Shaders.
Shaders.
This may have been covered before but now a days you can crank down the vertex and pixel shaders, at least on geforce cards. I hear that doing this can eek out a bit of performance.
Since D3 is 6 YO, what level pixel and vertex shaders does it need?
I tried pixel (diabled) and vertex (1.1). I did notice one thing with this set. Lava textures where not moving at all.
As a side question, I always notice a certain amount of frameyness when I first enter a level untill Ive flown through the entire mine then everything is smooth. Its a bit annoying and Ild like to try and smooth it out.
Hardware:
Athlon xp 1700+
ASRock via A7VT4A mobo.
Geforce 6200 128Mb running at ( 8X +FW +SB )
Since D3 is 6 YO, what level pixel and vertex shaders does it need?
I tried pixel (diabled) and vertex (1.1). I did notice one thing with this set. Lava textures where not moving at all.
As a side question, I always notice a certain amount of frameyness when I first enter a level untill Ive flown through the entire mine then everything is smooth. Its a bit annoying and Ild like to try and smooth it out.
Hardware:
Athlon xp 1700+
ASRock via A7VT4A mobo.
Geforce 6200 128Mb running at ( 8X +FW +SB )
D3 was written on Dx7 or was it DX6? anyways.. shaders didn't exist then, so i don't think that it's going to make any improvements. Your best bet is getting faster hardware. CPU, Faster Ram, FAster MOBO etc.
I think what he's talking about, Dcrazy, is the different level of shaders you can assign with some games. in Halo, you can. It's a secondary line command used.
I think what he's talking about, Dcrazy, is the different level of shaders you can assign with some games. in Halo, you can. It's a secondary line command used.
- WarAdvocat
- DBB Defender
- Posts: 3035
- Joined: Sun Jun 23, 2002 2:01 am
- Location: Fort Lauderdale, FL USA
IIRC, Downgrading shader levels can actually hurt performance in some applications. Turning them off may help some however.
As others have noted, D3 doesn't use pixel shaders...IN fact, a little checking reveals that the minimum requirements published were Windows 95/DirectX 5.0. Pixel Shaders weren't implemented until DirectX 8.0. Anyhow, your hardware should be sufficient to run D3. Just one question, how much System RAM do you have? > 512MB is preferable, especially under WinXP.
As others have noted, D3 doesn't use pixel shaders...IN fact, a little checking reveals that the minimum requirements published were Windows 95/DirectX 5.0. Pixel Shaders weren't implemented until DirectX 8.0. Anyhow, your hardware should be sufficient to run D3. Just one question, how much System RAM do you have? > 512MB is preferable, especially under WinXP.
Teddy wrote:I'd bet from your statement that your playing with d3d instead of opengl. Dump the direct3d for playing d3, it's got a bug that causes pauses every few seconds till you get around the hole level. And even then it still plays 20% slower than opengl.
yup:
thats exactly the problem there. switch back to OGL and no more skippy framesAs a side question, I always notice a certain amount of frameyness when I first enter a level untill Ive flown through the entire mine then everything is smooth. Its a bit annoying and Ild like to try and smooth it out.
BTW: do you have the coolbits enabled? TweakNV or manual registry entries will enable some features.
- WarAdvocat
- DBB Defender
- Posts: 3035
- Joined: Sun Jun 23, 2002 2:01 am
- Location: Fort Lauderdale, FL USA
Heh... I've been through tuning d3 so many times that it's nearly automatic now. I forget that some of us don't know all the tricks. Speaking of all the tricks, Teddy taught me something with his post, I wasn't aware of that issue. I switched from Glide under my Voodoo-based (v2, v3 & v5) cards directly to OpenGL with my Geforce2.
Nos, you will now learn about the "white box reticle bug". It seems that when a new player joins a game that you're in, it can cause a white box to appear at your reticle. Switching resolutions, bit depth or (if you're playing at a resolution higher than 640x480) just going to automap and back to the game (hit 'tab' twice) should resolve this issue.
Nos, you will now learn about the "white box reticle bug". It seems that when a new player joins a game that you're in, it can cause a white box to appear at your reticle. Switching resolutions, bit depth or (if you're playing at a resolution higher than 640x480) just going to automap and back to the game (hit 'tab' twice) should resolve this issue.
Yup. Been there already last night.WarAdvocat wrote:Nos, you will now learn about the "white box reticle bug". It seems that when a new player joins a game that you're in, it can cause a white box to appear at your reticle. Switching resolutions, bit depth or (if you're playing at a resolution higher than 640x480) just going to automap and back to the game (hit 'tab' twice) should resolve this issue.
- WarAdvocat
- DBB Defender
- Posts: 3035
- Joined: Sun Jun 23, 2002 2:01 am
- Location: Fort Lauderdale, FL USA
You're right; that was the one I was thinking of. I've never experienced that particular bug myself. Looks like we're pretty much stuck with what has to be one of the most annoying bugs of all time.WarAdvocat wrote:I think all that putting the reticles in your D3 directory does is fix the disappearing reticle bug.
- WarAdvocat
- DBB Defender
- Posts: 3035
- Joined: Sun Jun 23, 2002 2:01 am
- Location: Fort Lauderdale, FL USA