shader version: 0.0
Max pixel shader value: 0
obvious i omitted the modes
im suprised that it says WFOG and ZFOG are "no" ... fs2 retail uses zfog just fine...
-
stratcomm: either use Opengl, since every implementation has at least 6 user clip planes or update the drivers. The other thing that i'm going to have to warn you about is that OpenGL isn't done, so youre going to have to wait a bit until its done. As for it working in OpenGL, i started writing the Opengl on my old GF2 MX.
-
Looking at the file Kazan posted (I think that's the cap thing the launcher spits out), what do I have to look on my file to know if HTL would work on my laptop gfx chip?
This might need a different thread, so sorry if I hijacked it, but does the non-htl part of the latest build work completely fine, like 3.5.5?
-
j3vr6 what's the video chip in your laptop? look up it's capability on the manufacturer's site.. but here's the caps to look for above
caps.DevCaps.D3DDEVCAPS_HWRASTERIZATION: yes
caps.DevCaps.D3DDEVCAPS_HWTRANSFORMANDLIGHT: yes
first one means it can do rasterization in hardware
second one means it can do hardware transform and light
-
I must agree, I'm on a Raedon 7500 and im doing fine, so is it safe to say a viddy card with similair stats to the 7500?
-
7000 is the lowest radeon iirc. i wouldn't recommand rage 128s for playing quake 2
-
I just said 8500 because I know jack!@#@ about ATI cards and that's the earliest one that I knew was roughly a 3rd generation card.
-
Minimum specs, I find, are an integrated Geforce 2 full.
-
Odd. I don't think I had this problem with my GeForce2...
-
Originally posted by Kazan
j3vr6 what's the video chip in your laptop? look up it's capability on the manufacturer's site..
Kazan, it's an old ATI Rage Mobility M1 AGP (8 megs). I'll check but I doubt my chip can handle this since it's so old. HEck, it can't even run 3.5.5 in OpenGL. It's on an 800 mhz AMD Duron laptop w/ 128 megs of memory running in Windows ME.
On 3.5.5 non-htl, I get about 15-20 fps. It goes up to 35 if I'm basically alone in the mission. If I'm in a nebula, my fps goes down to 7 fps. And forget about dog-fighting in a nebula cuz I'll basically be stopped.
-
Err, No, not a chance in high hell that laptop can deal with it.
I know the HT&L works fine on Radeon7500, Radeon9200 Pro and a GeForceFX5600.
For a new comp I'd aim at somewhere between the two Radeons in power. The 9200Pro really isn't a bad card, about on the same level as a GFFX5200. For some things it beats the GFFX, others the GFFX wins, but on average...same sorta power. I think it retails at 100.
One thing I did notice is that my GFFX5600 is wasted playing Morrowind, yet it's pretty much flawless on a friends machine with the Radeon9200Pro. I guess this might be some specific issue with my machine though, as I've seen benchmarks suggesting much better frame rates on the GFFX5600 running Morrowind. Oddly enough just about every other game runs fine :)
With the 5600, I get 60+ FPS on FSO HT&L builds on average. 90+ when there's 0 or 1 ship on screen.
-
Hell I can't even run the t build.