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#709 | |
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#710 | |
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Also, my suggestion to you guys is to not respond to crainger. He will try to rile you, and he's not worth the trouble.
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#711 | |
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![]() oops..... i think i just....... will you be gentle? ? |
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#712 | |
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Guest
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Holy short game, batman!
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#713 | |
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Loving Everything Me
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#714 | |
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Question:
I am playing at 1680x1050. There are some strange settings for AA/AF in Ep.2. What would be the best looking combo without installing mods or anything like that? |
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#715 |
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你妈妈喜欢的阴茎
Join Date: Dec 2007
Location: 波兰
Posts: 2,176
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Just got mine OB
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__________________
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#716 | |
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Sayonara !!!
Join Date: Jan 2003
Location: Austin, Texas
Posts: 9,297
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![]() Personally, I would HIGHLY recommend getting the latest cinematic mod. It just makes the entire game (HL2, Ep1 and Ep2) look gorgeous and many of the new textures are pretty awesome. |
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#717 |
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Any difference between these? Filtering I have set to 16x.
MSAA CSAA QCSAA |
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#718 | |
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Guest
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MSAA: standard programmable multisample algorithm w/w/o gamma correction CSAA: coverage sample msaa. ex: 8x: uses 8 (NO, uses 4) z-samples (depth), ignores the extra 4 color samples (over 4xMSAA). XQCSAA: uses all of the color bits. gives true msaa modes over 4x. I believe the distinction is mostly due to the fact that the ROP's have to use some kind of loopback for CSAA. ROP's can only do 4x single-cycle. It's all marketing at this point. 8x MSAA and 8xQ CSAA are one and the same. correct me if I'm wrong. edit: looks like CSAA modes still use the single cycle storage values for pixels; i.e z and color (says stencil also, but...what the hell are stencil values unless we're speaking of stencil volumes...i guess that must be it). so depth value is still at 4 samples for 8x CSAA. For Q modes, z/color/stencil sample # is at the appropriate level for the stated MSAA #. So 8xQ CSAA applies 8 coverage samples (# of intermediary steps applied to sub-pixel edges) using 8x scene color/z readings (base level of inputs used to determine the position of the fractional values). So 8x CSAA basically samples each pixel 4 times to determine the position of the sub-pixel data offenders in image space, then applies 8 samples instead of 4 at these sites to give the impression of a smoother appearance (guesstimating how the edge should look based on 4 samples). However, if you have data that can't be represented by sampling the area 4 times, then you will have no benefit over regular ol' 4xMSAA. clearer? edit2: p.s: I'm not trying to give the indication that any sort of edge detection is going on. it's not. samples are taken from the entire image space, unless the game provides a custom coverage mask. however, only sub-pixel infractors are blurred, because layering data over whole pixel representations yields no new information. |
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#719 |
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The urine jar for sniper is awesome
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#720 |
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Join Date: Oct 2005
Posts: 7,993
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I Finally got my ENGI HAT!!!!!!!!!!!!!!!!!!!!!!!!!! LIFE IS COMPLETE!!!!!!!!!!!!
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• EVGA GeForce GTX 680 • PCP&C 750 Quad • ASUS 12x BD-ROM • DELL U2412M E-IPS • Windows 7 Pro x64 SP1 • Logitech Z5500 5.1 • |
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