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#25 | |
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Registered User
Join Date: Oct 2004
Location: QLD Australia
Posts: 1,349
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Quote:
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WinXP Home Edition SP2/Athlon 3500+Newcastle/MSI K8N Diamond/BFG7800GTX OC/Antec 550TrueControl 2.0/1GIG DDR400Kingmax/Acer AL2016W LCD/SB Live!/Audigy2 ZS |
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#26 | |
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Registered User
Join Date: Jul 2002
Posts: 622
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![]() I do find it somewhat amusing that a port intended for a much, much smaller market actually has more features than the original code the port is based on, though. I can't fault Gearbox entirely for going with Direct3D however, as it obviously gives them the widest support - the quality of GL drivers outside of Nvidia/ATI is a large question mark. |
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#27 | |
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Registered User
Join Date: Jul 2002
Posts: 622
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Regardless, Blue Shift on the PC was released before the PS2 version of Half Life, so the words "wasn't until" makes no sense considering the timeframe (especially considering how dirt-cheap HL compilation packs were at that time). |
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#28 | |
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Registered User
Join Date: Jan 2005
Location: Saint Louis, Missouri, USA
Posts: 580
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O.k. Going to have to bust out the images here...
The next image, I know it isn't from Half-Life, but the models are the ones from the High Definition pack... Last ones shows original Barney and then High Definition Barney. Gentle Last edited by Gentle; 02-26-05 at 04:02 AM. |
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#29 | |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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Quote:
Your missing the point jbirney. RTT can support Anti Aliasing in DirectX 9.0. The fact that it wasnt makes it fairly lazy programming. NFS Underground 2 is a perfect of example of how using RTT can be enabled with Anti Aliasing. While the first version could not.
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