je_saist

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  1. A couple days ago I posted that Nvidia had released a preview OpenGL 3.3 driver... which really didn't mean much since Nvidia doesn't actually have any OpenGL 3.3 graphics cards on the market.

    Well. AMD's responded. They've now got an OpenGL 3.3... and OpenGL 4.0... driver out for preview, based on the 10.3 driver release. OpenGL 3.3 is supported across the entire RadeonHD lineup, and OpenGL 4.0 is supported on RadeonHD 5xxx series cards.

    The driver release is for Windows NT6, Windows NT5, and Linux: http://support.amd.com/us/kbarticles...ew-driver.aspx

    *glances over at Television and wonders if this is the driver set he and Kim have been using*
  2. Quote:
    Originally Posted by Alexander_NA View Post
    i found an earlier post stating that because cox doesn't run on directx, support is not possible. anyone have any substantial information of whether i17 will allow this support?
    ... ugh.

    DirectX and OpenGL have little to do with whether or not a game will run in Stereoscopic 3D. E.G.: Quake III Arena, Quake 4, Doom III, and Prey all run in stereoscopic 3D, and they all use OpenGL as the rendering API.

    **

    also, see this post here: http://boards.cityofheroes.com/showp...55&postcount=6
  3. Given that the underlying processing engine is not changing, just the graphics settings, it's a good possibility that Ultra Mode is more Graphics Processor bound than Processor Bound.

    ergo: you might want to look at upgrading your graphics card.
  4. Feline Fellowship on Triumph celebrated their 5th year anniversary shortly after the game celebrated it's 5th year anniversary... however only one or two of the original members are still with the group... and certain amount of drama lead to several other elder players leaving the group, including the group's prestige earning players.
  5. The chipset is a Mobile IntelĀ® 915PM Express

    Chipset drivers can be downloaded here: http://www.intel.com/support/chipsets/sb/CS-011594.htm
  6. your post reminds me of a certain movie review by The Nostalgia Critic. This one I think to be precise: http://thatguywiththeglasses.com/vid...st-for-camelot

    The Nostalgia Critic reviews the movie Quest for Camelot, and is angered by the constant non-sequitur events the viewer of the movie endures. As the film progresses even further into the depths of just doing "stuff" with no motivation, fore-shadowing, or even basic development, the Nostalgia Critic's anger increases. Finally, The Nostalgia Critic explodes, exclaiming EXPLAIN MOVIE! EXPLAIN?!?! while being accompanied with the visuals of video feeds from various explosive tests.

    In the same way, I can't help but read your post with the same thought. There's absolutely no explanation. Just a simple subject line, and then a post with one word repeated 3 times.

    The question is raised then, why is being unable to work enhancements will in a defeated state "Lame" to begin with? Does the prevention somehow go against the story of the play at that point in time, when you are defeated and helpless? Would not it make logical sense that in a defeated state you would be at your enemies mercy?

    If you have to make some sort of enhancement change that is absolutely critical after you died, what's wrong with going to the hospital. Seriously, is hitting Hospital or Base really that hard to do?

    I'm sorry, but your post makes absolutely no sense, and I doubt you have any actual justification for it outside of not being able to check your combat numbers while in a defeated sate.
  7. You'll need to jump through some hoops for this laptop.

    Typical ATi drivers provided by hardware vendors lack OpenGL support. While AMD is now "officially" supporting Laptops with the current Catalyst release (10.3), they are only supporting RadeonHD 2000 series onwards.

    Previous graphics cards were retired a full calendar year ago with the Cataylst 9.3 release.

    ***

    So, the first thing you'll need to do is get a graphics driver to support your Radeon x300. That would be the 9.3 driver: http://support.amd.com/us/gpudownloa...?&lang=English

    Second, you'll need the Mobility modder to actually install it: http://www.hardwareheaven.com/modtool.php

    Follow the instructions on the mobility modder page to install the driver.
  8. je_saist

    A 3D Option?

