Anyway I can emulate it or something?
Try my shadows demo
It won't run on the crappy computers at my college
Pentium 4 1.6ghz
512 mb ram
Radeon 7000 64mb ram
the error I get is:
FATAL ERROR :
Your graphics card/driver does not have support a required capability:
ARB_vertex_buffer_object extension required
Please see readme.html for more information
Function : MainGM::checkCaps
File : .\MainGM.cpp
Line : 890
Pentium 4 1.6ghz
512 mb ram
Radeon 7000 64mb ram
the error I get is:
FATAL ERROR :
Your graphics card/driver does not have support a required capability:
ARB_vertex_buffer_object extension required
Please see readme.html for more information
Function : MainGM::checkCaps
File : .\MainGM.cpp
Line : 890
Quote:Original post by Pipo DeClown
Anyway I can emulate it or something?
Try this. Just put the exe in the cathedral main dir and run it. It should work. I think I disabled all the SSE parts, but it's a bit hard to tell unless I try it on a non-SSE machine.
About 5fps on a GeForce FX 5600. This card has a horrible fillrate, but still the demo's on the slow side (could have something to do with the shaders, maybe?)
Other than that: The shadows look great :-) I noticed one tiny glitch in the cathedral mesh (left hand side as seen from the entrance). Finally, the scene is a bit dull with the brownish textures tiled all around - some more detailed textures would have done wonders.
Other than that: The shadows look great :-) I noticed one tiny glitch in the cathedral mesh (left hand side as seen from the entrance). Finally, the scene is a bit dull with the brownish textures tiled all around - some more detailed textures would have done wonders.
Yeah, ARB_fragment_program is notoriously slow on geforce FX cards. Nothing I can do about that. ATi cards around have no such problems. Even my mobility 9600 runs it at ~25fps.
BTW, if you mess around with the init.XML file in the config files directory you can add more lights to the scene or remove lights, and change various other things.
Quote:Original post by benjamin bunny
Yeah, ARB_fragment_program is notoriously slow on geforce FX cards. Nothing I can do about that. ATi cards around have no such problems. Even my mobility 9600 runs it at ~25fps.
Yes, but I substituted the fp with one that just returns white color, and it still doesn get any higher than 17-18 FPS. It must be the shadows. Btw,you don't render the shadow volumes with fp enabled, right?
After I confirm(or deny, for that matter) full screen mode I get:
Immediately after this it General protection faults.
Specs:
Pentium 4 3.0ghz
Geforce FX 5700
512mb RAM
Intel PBZ motherboard
Error loading shader: vertex shader attach errorFunction : Mirage::ShaderManager::loadProgramFile: \BenMobile\My Documents\Projects\democd\DemoCD\source\modules\ShaderManager\ShaderManager.cppLine : 146
Immediately after this it General protection faults.
Specs:
Pentium 4 3.0ghz
Geforce FX 5700
512mb RAM
Intel PBZ motherboard
Quote:Original post by mikemanQuote:Original post by benjamin bunny
Yeah, ARB_fragment_program is notoriously slow on geforce FX cards. Nothing I can do about that. ATi cards around have no such problems. Even my mobility 9600 runs it at ~25fps.
Yes, but I substituted the fp with one that just returns white color, and it still doesn get any higher than 17-18 FPS. It must be the shadows. Btw,you don't render the shadow volumes with fp enabled, right?
Nope, ABB_fp, ARB_vp, texture, etc are all disabled when rendering the shadow volumes, as you would expect. Shadow volumes are very fill-rate intensive though. I'd be surprised if you can get even 5-6 fps in Doom 3 on that card at 1024x768.
You can disable shadows though by setting the castShadows attribute in config files/init.xml to 0 for each light.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement