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Catalyst settings explained?



 
 
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  #1  
Old February 4th 04, 07:31 PM
Asestar
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Default Catalyst settings explained?

Hello
Can someone point me to a guide or faq which cover most functions found
under "3d tab" and "Compatibity".
I'm most unsure about "32bit depth buffer", w-buffer, "alternate pixel" and
"Compressed texture".

What do they serve, and what is performance gain/lose.


  #2  
Old February 7th 04, 05:12 AM
newsgroups.bellsouth.net
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Posts: n/a
Default

Well, let's see...


"32bit depth buffer" is the z-buffer depth, which is the accuracy with which
3d depth is calculated - being better at 32bit then less, but slowing down
rendering.

"w-buffer" is a more exact, but less compatible - read "not transparent to
applications" - technology for 3d depth calculation.

"alternate pixel" has to do with how each pixel is output to the display
device, I've played with it and it makes the 3d graphics all wonky on my
monitor...

"compressed texture" is just that, textures are sent in their compressed
form to the video card and not decompressed first, saving considerably on
bandwidth between the system and graphics card memory...

z/w-buffers = more 3d accuracy, but some slowdown in rendering.

alternate pixel - leave it alone unless your picture is already wonky...

compressed texture = all gain with a card that supports it...

"Asestar" )_nospam_ wrote in message
...
Hello
Can someone point me to a guide or faq which cover most functions found
under "3d tab" and "Compatibity".
I'm most unsure about "32bit depth buffer", w-buffer, "alternate pixel"

and
"Compressed texture".

What do they serve, and what is performance gain/lose.




  #3  
Old February 7th 04, 09:18 AM
pjp
external usenet poster
 
Posts: n/a
Default

The only game I've ever run across wants that "Alternate Pixel" is Final
Fantasy VIII.

newsgroups.bellsouth.net wrote:
Well, let's see...


"32bit depth buffer" is the z-buffer depth, which is the accuracy
with which 3d depth is calculated - being better at 32bit then less,
but slowing down rendering.

"w-buffer" is a more exact, but less compatible - read "not
transparent to applications" - technology for 3d depth calculation.

"alternate pixel" has to do with how each pixel is output to the
display device, I've played with it and it makes the 3d graphics all
wonky on my monitor...

"compressed texture" is just that, textures are sent in their
compressed form to the video card and not decompressed first, saving
considerably on bandwidth between the system and graphics card
memory...

z/w-buffers = more 3d accuracy, but some slowdown in rendering.

alternate pixel - leave it alone unless your picture is already
wonky...

compressed texture = all gain with a card that supports it...

"Asestar" )_nospam_ wrote in message
...
Hello
Can someone point me to a guide or faq which cover most functions
found under "3d tab" and "Compatibity".
I'm most unsure about "32bit depth buffer", w-buffer, "alternate
pixel" and "Compressed texture".

What do they serve, and what is performance gain/lose.



  #4  
Old February 7th 04, 02:13 PM
Asestar
external usenet poster
 
Posts: n/a
Default

thanks..

"pjp" wrote in message
...
The only game I've ever run across wants that "Alternate Pixel" is Final
Fantasy VIII.

newsgroups.bellsouth.net wrote:
Well, let's see...


"32bit depth buffer" is the z-buffer depth, which is the accuracy
with which 3d depth is calculated - being better at 32bit then less,
but slowing down rendering.

"w-buffer" is a more exact, but less compatible - read "not
transparent to applications" - technology for 3d depth calculation.

"alternate pixel" has to do with how each pixel is output to the
display device, I've played with it and it makes the 3d graphics all
wonky on my monitor...

"compressed texture" is just that, textures are sent in their
compressed form to the video card and not decompressed first, saving
considerably on bandwidth between the system and graphics card
memory...

z/w-buffers = more 3d accuracy, but some slowdown in rendering.

alternate pixel - leave it alone unless your picture is already
wonky...

compressed texture = all gain with a card that supports it...

"Asestar" )_nospam_ wrote in message
...
Hello
Can someone point me to a guide or faq which cover most functions
found under "3d tab" and "Compatibity".
I'm most unsure about "32bit depth buffer", w-buffer, "alternate
pixel" and "Compressed texture".

What do they serve, and what is performance gain/lose.





 




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