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#1
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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
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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
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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
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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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