Originally posted by Chris
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Unreal Tournament 3 Running On Linux
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Originally posted by marakaid View PostDo you think is too late for the game in terms of skill required? I mean, Windows players will have nearly one year of experience more than me, that's a bad side effect of waiting many months!
I started playing ETQW 2 or 3 months after buying it in October 2007, and the first weeks were not nice, too much learning curve.
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Do you think is too late for the game in terms of skill required? I mean, Windows players will have nearly one year of experience more than me, that's a bad side effect of waiting many months!
I started playing ETQW 2 or 3 months after buying it in October 2007, and the first weeks were not nice, too much learning curve.
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Why do you need to switch to a larger resolution? Or rather said... what gain is there from something weird like let's say 520x370 or something like that?
You gain not having to run complex pixel shaders as often (196,608 times for a full scene in 512x384, versus 786,432 times in 1024x768; not counting overdraw or any other offscreen rendering). And if you're running on something like a GF6 (which is fully DX9/SM3 capable), or even a GF7 or lowend GF8, removing that extra processing could be the difference between a playable framerate, and a bad gaming experience.
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I still don't get the problem with the resolution. Why do you need to switch to a larger resolution? Or rather said... what gain is there from something weird like let's say 520x370 or something like that?
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And you do not need this strange resolution of yours. TFTs are not required to use all pixels on their display. If the TFT is smart the screen is stretched to fill the available pixels best without too much quality loss.
Also don't forget, the game allows you to pick any size above 50%, IIRC. So that's a significant amount of personal control over selecting the speed of the game, versus visual quality (some people might not be as bothered by 20FPS as others, while others might need to turn it all the way down and hope to get 20FPS).. Both without having to sacrifice physical window size, or worry if the mode is supported for fullscreen.
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And you do not need this strange resolution of yours. TFTs are not required to use all pixels on their display. If the TFT is smart the screen is stretched to fill the available pixels best without too much quality loss. I did for example play UT3 in 800x600 on a 1680x1050 monitor and it looked good. And this had been not a factor two scaling. That said box-filtering is not required to be of an exact integer multiple to work reasonably well.
EDIT: I overlooked you mentioning glBlitFramebufferEXT. That's a bit a different story since that's an accelerated blit. In that case the speed bit is a bit different ( edited out text above ).Last edited by Dragonlord; 20 September 2008, 04:42 PM.
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And... render resolution not available as graphic mode... that ain't working. To upscale to a resolution it has to be supported. You can render off-screen into any resolution you want to but once it gets on-screen it has to match a graphic mode ( if fullscreen ) or the window size.
In the end though it's not much worse than what the graphic card would do so... again... why doing it then in the first place wasting fill-rate ( which could be spend for a higher resolution instead )?
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Yeah, but it doesn't really help much. Only a good machine helps to make it run well. And... render resolution not available as graphic mode... that ain't working. To upscale to a resolution it has to be supported. You can render off-screen into any resolution you want to but once it gets on-screen it has to match a graphic mode ( if fullscreen ) or the window size. I somehow don't get the problem.
And about interpolation... graphic cards do box-filtering. That's similar to what TFTs do in their interpolation units ( interpolate between 4 nearest pixels ). Some TFTs are better at this, some less. In the end though it's not much worse than what the graphic card would do so... again... why doing it then in the first place wasting fill-rate ( which could be spend for a higher resolution instead )?
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Lower resolutions on LCDs is awful (it often blurs badly, or even worse, may just be centered and not scaled). CRT upscaling is much better, true. However, that doesn't help for a) windowed modes, or b) systems where the target rendering resolution isn't available as a graphics mode. How many systems do you know that can display 720x450, half my current LCD native res? Mine doesn't. I was lucky to get a working 512x384 (half 1024x768) on most CRTs I had.
Plus, the game lets you pick almost any percentage for a speed vs. sharpness tradeoff.
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