far cry a HDR
far cry a HDR
chcel by som vediet ako sa vtejto hre zappina hdr a ci to pojde na mojej karte x800gto
PC by lubo188 ++socet LGA775++ CASE: Thermaltake WinGO V7000a CPU: Intel® Core 2 Duo E6300@3115mhz coled by BIG TYPHOON MB: ASUS P5B DELUXE RAM: Kingston 667mhz@890mhz 2.0V 5-6-6-15 1GB VGA: Sapphire Radeon x1900xtx 512MB PSU: Seasonic M12-600W HDD: Samsung SV1203N ATA 120GB MOUSE: Logitech G5
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
no ved na to cakam nech sa uz niekto ozve /inak dik(
a staci na to iba ten posledny patch alebo to musim patchovat postupne
a staci na to iba ten posledny patch alebo to musim patchovat postupne
PC by lubo188 ++socet LGA775++ CASE: Thermaltake WinGO V7000a CPU: Intel® Core 2 Duo E6300@3115mhz coled by BIG TYPHOON MB: ASUS P5B DELUXE RAM: Kingston 667mhz@890mhz 2.0V 5-6-6-15 1GB VGA: Sapphire Radeon x1900xtx 512MB PSU: Seasonic M12-600W HDD: Samsung SV1203N ATA 120GB MOUSE: Logitech G5
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
- Toman
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aj mne sa to zaplo same, po nainstalovani vsetkych zaplat. (na 6800)
T.
T.
Naposledy upravil/-a Toman v Ut 22. Aug, 2006, 23:13, upravené celkom 1 krát.
AMD 7600X, B650M, 32Gb 6400, RTX 3070TI, Fractal Torrent
- port77
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jak pise eraser preto aj 3d mark 2006 nejde ten 3 test... musis zmenit kartu ak chces hdr..
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Acer TimeLIne X 14" ATi HD5650-1GB,i5 460M/4GB-DDR3/640GB hdd/WD 2.5" 750GB USB3.0
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- izopd
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takze od patchu 1.3 je pristupny HDR.priamo v hre slacis ~ vyskoci ti zelena tabulka tam zadas \r_hdrrendering 7 buchnes do enteru a buD ti pojde ale nie.ja som si ho zapinal teraz pred 3 dnami,chcel som vidiet aky je v tom rozdiel.samozrejme musis mat vypnuty AA a detaily musia byt max Very High.
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ok, dik to mi staci vediet
PC by lubo188 ++socet LGA775++ CASE: Thermaltake WinGO V7000a CPU: Intel® Core 2 Duo E6300@3115mhz coled by BIG TYPHOON MB: ASUS P5B DELUXE RAM: Kingston 667mhz@890mhz 2.0V 5-6-6-15 1GB VGA: Sapphire Radeon x1900xtx 512MB PSU: Seasonic M12-600W HDD: Samsung SV1203N ATA 120GB MOUSE: Logitech G5
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
chcem sa este spytat ci treba davat postupne vsetky patche alebo stati dat ten najnovsi patch
PC by lubo188 ++socet LGA775++ CASE: Thermaltake WinGO V7000a CPU: Intel® Core 2 Duo E6300@3115mhz coled by BIG TYPHOON MB: ASUS P5B DELUXE RAM: Kingston 667mhz@890mhz 2.0V 5-6-6-15 1GB VGA: Sapphire Radeon x1900xtx 512MB PSU: Seasonic M12-600W HDD: Samsung SV1203N ATA 120GB MOUSE: Logitech G5
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
- killswitch
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uz sa tu kedysi ohladne HDR riesilo...dokonca som v tej teme postol vyjadrenie jedneho "guru" z konkurencneho fora...na moj dotaz vtedy odpovedal takto:
(este pripominam, ze sa jedna o uzivatela s nickom no-X)
1. HDR vùbec pøimo nesouvisi s tim, jestli ma karta SM2.0, SM3.0, nebo SM100.0. HDR + SM3.0 dala do souvislosti nVidia v ramci marketingove kampanì "the Power of three" a je jenom dost lidi, kteøi uvìøili tomu, ze jedno bez druheho neni mozne.
2. HDR podporuje uz R300 (R9700). Existujou na to i dema (viz web ati), ale pouzit ho lze napø. ve SplinterCell, kde je vsak implementace omezena (SplinterCell byl vyvijen za sponzoringu nVidie, coz se projevuje i tim, ze SM3.0 rendering path je mozne pouzit pouze na grafikach, ktere podporuji FP16 texture filtering, tedy NV40 a novìjsi. FP16TF mimochodem neni soucasti specifikace, ani volitelnou soucasti DX9.0c. Proto SplinterCell bìha i na R5xx pod SM2.0 rendering path)
3. Dùvod, proc se HDR objevilo v souvislosti s NV40 (SM3.0) je ten, ze nVidia silnì sponzorovala vyvojaøe her, aby tuto technologii implementovali (viz FarCry), ale s pouzitim formatù, ktere tehdy podporovala pouze nVidia. Nebyl to pøirozeny vyvoj a ani vlastni vùle vyvojaøù her - dùkazem budiz, ze R5xx podporuje vyraznì vic HDR formatù nez NV4x/G7x a pøesto je dodnes mnozi vyvojaøi neimplementovali (ATI jim za to nezaplatila).
ATi mohla udìlat podobny krok (jako udìlala nV s NV40) pøi vydani R300, ale neudìlala to (tìzko øict proc, ale uspìch R300 byl dostatecny, takze nebylo tøeba ho nicim podtrhavat).
