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Originally posted by Grif
ROLFMAO!!!
Jeeee, some people even complain that the so called "beta game" has bugs. Man, where the hell do the come up with such a nonsence
Do you have a 3200+?CPU: AMD Athlon XP 3200+ (2.20GHz, 400MHz FSB, 512KB of L2);
Mainboard: ABIT NF7-S v2.0;
RAM: Corsair XMS PC3200 512MB (2x256MB, 2-3-3-6);
HDD: Maxtor DiamondMax Plus D740X (2MB buffer);
Audio: NVIDIA MCP-T;
Software: Microsoft Windows XP SP1, DirectX 9.0b;
Drivers: officially released WHQL drivers from various vendors.
Finally, let's draw the conclusion of everything we found out in this article. First of all, let's have a look at the discovered "optimizations" of the Detonator 45.23 and 52.10/14, but only related to the GeForceFX series.
The Detonator 45.23 shows an exemplary filter quality for both OpenGL and Direct3D. However, an application specific "optimization" has been found for Unreal Tournament 2003, which can be deactivated by using the Application mode.
The Detonators 52.10 and 52.14 instead are showing us a lot of "optimizations" for Direct3D filtering, but seemingly neither an application specific "optimization" nor an "optimization" for OpenGL. You could say that in Direct3D, generally all texture stages are filtered by this faked trilinear filter, regardless of the filter setting forced by the control panel or by using the Application mode. In addition to that, there is another "optimization" when using the Control panel mode (not the Application mode), where the texture stages 1 till 7 are only filtered with a 2x anisotropic filter at the best.
Other than the Detonator 51.75, the Detonator 52.10 and 52.14 differ in so far as that the faked trilinear filter is also used for the texture stage 0 (which usually is the basis texture). That’s why both new Detonators are more "optimized" than the 51.75!