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#37 | |
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Is not an Intel fanboi
Join Date: May 2004
Location: Burlington, VT
Posts: 1,368
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Licencees get access to ALL the code, experimental or not. It's in the engine.
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#38 | |
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Join Date: Apr 2003
Posts: 1,663
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Quote:
The first Shenmue has comparable geometric character detail to most games in 2002-2003...some of '04's. RE:Code Veronica is also a good example of how far they were able to push it. It'd be nice if Sega decided to crap out after Avatar. That would have given the GC a run for its money.
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The Adama maneuver was incredible, go watch Exodus pt 2. |
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#39 | |
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Registered User
Join Date: Aug 2004
Posts: 10,299
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Quote:
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#40 | |
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Is not an Intel fanboi
Join Date: May 2004
Location: Burlington, VT
Posts: 1,368
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The ARB2/Cg/EXP paths are DX9 class only.
Remember Doom 3 has different rendering paths. |
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#41 | |
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Join Date: Feb 2005
Location: City 17
Posts: 93
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Quote:
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@643200+ 1MB Cache / 1024 PC-3200 DDR 400 / eVGA 6800 GT / WD 120 GB HD + 8MB Cache / Dvd 16x/cd-r 52x / |
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#42 | |
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Is not an Intel fanboi
Join Date: May 2004
Location: Burlington, VT
Posts: 1,368
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Quote:
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#43 |
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Join Date: Apr 2003
Posts: 1,663
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and the caverns, I think it was 2, or 3
one of those, shortly before the hellhole.
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The Adama maneuver was incredible, go watch Exodus pt 2. |
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