Recent content by Pit_Viper

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    Car Buying Advice - Impreza or not?

    The 'Vette is suicidal in snow as well, despite its fantastic traction control/stability control system (traction management is no good if you don't have any traction to manage). I own a Z06, and I've had the "fun" experience of having to drive it home in the snow... I don't know if...
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    Coding style question

    I personally use the first convention, unless the conditional statement has been spread across more than one line, in which case I use the second convention. Also, (since somebody mentioned Code Complete), I believe that Code Complete (Second Edition) favors the first convention as well (perhaps...
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    In terms of performance: C v.s. C++?

    I have recently discussed this issue with a co-worker. His fear was that string routines in C were potentially faster than C++ STL string routines (e.g. strcat(...) vs. string operator "+"). Although I did not perform timing tests, I feel that the "rate-determining step" in this particular...
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    "Lenticular halos" post-processing effect

    Sorry for the slightly off-topic post, but thanks for the link! I've been trying to get that game to work on Windows XP/non 3Dfx cards forever! Now, if I could only figure out why the game appears to be having Z-sorting issues...
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    Beyond Good & Evil

    I first took note of Ubisoft back in ~1996 with the release of POD and SpeedBusters. POD is probably my all-time favorite arcade PC racing game.... Anyhow, I just got done with this game - the seamless and natural transitions from in-game action to cutscenes, and the appropriate changes...
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    nVidia's response to Valve

    I ran this on my Geforce FX 5900 before I requested a return-material authorization for a Radeon 9800 a few weeks ago. There is no need to explicitly run a benchmark - the performance difference is quite evident... Interestingly enough, the program does not appear to operate correctly on...
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    Why projected shadows in B3D's SC demo?

    True - I think that it's another case of catering to the "lowest common denominator" - if a second shadow buffer algorithm were added for cards such as the Radeon 9700, it wouldn't work on cards such as the TNT 1/2 and the Voodoo 5, etc. The shadow projection algorithm, however, would work with...
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    Why projected shadows in B3D's SC demo?

    Thanks for the informative response, Ilfirin!
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    Why projected shadows in B3D's SC demo?

    Would utilizing the DirectX 9 API allow the shadow buffer algorithm to be used on the ATI Radeon (and possibly other) cards?
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    New DX9 Demo/Benchmark

    I think that this is true - I have tried the original version on a computer equippped with a Quadro 2, and it worked just fine. I'm glad that they released this version. My biggest complaint about the original is that they did not have any options to change the resolution, and...
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    Pixel Shader v1.1 vs v1.3 - Do Any Cards Only Support v1.1?

    The XGPU does not support Pixel Shader 1.3 with regards to the exact specifications, from my understanding. It supports a Pixel Shader 1.1 variant (with different mnemonics, 9 instructions maximum) that is more or less functionally equivalent to Pixel Shader 1.3. I don't think any documentation...
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    Pixel Shader v1.1 vs v1.3 - Do Any Cards Only Support v1.1?

    I have already searched for an answer regarding the Pixel Shader support of the Geforce 3, and I always come up with conflicting information regarding this topic. It mentioned in this link, for example, that the Geforce 3 supports Pixel Shader 1.3...
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    Pixel Shader v1.1 vs v1.3 - Do Any Cards Only Support v1.1?

    Greetings all, Support for Pixel Shader 1.1 seems to be a trend with software that supports DirectX 8.1 Pixel Shaders. I was curious as to why Pixel Shader 1.3 isn't used as the base standard for DirectX 8.1 cards - are there some cards that support Pixel Shader 1.1, yet don't support...
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    General Question: Z-Buffer Cannot Be Read Under DirectX 8.1?

    I just did a quick search under the MSDN Direct3D documentation. It appears that a pointer to the Z-buffer can be obtained with: IDirect3DDevice8::GetDepthStencilSurface(...). Now I'm not sure if I completely understand the reply that I was given...
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    General Question: Z-Buffer Cannot Be Read Under DirectX 8.1?

    Greetings All, It appears that there are some truly knowledgable people in the forum, so I've decided to stop by here in order to pose a technical question. I stopped by the UbiSoft forums in order to inquire about the lack of the depth-of-field effect in the PC version (demo) of...
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