    Quote:
    Originally Posted by Aett_Thorn View Post
    Except, how is this done? If it's done server side, then the game has to send you both sets of visual data, which will likely cause a lot of lag, even if you're not using the option.

    If it's done client-side, then it might mess with people who play in windowed mode.
    There's a couple of 3rd party solutions to 3D gaming, like TriDef and Iz3D, subjects I brought up on the forums before. Nvidia also is in the Stereoscopic 3D gaming, and has been for years.

    The basic theory that pretty much any game with 3D spatial calculations can be presented to the viewer in stereoscopic 3D. The graphics card just has to process the same information from two different angles. There's been several different tech demo's over the years of various 3D games in stereoscopic presentation... some good... some not so good.

    One of the perceived basic problems facing game developers is that there's no unified standard for presenting stereoscopic 3D to the end-consumer... but there really doesn't need to be one. Stereoscopic 3D could be done at the driver level by the graphics card with no special coding from the developers.

    There is, likewise, no unified method by which vendors present 3D to the consumer. Nvidia, for example, isn't exactly interested in sharing the details of it's 3D Vision system to ATi and Intel.

    While AMD has outlined an Open Stereo 3D Initiative, which seeks to standardize stereoscopic 3D hardware and user presentation, it's questionable as to whether or not the other consumer graphics vendors; Intel, Nvidia, and Via; will actually join in the initiative.

    It's also questionable as to whether or not Khronos and Microsoft need to enter stereoscopic 3D into their respective rendering API's. Stereoscopic 3D support is really something better suited at the driver composition layer for X.org / Xfree86 and whatever passes for Microsoft's composition system.

    ***

    In regards to Yogi's request then, much like his change the post 32 content, on it's own it makes little sense. Enabling stereoscopic 3D isn't really something the developers of Paragon Studios have to do. If he wants Stereoscopic 3D, Nvidia, TriDef, and iz3d are perfectly acceptable solutions.

    Now, if he wants the game to be OPTIMIZED for being played in stereoscopic 3D, with depth sensitive menus, and head tracking... that's a whole other can of worms that isn't likely to be opened anytime soon.
  9. Quote:
    Originally Posted by Dispari View Post
    If it's a fact that open betas don't provide any useful feedback or testing, why not just go straight to live and skip open entirely?
    If that's what I had said, you might have had a point. Only, you don't. This is what I said.

    Quote:
    and are going to provide useful feedback and testing, feedback and testing that Open Beta's generally do not provide.
    I underlined the important bit. The fact is, by the time a game is ready for an Open Beta, what the developers need is a stress test and more raw data. The example I have used before is Planetside. Sure, the developers, in house, could test a 32 person fight very easily... but could they actually test 600 people, 200 per each side, each with different connection speeds, each doing something different in the game? No. Could they get that sort of raw data with a closed beta? Probably. An open beta, however, will get a massive influx of players in.

    What I've been over before though is that the perception of beta's has changed in the eyes of many gamers. Many users approach an open-beta as though the software was feature-complete, and do not take the time, or make an effort, to actually test the software existing software, instead focusing on the new hotness feature that's been tested to death. In the case of City of Heroes, massive bugs, such as the towers at the end of the Statesman's Task Force, and the Archvillains using Reichsman values instead of AV values, have slipped through because nobody in an Open Beta wanted to test the existing content.

    The fact is, Open Beta's generally don't provide useful feedback from the playerbase. They do, however, provide useful data feedback to developers tracking the numbers as those numbers are created.

    There is also the matter, and I believe this has been directly stated by the Paragon Studios staff, that players who actually participate in beta testing, meaning they file bug reports, go looking for issues, ask what to test, get involved with making documented reports on the forums... these are the players who accounts will be flagged for inclusion in future beta events.

    Players who simply join open beta, log a bunch of time in the game playing, but don't actually make any kind of bug report or effort to communicate what they experienced, won't get noticed for inclusion in future beta events.
  10. Quote:
    Originally Posted by Clouded View Post
    In my opinion, 32+ game is when my character starts coming alive. I'm finally able to start slotting some serious damage, acc, end red, etc in my powers. Not to mention I can slot level 35 IOs and not worry about upgrading for a loooooooong time.

