walkndude said:Might have been a wee bit simpler to compare 16bit vs 32bit nv shots instead which would quickly prove/disprove another one of your senseless
speculations.
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There is some speculation if these drivers may be dropping down to 16-bit mode for nature..this is a screen shot of 16-bit vs 32-bit on a Radeon 8500...can you tell the difference ??
walkndude said:Demalion, my replies to doom had absolutely nothing to do with texture sharpening or its effects at all. Who's having a problem staying on track ?
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There is some speculation if these drivers may be dropping down to 16-bit mode for nature..this is a screen shot of 16-bit vs 32-bit on a Radeon 8500...can you tell the difference ??
noko said:I did not have a problem telling the difference between the two shots, I didn't even notice the top labelling .
Colourless said:Gamma in Quake 3 has been correctly working on pretty much all cards since The Q3Tests. All of the sudden Nvidia releases some drivers that seem to break Quake 3. The Logical conclusion that Prime pointed out on on page 18 is that this is Id software's problem.
/me laughs out loud
Haha. I can't control myself here. id Software's code must be broken in such a unique way since the code works on countless driver revisions by all the hardware vendors but breaks on a Beta driver release by Nvidia. Yeah, right.
The obvious real conclusion is just that Nvidia screwed up Gamma Correction in these drivers. It's really quite difficult (for id Software) to screw up the call to SetDeviceGammaRamp(). It either works for all, or it doesn't at all for any.
Colourless said:Gamma in Quake 3 has been correctly working on pretty much all cards since The Q3Tests. All of the sudden Nvidia releases some drivers that seem to break Quake 3. The Logical conclusion that Prime pointed out on on page 18 is that this is Id software's problem.
/me laughs out loud
Haha. I can't control myself here. id Software's code must be broken in such a unique way since the code works on countless driver revisions by all the hardware vendors but breaks on a Beta driver release by Nvidia. Yeah, right.
The obvious real conclusion is just that Nvidia screwed up Gamma Correction in these drivers. It's really quite difficult (for id Software) to screw up the call to SetDeviceGammaRamp(). It either works for all, or it doesn't at all for any.
walkndude said:Demalion, read the quote, thats what my replies were to. Not the Nolf texture sharpening issue. I cant make it any more clear to you.
hax said:demalion said:That looks like a 16-bit versus 32-bit texture problem. There isn't any chance that nVidia has the equivalent of "Convert 32bit textures to 16bit" but it just isn't labelled clearly (i.e. texture sharpening turns it off)? Hopefully this suggestion can be tested and just dismissed or supported instead of sparking some sort of pointless attack/defense that doesn't disprove or prove it...*hint* *hint*.
Q3 requests S3TC textures for the most part (which generally has higher resolution than 16bit). If it was 16bit you would see banding in certain areas, like the sky...unless that is being detected and is selectively using 16bit. I wouldn't see why though, S3TC has better quality.
The Logical conclusion that Prime pointed out on on page 18 is that this is Id software's problem
Colourless said:demalion, I would re-read your post, if it was actually your post i was replying to. I actually recommend you re-read mine. This is a comment from my post:
The Logical conclusion that Prime pointed out on on page 18 is that this is Id software's problem
I wasn't replying to you.
Of course, now replying to you, Quake 3 does do 'odd' things with Gamma. Quake 3 increases the screens dynamica range from 0-1 to 0-2 by specific adjustments to the gamma table. If you disable hardware gamma, or you disable overbright bits (r_overbrightbits from memory), Quake 3 is unable to increase the dynamic range so things will look pretty different. This occurs on all hardware.