4. HDR lze v podstatì implementovat i pro GeForce 3. Samozøejmì trochu jinym zpùsobem, nez jak se pouziva dneska, ale mozne to je.
5. Hl2 engine (SourceEngine) podporuje "HDR", ktere je ale v podstatì jen vylepsenym bloomem. To bylo implementovano z dùvodu kompatibility (jednak je s nim mozne pouzivat FSAA a za druhe funguje prakticky na vsech kartach; neni tøeba optimalizace pro jednotlive cipy). Ovsem nema to samozøejmì co dìlat s tim, jestli karta podporuje SM2.0 nebo 3.0 Smile
Pokud jde o nìjake diskutabilni zalezitosti tohoto charakteru, je 100% zdrojem informaci Beyond3D:
http://www.beyond3d.com/reviews/ati/r520/index.php?p=06
(este pripominam, ze sa jedna o uzivatela s nickom no-X)
1. HDR vùbec pøimo nesouvisi s tim, jestli ma karta SM2.0, SM3.0, nebo SM100.0. HDR + SM3.0 dala do souvislosti nVidia v ramci marketingove kampanì "the Power of three" a je jenom dost lidi, kteøi uvìøili tomu, ze jedno bez druheho neni mozne.
2. HDR podporuje uz R300 (R9700). Existujou na to i dema (viz web ati), ale pouzit ho lze napø. ve SplinterCell, kde je vsak implementace omezena (SplinterCell byl vyvijen za sponzoringu nVidie, coz se projevuje i tim, ze SM3.0 rendering path je mozne pouzit pouze na grafikach, ktere podporuji FP16 texture filtering, tedy NV40 a novìjsi. FP16TF mimochodem neni soucasti specifikace, ani volitelnou soucasti DX9.0c. Proto SplinterCell bìha i na R5xx pod SM2.0 rendering path)
3. Dùvod, proc se HDR objevilo v souvislosti s NV40 (SM3.0) je ten, ze nVidia silnì sponzorovala vyvojaøe her, aby tuto technologii implementovali (viz FarCry), ale s pouzitim formatù, ktere tehdy podporovala pouze nVidia. Nebyl to pøirozeny vyvoj a ani vlastni vùle vyvojaøù her - dùkazem budiz, ze R5xx podporuje vyraznì vic HDR formatù nez NV4x/G7x a pøesto je dodnes mnozi vyvojaøi neimplementovali (ATI jim za to nezaplatila).
ATi mohla udìlat podobny krok (jako udìlala nV s NV40) pøi vydani R300, ale neudìlala to (tìzko øict proc, ale uspìch R300 byl dostatecny, takze nebylo tøeba ho nicim podtrhavat).
4. HDR lze v podstatì implementovat i pro GeForce 3. Samozøejmì trochu jinym zpùsobem, nez jak se pouziva dneska, ale mozne to je.
5. Hl2 engine (SourceEngine) podporuje "HDR", ktere je ale v podstatì jen vylepsenym bloomem. To bylo implementovano z dùvodu kompatibility (jednak je s nim mozne pouzivat FSAA a za druhe funguje prakticky na vsech kartach; neni tøeba optimalizace pro jednotlive cipy). Ovsem nema to samozøejmì co dìlat s tim, jestli karta podporuje SM2.0 nebo 3.0 Smile
Pokud jde o nìjake diskutabilni zalezitosti tohoto charakteru, je 100% zdrojem informaci Beyond3D:
Citacia:
ATI have supported various HDR methods since the introduction of R300 with its floating point texturing capabilities, however NVIDIA have supported a more optimal method of High Dynamic Range blending, something that ATI's part have not been able to previously. With the entire range of chips using the R520 architecture ATI will now support HDR blending, but will do so under a number of formats:
* FP16 - 64-bit floating point
* Int16 - 64-bit integer
* Int10 - 32-bit 10-10-10-2
* Custom formats (eg Int10+L16)
The 64-bit formats will provide the highest quality, but come with the highest bandwidth and memory footprint costs seeing as each pixel is twice the size of a singe 32-bit pixel. The Int10 mode provides a level of Higher Dynamic Range, at the same performance and memory costs as standard 32-bit pixels, but comes at the trade-off of only leaving 2-bits for the Alpha channel basically allowing for either totally transparent, totally opaque and two intermediate values.
Although ATI have provided these HDR blending capabilities in the R520 architecture they haven't removed any orthogonally, meaning that all modes of operation that run through the ROP's work with one another, the net result is that all of the FSAA options that are provided under standard blending buffers are equally supported under any of the HDR blending modes, however the costs associated with the 64-bit modes and FSAA enabled are likely to be fairly high due to the bandwidth utilisation and memory space requirements.
http://www.beyond3d.com/reviews/ati/r520/index.php?p=06
ktori z tychto http://www.abcgames.sk/default.asp?p=do ... az&ID=6429
PC by lubo188 ++socet LGA775++ CASE: Thermaltake WinGO V7000a CPU: Intel® Core 2 Duo E6300@3115mhz coled by BIG TYPHOON MB: ASUS P5B DELUXE RAM: Kingston 667mhz@890mhz 2.0V 5-6-6-15 1GB VGA: Sapphire Radeon x1900xtx 512MB PSU: Seasonic M12-600W HDD: Samsung SV1203N ATA 120GB MOUSE: Logitech G5
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
++++++++++++++++++++++ CS 1.6 NONSTEAM +++++++++++++++++ hs_MASTERs l l1 +++++++++++++++++++ U.G.L.
http://patches.ubi.com/far_cry/lubo188 napísal:ktori z tychto http://www.abcgames.sk/default.asp?p=do ... az&ID=6429
s pozdravom, crux.