View Full Version : Ini tuning
Iīd like to know how i must change the scripts/persist...ini to clear some graphic errors in the game on my system (PIII600+AtiRageLT).
I know itīs really a low end graphic chip, but i think there must be a solution for the "objects seeing through textures" problem.
In the Demo Serious Sam Multiplayer Test 2 i only changed the "ogl_ifinish=(Index)" option from 1 to 2!! and the buffer problem disappeared! But in the full game this doesnīt work.
There are other options in the full game ini i canīt found in the demo and the explanation file. I donīt know what they would chance.
For instance, what does "tbuffer" do?? Please help!
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Alen Ladavac
04-04-2001, 09:11 AM
Behavior of ogl_iFinish has changed between Test and Full version. Dean has just implemented a fix for that and it will be in in the first patch.
Alen
Cromoly
04-04-2001, 09:33 PM
The T-Buffer (I think stands for Theatrical Buffer) was meant to be a buffer used by 3Dfx boards v4 and above to apply motion blur and depth of field at good speeds. From what I hear it's actually just a fake accumulation buffer. But that source is probably wrong. :P
Entroper
04-04-2001, 09:57 PM
It's not just a 'fake' accumulation buffer, not really anyway. *That is to say, yes, everything you can do with a T-buffer is possible to do with an accumulation buffer, as far as I know. *But the T-buffer does it better. *And the way it's implemented is easier to use for programmers, I think. *I haven't ever programmed anything using either the T-buffer or an accumulation buffer though. *Ah well, it wasn't really necessary, another thing to add to the 'exclusive features' list of the VSA-100 architecture, and didn't really get used by very many games programmers. *Evidently it was used by Croteam. *What kind of T-buffer support is in the game, I wonder? *FSAA on the Voodoo 4 and 5 were T-buffer effects, btw.
Edit: By "does it better", I don't mean it looks better, I mean it has less overhead. The visual effect is exactly the same. Just want to make sure I don't get misconstrued. :)
Entroper
(Edited by Entroper at 10:01 pm on April 4, 2001)
Cromoly
04-04-2001, 09:59 PM
I thought the T-Buffer was hard to use :|
Oh well..... I haven't tried either... either.
Entroper
04-04-2001, 10:03 PM
Yeah, I don't *really* know how hard it is to use either. I think there may have been things setup so that you could program for depth of field, or motion blur, by just setting up the parameters for it and enabling it in the right place. Whereas with an accumulation buffer, you have to program the effects yourself, offsetting the image the right amount, etc. Again I haven't looked at the T-buffer extensions so I wouldn't know for certain.
Entroper
i have a v-5!
how do i get the T-buffer to work (ooooo newbie q's = fun :))
Alen Ladavac
04-06-2001, 02:51 AM
ogl_iTBufferEffect=x
x=0 no effect
x=1 inteligent FSAA (doesn't blur fonts)
x=2 motion blur (but this doesn't work - problem with drivers - don't expect this to ever get resolved, 3dfx RIP)
Alen
Smithboy
04-10-2001, 09:44 PM
I hope nVidia puts t-buffer in for their nv25 or 30 :)
Too bad about 3dfx, but then t-buffer would just slow those cards down anyway. They're just too slow to warrent people to use t-buffer.
RoundMan
05-15-2001, 07:07 PM
Slow? The V5? Sorry, I don't think so.. I own 1 and its very fast..
Cromoly
05-28-2001, 12:16 AM
LOL I JUST THOUGHT UP A SUPER FUNNY JOKE!
Instead of the T-Buffer having 'exclusive features', the best way to put it, from Croteam's point of view, is 'elusive features'! Haha I yam funie joke man-
Devil N
05-28-2001, 06:15 AM
Roundman: It's too slow for the T-Buffer, it's not slow in general. Ever tried that Motion Blur Q3 Test? That one makes extensive use of the V5's T-Buffer, and it's just slow.
Cromoly
05-29-2001, 03:01 PM
The funny thing is that it worked on Nvidia cards too... can someone say ... accumulation?
Entroper
05-29-2001, 07:12 PM
The nVidia motion-blur Quake 3 hack wasn't doing the same thing the T-buffer hack was doing. I think it didn't blend the models with transparency. At any rate, they were two separate hacks. The second certainly could've been written to use transparency, but wasn't. *shrug* I would like to see nVidia make use of the T-buffer extensions in the future, since things like anti-aliasing SHOULD be a game feature, not a driver option.
Cromoly
05-30-2001, 10:49 PM
^^^^ That's true.
It also really wasn't motion blur, it was just the models repeated. I'm not sure about the T-Buffer's motion blur...
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