    If 32-50 is a grind for you then I'm sorry to hear that, since that means a large majority of this game is a grind to you. To me, the 1-22 levels are a grind and thankfully they are over very quickly.
    I'm glad to see I wasn't the only one with thoughts along the line of what is he smoking, and is it legal anywhere outside of Holland?

    Sorry, but 32 is where the game takes off. That's when you have all of your primary powers and you're ready to start going after the big game such as the guys who are trying to take over the world... or in some cases, the guys who ALREADY took over the world.

    I'm sorry, but if you don't like the content past 32? This probably isn't the game for you. Please leave and stop trying to introduce bad ideas into this game.

    Whether or not you like it, one of the huge draws for City of Heroes is that the game doesn't automatically change when players get to a certain level. You don't spend 50 levels doing one thing... hit the cap, and then suddenly do something else. Okay, fine, if you want to cite WoW as an example of a game where players level grind for however many levels, then go off and do something completely different... fine. Just remember that even Blizzard / Activision admits that the majority of created characters never get past level 10. In a game like WoW, most of the player-base winds up simply focusing on a single character, with a single play experience, because that single experience is all they can manage in order to experience the games content.

    That setup is a far cry from the City of Heroes setup where players are encouraged to have lots of different avatars, and experience lots of different playstyles. For games like City of Heroes that encourage players to do more than play the same character, most of them crash and burn when they try to change what players do. Case in point: Tabula Rasa. 50 levels of team-based PvE followed by a sudden turn into class-based PvP = a good game that wrecked NCSoft's financial reports.

    The very big problem with your claims, from a numerical standpoint of the City of Heroes playerbase, a large percentage do have level 50's:

    Quote:
    And XP Curve or not, the majority of the playerbase still do not have 50s and are still getting bored, burnt or otherwise occupied by the time they hit the mid 30s; which makes the curve only a minor success story (if not a flat out failure). IMO
    So this line? From what we know on empirical evidence? Is full of more cow manure than Obama and Al Gore.
  11. Quote:
    Originally Posted by Psyte View Post
    Could folks say what their video cards are, by chance?
    I'm not sure how much I can say without Empulse and Castle hunting me down and gutting me like a trout...

    but I can tell you that the system just seems to check to see whether or not your drivers support OpenGL 3.0.

    Even if you get the pop-up, it may, or may not, mean that you can actually use ultra-mode features.
  12. Quote:
    Originally Posted by Jacks Assortment View Post
    O.o..........i checked and its not open yet. I check daily to see if it is tbh. I'm wondering why would they need 2 training rooms. If your testing certain content dont you want a small amount of people in CB and not a large amount. Having a larger amount imo seems like it'd extend the CB way longer than many have predicted.
    Perhaps I mis-phrased my statement:

    The more accurate term is Wider Level Range.

    Yes, the developers want a smaller amount of players who understand what a Beta is, and are going to provide useful feedback and testing, feedback and testing that Open Beta's generally do not provide.

    However, there still is the issue of players on the test server that have only transferred one or two characters in, or only have one or two characters created on the test server.

    Importing an existing server's character list allows the developers to have a wider range of avatars available for testers to use, without requiring those testers to sit at the transfer queu and manually select which characters to transfer over. It's a LOT QUICKER for the developers to do the import themselves.
  13. Quote:
    Originally Posted by Jacks Assortment View Post
    OB today maybe?guess not just tried to login and nothing.......I mean why open up another training room if its not in OB yet. Makes no sense at all.Come on devs open the Test server up already .
    Just wondering Jacks, but what makes you so sure that the version on the test servers is even ready for an Open Beta?

    ***

    Using the second training room as an excuse is flimsy at best. Here's why: The developers often pull an existing Server's player list and the current auction house inventory into the Beta servers in order to seed a test server instance with a large number of non-beta characters.

