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| Some GTK issues | |
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| Tweet Topic Started: Dec 16 2009, 04:45 PM (253 Views) | |
| Leafy | Dec 16 2009, 04:45 PM Post #1 |
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I don't care much for help, but seeing as I had some unsolvable issues with my GTK on this particular computer, I am thinking they are related to the onboard-video card which came with the main board, but for some screen shots and other development, you can check this topic here. In retaliation to this lacking power, I've decided to compile a new pc all together and take it to the max, hoping I won't have to buy a new one for at least, say ten years or so. This will be added to my main board, being there no prior card to replace. Graphics Card. I am confident, despite my onboard graphics card being quite powerful, that this brute will boost my overall GTK experience. |
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| Leafy | Dec 17 2009, 01:40 PM Post #2 |
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This post is related to every mapper here. When browsing through youtube for some DirectX 11 support, I managed to find this video which lets you see two wireframes for two versions of DirectX, namely 10 and 11. What caught my interest with the wireframe with DirectX 11 was the stone-based path. Rather then a single flat surface with a stone-based texture on it, DirectX 11 allows map editors to create actual stones and rocks and them texture them. SWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET This is a humongous update in the revelation of gaming and gaming design. WOW! http://www.youtube.com/watch?v=SLMG1-broZ8 Now I can never look at my GTK ever the same, speaking of which. Ok, this next video is not to show off the amazing gaming qualities of the person behind the wheel, but rather show what the possibilities are of my newly ordered graphics card. http://www.youtube.com/watch?v=C6ooGnBK2K0 I shall enjoy mapping again :3 |
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| IrishDragon | Dec 17 2009, 03:45 PM Post #3 |
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Founder of AoF
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While it is fun to make really detailed 3D objects, it is NOT always best to impliment them into a map. Less is more, and a good example of that is the Endor Map used in MBII. The 'Ewok' tree top pathways are completely flat areas with a texture on them. It helps improve FPS, it looks good, and it's less of a strain on the engine. Some maps are made for looks, others are made to be functional. Getting both is very rare in a majority of maps. |
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| Leafy | Dec 17 2009, 04:53 PM Post #4 |
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It's not really an engine problem other then compiling the actual map. An engine won't experience much difference for except maybe calculating objects interacting, but that is minute in comparing what any server would be exposed to. As for rendering on the client sides. Well, first off, the new DirectX 11 cards are powerful pieces of hardware, able to last a while before running out of juice. That being said, DirectX 11 allows for a far greater software to hardware compatibility ratio then anything we've seen so far from it's predecessors, so I doubt these added depths in map and thus expanded wire frames would be cause for concern. That being said, I doubt with this kind of processing power, you'd experience what you otherwise would consider 'bad fps'. If 80 would considered to be a lower standard on FPS requirement, I'd still take it anytime in any game <3 If only jk3 could get a major update :3 |
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| Leafy | Dec 18 2009, 04:07 AM Post #5 |
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In an update to DirectX 11. ati radeon hd 5870 DIRECTX 10 VS DIRECTX 11, see the differance for your self (NEW HD) I would've edited my former post, but unfortunately that is an option not available to me. |
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3:30 AM Jul 11