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#1 |
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BOA
![]() ![]() ![]() ![]() ![]() Join Date: May 2001
Location: Mexico
Posts: 1,884
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tnt2 m64 help
Hello to all ! can anyone tell me what are these options for ? OpenGl Settings Enable Buffer region extension allow the dual planes extension to use local video memory use fast linear - midpmap- linear filtering enable anisotropic filtering enable alternate depth bufferin technique disable support for enhanced cpu instruction sets I got buffer region extension and allow the dual planes extension to use local video memory enable. Will it be good if I enable the others too ? what are those use for ? My system is 900 duron, 384 ram, and a tnt2 m64. And I almost forgot, what is this one use for ? Enable alternate depth buffering technique ? Will it be good if I enable it too ? |
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#2 |
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Registered User
![]() ![]() Join Date: Apr 2001
Location: somewhere around there...
Posts: 204
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i would like to know also.
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#3 |
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Registered User
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: France
Posts: 1,238
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Ahlalala... Well, U guys should know the right-click meaning =P It s very useful nowadays
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#4 |
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BOA
![]() ![]() ![]() ![]() ![]() Join Date: May 2001
Location: Mexico
Posts: 1,884
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Oops that's right thanks
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#5 |
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CoLD InSiDE
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Somewhere
Posts: 2,615
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PETE WHERE ARE U..........!
__________________
AMD Athlon XP 2100 @ 1.75 Ghz Gigabyte GA-7VA.XP VIA K400 1.25GB PC3200 System Ram ChainTech GeForCe4 TI 4200 128MB Creative SB Live! 5.1 2x WD Caviar 120GBs and -Rom1 Maxtor 40GB LiteON 16x DVD-Rw WindowsXP Professional-SP2 & Mandrake Linux |
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#6 | |
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st0ned
![]() ![]() Join Date: Sep 2001
Location: Glasgow
Posts: 234
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Re: tnt2 m64 help
Quote:
3. will boost your performance a bit at the cost of a little visual quality. just makes textures in the distance look a little worse.... 4. this is a method of filtering textures to make them look better closer up but uses _huge_ amounts of video memory and is slower than bilinear, or trilinear filtering, best not use this unlesss you're playing halflife ![]() 5. This is slightly faster way of using the depth buffer ( helps sort out objects that need to be drawn in a scene ), no noticable visual difference. 6. This just makes it slower for you, disables use of MMX, SSE, SSE2, and 3DNow! Just leave this on.... There you go, hope I helped you out a bit, if you do need a little more help PM me. C Ya Matt Last edited by Hairybudda; September 5th, 2001 at 14:23.. |
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#7 |
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BOA
![]() ![]() ![]() ![]() ![]() Join Date: May 2001
Location: Mexico
Posts: 1,884
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Thank you very much, Hairybudda. That was a lot of help
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#8 | |
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st0ned
![]() ![]() Join Date: Sep 2001
Location: Glasgow
Posts: 234
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Quote:
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#9 |
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BOA
![]() ![]() ![]() ![]() ![]() Join Date: May 2001
Location: Mexico
Posts: 1,884
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and it's nice to see nice person to be helping other nice person. Isn't that " nice !!! " LOL |
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#10 | |
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st0ned
![]() ![]() Join Date: Sep 2001
Location: Glasgow
Posts: 234
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Quote:
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#11 |
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BOA
![]() ![]() ![]() ![]() ![]() Join Date: May 2001
Location: Mexico
Posts: 1,884
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:eyes:
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#12 |
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Racing Freak
![]() ![]() Join Date: Sep 2001
Location: U.S.A.
Posts: 140
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Which is better to use open gl or direct3d. That may be a dumb question but I am new to tweaking these cards. For example running epsxe I am using pete's dx6 d3d plugin because it run GT2 a lot better with my system. Should I be trying to use open gl instead? Maybe I have settings for the card wrong. My Coputer specs. 1.3GHz Athlon, 200MHz System Bus, 56k modem, 128mb DDR RAM/PC1600, 40GB 7200 rpm Hard Drive, 32MB Nvidia TNT2 Pro, Creative Labs Sound Blaster PCI 128, 12x DVD Drive, 8x4x32 CD-RW Drive, Last edited by joeho446; October 8th, 2001 at 03:31.. |
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#13 | |
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st0ned
![]() ![]() Join Date: Sep 2001
Location: Glasgow
Posts: 234
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Quote:
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#14 |
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Racing Freak
![]() ![]() Join Date: Sep 2001
Location: U.S.A.
Posts: 140
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Just tryed Pete's opengl plugin and made all kinds of adjustments to the plugin but it still doesn't run as well as the d3d. The game(GT2) is very jumpy along with the sound. I'm not sure what sure what the deal is but, the d3d is far smother. The overall grafix are a little bit better in opengl but not enough for me to compromise playabilty. Is there something I am doing wrong? Direct 3d settings: Enable fog table emulation= on Adjust Z-buffer depth to rendering depth if unequal=on Mipmap detail leval=best image quality PCI Texture Memory Size=63MB(most it will let me) OpenGL settings: enable buffer region extension=on allow the dual planes extension to use local mem.=on use fast linear-mipmap-lin.-filtering=off Default color depth for textures:Use desktop color Buffer filping mode: auto select Vertical sync: on by default PCI mode system mem.=14MB(all it will let me even if I lower the Direct 3D) Other than that Iam not sure what else to do maybe the MB's are what is making the difference? Thanks for your help!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
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#15 | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Posts: 1,756
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Re: tnt2 m64 help
Quote:
1.) Enable Buffer region extension - This enables the KTX buffer region extension. (it was originally made for use with 3D Studio.) I haven't looked much into this, but as far as I understand, it this is a fast buffered space in memory generally used for 3D transformations (back when hardware T&L didn't exist.) 2.) allow the dual planes extension to use local video memory - Allows the KTX extension to use the video card's memory for the buffered region. I think the buffer defaults to the system memory otherwise. 3.) use fast linear - midpmap- linear filtering - From the looks of it, I'd guess that this uses a lower form of linear blending with mip maps to speed up rendering. 4.) enable anisotropic filtering - This is an advanced filtering feature which programs (like Quake 3) can use to slightly improve visual quality of textures that are at a distance from the viewer. I really haven't noticed THAT much of a difference in visual quality, so I usually leave this turned off. 5.) enable alternate depth bufferin technique - This says it will improve visual quality in 16-bit modes. I'm sure what they mean is that applications that use 16-bit z-buffers for rendering will actually be using a higher depth of z-buffer than intended (although it will still look like to the application that a 16-bit z-buffer is in use.) So, for example, UT in 16-bit OGL mode might use a 24-bit z-buffer with this option turned on. I do have to say, that would prevent A LOT of polygons at a distance from clipping through each other. 6.) disable support for enhanced cpu instruction sets - It would be a good idea not to use this feature. It's mostly there as a "safe mode" just incase your new processor crashes when the drivers try to take advantage of advanced instruction sets like MMX or the SIMD extensions. Hope that helps!
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#16 |
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st0ned
![]() ![]() Join Date: Sep 2001
Location: Glasgow
Posts: 234
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Re: Re: tnt2 m64 help
Hey NickK, you're an emu author yea? Cool, what emu are you working on, are you with the epsxe team? If you are could you gimme a shout, i'm having a little trouble with one of my own... Cheers.... |
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