    While yes, players can do this for themselves using the character to test transfer system, transferring single characters can be quite time-consuming.
  14. Quote:
    Originally Posted by Kyasubaru View Post
    Well first of all, visscale 4 doesn't actually render everything in the zone, at least not visually.
    Funny. That's not what the available information on the rendering system says: http://paragonwiki.com/wiki/Visscale

    If that information is wrong, and you know something about the visscale system that the original author didn't put into that wiki, sounds like you might want to go in there and make some changes.

    Quote:
    There are many smaller detail objects that don't show up until you get closer. Things like leaf piles and boulders. Not to mention, you don't see any NPCs or players outside of a certain range no matter what settings you use.
    That doesn't mean that they aren't being loaded into the graphics buffer and system buffer. Which basically means you are pre-loading them into your system before you can see them anyways. Again, I have to ask... WHY? If there's a flat rate on when they are pushed into the frame-buffer, why set a visual scale so high?

    Quote:
    Second, why on earth do you want to turn up your World Detail setting? Or render shadows? Or reflections? Because it makes the game look better. visscale 4 makes the game look better than visscale 2(which is the limit if you only use the slider in Options) and it makes it game look better than visscale 3. For those of us who have computers that can handle it, visscale 4 is a nice visual step up. If I can continue to use it when Ultra Mode hits, I will.

    As to the OP's question, the easiest way I've found is to bind it. I do have to reset it when I relaunch CoH, but I've not had it reset when I zone. It usually lasts through my entire session, even when switching characters.
    Subjective statements. With the method by which the rendering system does work, increasing visual detail distance may or may not have a visual impact. All visual scale does is change how far out objects are rendered on the screen. It doesn't actually change the quality with which those objects are rendered.

    Lets say you were standing on top of City Hall in Atlas Park and looking south. Setting a higher visual scale will simply change whether or not the buildings in the background are rendered with their full or partial detail levels. If you have other filtering affects enabled, such as Anti-Aliasing, Depth of Field, Anisotropic Filtering, and Ambient Occlusion, the impact of drawing an object further out will be lost much sooner.

    There's also pretty much a hard limit on your actual resolution versus how much of the detail will show. Even in high resolutions, like 1920*1200 or higher, there's a point at which the game can be drawing objects in full detail that are going to be too far away to be rendered in full detail anyways.

    So, if you think it looks better to you, Great. Good job. Wonderful eye sight you have, and I must simply know who made your monitor.

    For my eyes and the guys I snagged into taking a look at the live game running on RadeonHD 4850 against 1920*1200, we had quite a bit of... "did that setting actually do anything?"
  15. Quote:
    PS- no solution should force people to join a supergroup or run in sg mode if they don't want to. Groups that prey on people and force them to grind prestige are bad enough as is. You're just incentivizing that bad behavior by rewarding it with better drops.
    Most of the SG's that I'm aware of doing this died out years ago on the servers I play on. I presume this is occurring largely on servers like Freedom or Virtue where the player-base has little interest in learning how to play the game, much less teaching new players how to play and interact with the game? Well, I'm sorry to say this, but if a player can't figure out that being "forced" to grind for prestige is considered a bad thing, and isn't willing to get off the junk servers and check out other groups... I have very little sympathy for that player.

    There's also the underlying idea here that running in SG mode is a bad thing. Well, with the changes made to the prestige / influence earning, staying in SG mode is far from the punishment that it was a couple years ago. My particular goal with the suggestions I proposed is to make players want to run in SG mode. Okay, I will grant that a large percentage of the player base doesn't care about running a SG/VG, but that doesn't change the lack of any tangible reason for players to really get interested in having an SG or belonging to an SG.

    So no, I'm not " incentivizing" any bad behavior here.

    Quote:
    Err... what?
    Yeah, I wondered about that statement too Fleeting.
  16. Quote:
    Originally Posted by Daimyo_Shi View Post
    I hope there will be a Dummies guide to Ultra Mode as well.
    edited since GG thinks this hints a bit too much as well.
  17. I've been noticing a lot of threads flying about on here promoting different methods of fighting in-game inflation. To set the base for this, lets define inflation in the game.
    Inflation is defined as the cost of in-game goods in terms of influence / infamy as requested from other live players utilizing the auction house system.

