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What do you think could make a good FPS better in terms of graphics?
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| meneedit |
If you ask me, they have been making the same mistake for years:
it doesnt matter how HQ your textures are, how hi res it is, how many decals. it all boils down to smoothness.
I think that anti-aliasing makes all the difference :)
all they would need to make is an anti-aliasing engine that smooths out all jagged lines.
what lines you ask.
well, because a FPS is 3D the angles are always changing. Say for example that you are standing in front of an area where the wall meets the floor. the lines are jagged at the join because you always have the ability to change perspective.
Now i'm no expert on graphics, but I do know one thing...
the engine would work by looking at each color and the surrounding colors then look at a reference file that tells it which color blends with which.
the downside:
would probably require 8 gig processor and a load of ram :stongue: |
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| meneedit |
sounds good too!!!!!!!!!!
you just reminded me of how badly I want that game :( |
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| Tranc3 |
| Most anti-aliasing is done directly on the card...not software-based. The main reason is because anti-aliasing is really ing intensive. Until video card technology gets significantly better (or they start making cards for people with water/peltier/evaporative/etc cooling systems), you aren't going to see a drastic change in anti-aliasing. The code for it is pretty hard to optimize any more than it is already. |
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| nchs09 |
| *cough* nerds *cough*:tongue2 |
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| Tranc3 |
| quote: | Originally posted by nchs09
*cough* nerds *cough*:tongue2 |
Well that's an interesting solution. Just hire a bunch of nerds to come next to your computer and crunch the numbers for your anti-aliasing engine. |
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| nchs09 |
| quote: | Originally posted by Tranc3
Well that's an interesting solution. Just hire a bunch of nerds to come next to your computer and crunch the numbers for your anti-aliasing engine. | hehe i didnt get that either.. but i did laugh for some reason:p |
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| Radagast |
| I don't see the need for graphics that are any better than Quake 2's. |
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| meneedit |
| quote: | Originally posted by Tranc3
Most anti-aliasing is done directly on the card...not software-based. The main reason is because anti-aliasing is really ing intensive. Until video card technology gets significantly better (or they start making cards for people with water/peltier/evaporative/etc cooling systems), you aren't going to see a drastic change in anti-aliasing. The code for it is pretty hard to optimize any more than it is already. |
yeah, I hate the fact that its only the cards that have anti-aliasing
because there is no way to set the anti-aliasing for games only. which means it blurrs the out of ordinary windows stuff |
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| meneedit |
| quote: | Originally posted by Radagast
I don't see the need for graphics that are any better than Quake 2's. |
:eek: |
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| yujie__ |
r500 / nv50 and athlon fx 60 that can do 8aa/32af free
2 gig ram
solid state harddrives
liquid cooling
21" lcd with response of less than 5ms or the best 22"monitor
thx speakers |
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| Turbonium |
| quote: | Originally posted by yujie__
r500 / nv50 and athlon fx 60 that can do 8aa/32af free
2 gig ram
solid state harddrives
liquid cooling
21" lcd with response of less than 5ms or the best 22"monitor
thx speakers |
Radeon X1600 XT
Dual core Pentium-M @ 6GHz (Conroe)
4GB RAM
4 solid state HDs in RAID-0
liquid cooling, as mentioned
22" Trinitron
THX speakers
You have been bested, TAKE THAT! |
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| BTG |
farcry sucks.

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