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#1 |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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The v1.2 patch for the US version of Splinter Cell is now out. You should visit www.splintercell.com/us to get the patch. It is preferred that, if you had previously installed the v1.1 patch, that you uninstall/re-install the retail version of the game, and then apply this v1.2 patch.
How this is relevant to this site : - v1.2 introduces benchmarking feature - Splinter Cell is a DX8.1 game, utilizing pixel programs v1.1 for various effects, including but not limited to, ocean effects and night vision modes. There are no pixel programs v1.4 codepaths for ps_1_4 capable hardware to take advantage of ps_1_4's feature of collapsing multiple ps_1_1 passes into a single pass - the patch has three benchmarking demos included; B3D recommends ignoring these demos in favour of our own which is more video-card-dependent - B3D's demo had its introduction in our Fairway Radeon 9000PRO review - B3D's EIC Dave Baumann has determined that Splinter Cell v1.2 would be B3D's "de-facto" Direct3D game benchmark at the moment, supplanting the "hacked" Max Payne NOTES: - anti-aliasing will incur a performance penalty and can be used for benchmarking -- however, due to Splinter Cell's "glow" algorithm, it introduces sometimes-unacceptable artifacts and hence AA should not be used for image quality analysis/comparisons for multisampling-AA video cards in scenes wher SC's glow algorithm is used. At least, and not until if/when Ubisoft introduces another patch (that would also require the installation of DX9.0a) that overcomes this "limitation" - settings pertaining to "Shadow Quality" differ when we are talking about 64MB and 128MB video cards -- be careful about this if you are to do comparisons As usual, please read the v1.2 patch's readme.rtf for very important notes pertaining to benchmarking Splinter Cell v1.2 . It should be noted that one of the bundled demos (1_1_2TbilisiDemo) can appear to be completely unreliable due to issues with AI-lockdown (AI appears to react differently, which should not happen, depending on what I currently suspect to be down to framerate issues) -- again, we encourage the use of B3D's own benchmarking demo.
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#2 |
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Senior Member
Join Date: Aug 2002
Location: Miami, Fl
Posts: 1,036
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Thanks for the news, Rev.
Would informing Open Gl guy about AA the issue help any?
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"Friendship is unnecessary, like philosophy, like art... It has no survival value; rather it is one of those things that give value to survival." -C.S. Lewis |
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#3 |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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Nah, as I see it, the priority on solving the AA issue in this game should not fall on IHVs... it should be down to Ubisoft to releasing a patch for this (while requiring installation of DX9.0a). I don't work for Ubisoft so I can't say what their priorities are at the moment (hint : SC2) wrt this AA issue, although many users are apparently complaining about this.
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#4 |
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Senior Member
Join Date: Feb 2002
Location: Somewhere not *that* rotten in Denmark
Posts: 1,197
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Damn - and I just finished the game!
Anyway, here's the perfect way to get rid of the jaggies from hell: Just shoot out all possible lights and wander about in darkness (which of course is how the game should be played anyway So I'm with Rev on this one: Get the sequel out ASAP!
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Best regards, LeStoffer |
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#5 |
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Senior Member
Join Date: Aug 2002
Location: Miami, Fl
Posts: 1,036
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Me too, I just finished the game, but the performance was already averaging 32-33fps with 16x aniso and no aa (on 9800pro), so aa would probably kill the semi-decent (around 30) framerates, and the game would'nt be as playable.
The ps water looks more noticeable with the patch, more detailed, I think. Framerate/performance also seems to be a bit smoother also (supposedly better videomem usage). Ubi-Soft should come up with an application AA adjustment in the game, so they'll have full control over the algorithm. Anyways, the game is awesome regardless.
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"Friendship is unnecessary, like philosophy, like art... It has no survival value; rather it is one of those things that give value to survival." -C.S. Lewis |
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#6 | |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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Quote:
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#7 |
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Junior Member
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Definitely a cool game. The fire effects, light halo/"glow" effect, and the thermal vision effects are things that I've never seen before on 3D hardware. The folks at UbiSoft did a pretty good job (aside from not implementing Depth-of-Field in the PC version).
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#8 |
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Member
Join Date: Apr 2002
Posts: 429
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http://www.warp2search.net/
Games: Splinter Cell US updated retail patch v1.2 Posted by NewsFactory on Saturday, April 19 @ 22:02:29 CEST Ubi Soft has issued a minor update of the US retail version 1.2 patch for Splinter Cell released early this week. Word is the patch "is essentially the same with the addition of a small diagnostic tool that was left out of the first one," and as before this release implements a variety of graphics enhancements and fixes, as well as gameplay tweaks and other bug fixes. http://www.3dgamers.com/games/splintercell/#filelist |
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#9 |
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Member
Join Date: Nov 2002
Posts: 235
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So - how does this game compare between the PC port and the Xbox? I thought I was reading somewhere that the Xbox actually displayed the shadows better?
I reneted the Xbox version and enjoyed it. I was wondering how it would look on the PC (I run a 9500 Pro). I enjoy Raven Shield - looks great. As does Unreal 2 and UT2003. Just wondering. Thanks for any information. Have a good day. -saf |
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#10 | ||
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Member
Join Date: Feb 2003
Posts: 109
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Quote:
Quote:
But the "true" pc version is technically better than the Xbox version (look at the link), you only have to use Nvidia based cards. |
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