    Okay, with inflation defined, why is inflation occurring? Well, one of the simple facts behind in-game inflation is that the developers have very little direct control over the player-base's influence / infamy earning abilities. Some players can afford to farm for days or weeks on end, racking up huge amounts of influence or infamy. Some players specifically create certain archtypes and choose powers that make mass combat with no bosses quick and simple. Some players are able to get lucky with the drop system, get a rare recipe or item, and then list that item for a huge amount of money. Some players also sell items for more than the in-game influence / infamy cap... something the developers have commented on as a direct abuse of the system.

    One of the big problems with many of the I have solved inflation with my solution here... such as the arguments for apartments or statues, or any so called influence-sink, is that these ideas are based on the idea that the in-game farmers care about such influence sinks. Such suggestions are based on the very flawed idea that the player base's activities are fully predictable and that all of the player base will agree to utilize one particular influence sink or another. Such suggestions also conveniently ignore the fact that short of permanent bans, nothing is really going to stop the abusers from abusing or finding new exploits. Case in point: abusers racing to find rapid leveling exploits in architect entertainment, and the developers racing to close off the leveling exploit holes.

    Influence sinks do not solve the base problem of inflation. The prices of goods on the WentWorths market are driven by what each individual player lists their auctioned item for.

    Now, there are various methods that allow players to operate around the insanity of the auction-system. Architecture Entertainment tickets, for example, can be used to pick up rare salvage pieces. Ouroboros arcs can be used to locate a specific type of enemy in a specific level range, and the enemies can be farmed for particular low level salvage drops. Task Forces and Strike Forces generate merits, which can be turned around and utilized to buy a variety of items directly.

    While I don't have any direct proof, anecdotal evidence from the rising prices of goods on the Auction House and chats recorded from various server badge / grouping channels indicates that a large percentage of the player base utilizes these external methods in order to bypass the players abusing the Auction House system.

    So, with this in mind, solutions to the problem of inflation need to meet certain criteria:
    1. A solution to the rising inflation of Auction House goods must be equally available to all players on a consistent basis. Solutions based on luck of the drops or time played are inherently unfair to the casual player or may only have 4 hours a week to spend in the game, or for regular players who might run into problems with work scheduling or other outside issues.
    2. A solution to the rising inflation must be neutral to all alignments. Devising a solution that only benefits one alignment will do nothing but anger a significant amount of the player base.
    3. A solution to the rising inflation cost should be non-farmable, or have decreasing values in farm environments. A system should encourage players to... play the game... and not simply "work the system" for maximum benefit.
    4. A solution must keep in mind that the vast majority of the game needs to be balanced against Single Origin builds, not tweaked IO builds.
    5. A solution does not need to encourage players to participate in the Auction House System

    ****

    With these criteria in mind, the answer is fairly simple.
    Increase the drop-rates on Merits, invention recipes, and Salvage so that more players can have more items to put into the Auction House, and be able to fill the market demand.
    The simply answer is complicated, again, by the player base. Improvements or bonus's to the drop system will simply cause the abusers to just abuse the system more. There's no guarantee that increased drops would enable the casual player base to catch up and have access to good io sets and in-game items without also partaking in farming and market-gaming.

    Now, I don't mean for this to be a simply hopeless point of view on the state of the game's economy, or what passes for an economy. Remember, it's a game. It doesn't actually have to follow real-life rules.

    So, with that in mind, This is my opinion:
    the best way to combat the auction-house inflation is to continue on the development path of removing the Auction House as a critical part of the game, or as a critical part in fitting an avatar with IO set enhancements
    Now... how exactly can this be accomplished? If I was in War Witch's high-heeled stiletto pumps, I would start looking at putting some value back into being in a Super Group or Villain Group.
    • Players who are in a supergroup and in supergroup mode get a bonus modifier on mission completion drops to pull from a higher drop pool. However, the more missions that are completed in a successive time period decrease the modifier bonus.
      To set some base numbers for this, let's assume a mission completion time of 30 minutes. Every 30 minutes a player in SG mode is given an auto-bonus to raise their mission completion reward one drop tier. With a time-limit in place, players with speed-run focused characters can't knock out radio or Ouroborous missions and "game" the system for better drops.
    • Players who in a supergroup and in supergroup mode get a bonus modifier to drop salvage that is needed in recipes they have.
      The implementation of this is as such: When reward drops are rolled, the system does a quick check to see what recipes are in your inventory, and what salvage those recipes require. If the enemy you defeated has a droppable salvage that will work in your owned recipes, that salvage is given a higher weight chance to drop. Okay, in all fairness such an implementation might create a huge backlog on the server with constant table-look ups and comparisons... I don't know. However, if the servers could handle the extra calculations, this would drastically help players get the right salvage from the right enemy mobs without having to farm / grind.
    • Add Purple recipes to an unlockable Super Group Vendor.
      Now, I know that the development staff isn't too keen on assigning merit values to Purple recipes. That being said, I'm always in favor of more content for the game. So, my proposal is pretty simple. Super Group / Villain Group members can unlock a Went Worths / Black Market Contact who assigns a Task Force / Strike Force to look in on shipping problems that the Auction Houses are having. Completing this Task Force unlocks a special Base vending item where Purple Recipes can be purchased for merits.
    • Allow Super Group members to set a flag for class item only non-proc drops
      The implementation here is based on a simple white-list / black-list. Players in a Supergroup can choose to set a flag to only get recipe drops that boost the powers they actually have. So tanks, scrappers, brutes, and stalkers would get recipe drops with equal weighted values towards melee attacks, defenses, and resistances. Blasters would get recipe drops weighted towards ranged, pbaoe, and mezzes. Dominators would only get recipe drops with higher weights on control and mez recipes, with lesser weights on ranged, pbaeo, and melee damages. Controllers and Masterminds would get high weights on pet damage, control, mezzes, buffs, and debuffs. Defenders would get high weights on mezzes, buffs, and debuffs, with lower mezzes for ranged damage. Corruptors would get equal weights on buffs, debuffs, ranged, and pbaeo recipes.

      The idea is that players who are flagged for specific drops will get recipes that they can actually use. Every tank, scrapper, and blaster whose gotten pacing of the turtle from Katie Hannon knows what I'm on about here.

      By separating procs from the blacklist/whitelist, players can't use melee + defense/resist types to farm for valuable procs like Luck of the Gamber 7.5, and controller / corruptor / defender / mastermind types can't farm for Miracle and Numina procs

    Now, this list is by no means exhaustive, or that it is the only way that the abuse of the auction-system can be addressed. I think, however, that the suggestions stand as examples on how to address the base issues and problems with the current drop-system in regards to how the whole game operates... rather than directly punishing the player-base, or further segregating the player-base.

    Moving increased rewards into a SuperGroup mode gives players more reasons to work together as a team, without having to feel that they need to solo-farm every minute they are logged in and hit up the auction house to buy / sell / trade.

    My opinion is that while the longevity of the game is not going to be jeopardized by making the Auction House more, or less, important to the player base, I am of the opinion that trying to establish and maintain a functional economy that depends on the actions of an erratic player base is probably not one of the best ideas going.

    I'm also of the opinion that if the development staff doesn't, at least in some way, address the abilities gap between the hard-core players and the casual players, there will be a generation of a World of Warcraft enviroment where players feel they must continually tweak out and optimize a single avatar in order to continue to participate in the high-level challenges and (future) end-game content.

    Admittedly, some of this may already be a moot point at the development level. We, as the player base, still don't know what Mr. Miller has up his sleeve in regards to that future end-game content, nor how players can make their avatars more powerful. We also don't know if the development staff actually intends to introduce The Battalion as an enemy group that requires IO's to fight.
  18. Quote:
    Originally Posted by CaptainPower View Post
    hmm i just bought the Nvidia GeForce 9800gt graphics card (1024mb gddr3 version) spent 139.00 bucks hope its good enough?
    if you bought that in the US, you got screwed. 9800 GT's are selling for around $85-$95: http://www.pricewatch.com/search?q=9800+GT

    If you bought it outside of the US, depending on what country you are in, it might have been a good buy.
  19. Okay... first question. Why on earth do you want to render everything in a zone to begin with?

    Second question: do you know what Anti-Aliasing does?

    Reason I ask this is because I'm not exactly sure you have a full handle on what AA does, and what the different levels are. To give a background on Filter effects, drop by Bit-Tech and read these two articles: http://www.bit-tech.net/hardware/200...ng_filtering/1 :: http://www.bit-tech.net/hardware/200...ng_filtering/1

    The short version is that the function of Anti-Aliasing is to remove jagged edges from off-angle lines in a rendered 3D scene.

    The same function can also be achieved by increasing the amount of pixels available to render in. The more pixels that can be drawn into, the less a rendered display needs to fudge pixel color values where different colored or textured items meet.

    In some 3D cases, you can actually over-render a scene, providing too much detail separation: http://www.cgarchitect.com/upclose/V...%20Effects.pdf

    ***

    Now, one of the things to keep in mind about Full Screen Anti-Aliasing... and this is a gross under-simplification of what's going on... is that you are basically rendering the scene in a resolution that is x AA amount times your resolution.

    What this means is that if you render an 800*600 screen at 2X Full Screen Anti-Aliasing, you are effectively rendering the scene at (800x2)*(600x2), or 1600*1200, and then down-sampling that image back to 800*600. At some point on a fixed resolution display, you will start to lose obvious benefits of the image being super-sampled in a higher resolution, and then scaled back down.

    This super-sampling and scaling back is why Anti-Aliasing typically carries such a high performance penalty. It's only been recently that graphics cards have gotten to the point where they can run medium levels of Anti-Aliasing without actually loosing much in the way of pixel pushing performance.

    Case in point: Microsoft's DirectX 10.1 specification basically requires that all DX 10.1 certified graphics cards be able to render a 3D sceen with 4x Anti-Aliasing.
  20. Quote:
    Originally Posted by NekoAli View Post
    *cuddles with Fedor and gives him a chocolate donut*

    'tis a quiet week, it seems...
    *tackles Ali AND Fedor and SNUGGLES!*
  21. Quote:
    Originally Posted by Texarkana View Post
    General rule of thumb for developers: Avoid proprietary technology. Especially technology from Nvidia.

    Theoretically, at least according to this slide: http://developer.download.nvidia.com...apex_arch2.jpg :: Apex is exposed through PhysX. The development staff would be much better off exposing this sort of physics framework through OpenCL.

    Now, if Nvidia wants to expose Apex through OpenCL so that the technology works on video cards without an Nvidia branding, then it might be worth the time for our developers to take a look at it.
  22. Quote:
    Originally Posted by Blood Spectre View Post
    You might. I play redside.
    *arrests Blood Spectre and locks him up with Loony the Mad*
  23. *a paw suddenly appears out from under the ring, grabs Fedor, and drags the Sackthingy under*

    *after a few minutes of odd noises from under the ring, Fedor is pushed back out, tied up with pink ribbons, wearing a light blue bonnet and matching bib, with the words "Property of the Princess" on the bib...*

    *from the other side of the ring a blue kitten sneaks into the shadows, cackling maniacally*


    Kittens can be sneaky and ebil too when required!
  24. Quote:
    Originally Posted by DemonCaller View Post
    :decides after Sheckey's introduction to the mat, that she is much, much safer up on her rafter beam.

    "Can I have some decaf sent up here? Along with some vanilla filled donuts?" she asks, sending down a empty pail on a rope. "I'm a little leery of that so called game...and I want to live long enough to make that meet and greet..."
    *sneakypaws up behind DemonCaller... then POUNCES and trusses DemonCaller up in bright pink ribbons!*
  25. The collars and restraints visible on the Ghouls make me think "Escaped Science Project" ... so yeah, I'd buy them as the Praetorian Vhaz.