Hum, how heavy a toll do the new effects have on the gpu?

On Oct 16, 9:57 pm, Espionage724 <[email protected]> wrote:
> Well it performed pretty nicely on XP without any TnL emulation, so
> maybe it should be set to 0, and if needed, you could force it to use
> swtnl by itself with the switch.
>
> As for sunshafts, I can use em on d3d9 and d3d9ex renders.
>
>
>
> On Sat, Oct 16, 2010 at 6:40 AM, tribaljet <[email protected]> wrote:
> > Despite me being able to play 4.x.x in quite some time due to the
> > server taking a while until updating the client, the news look
> > interesting. For intel users only -swtnl might be of use. Not sure
> > though about the fixedfunction. Opengl as always will butcher the
> > chipset, d3d is the way to go with current drivers. Dynamic shafts are
> > some of the dx10 graphics, so no go with anything below X3100.
> > So, should the game be with value 0 in reg but with the switch,
> > without the switch and value 1 or both?
>
> > Looking forward to play it nonetheless.
>
> > On Oct 16, 11:09 am, Espionage724 <[email protected]> wrote:
> >> All changes below (cept -swtnl) were brought in the 4.0.1 patch
>
> >> 1. The d3d11 render switch
> >> - Works fine on either DX10 or DX11 hardware, and from my
> >> experimentation with it, it takes advantage of Shader Model 4.0
> >> (recommended if you don't use Xfire/Raptr and you have the hardware
> >> for it)
>
> >> 2. Dynamic Sunshafts and better liquid rendering
> >> - Water and lava = far better now (if enabled), and sunshafts make the
> >> world a tiny bit better, if anything (recommended at low or disabled)
>
> >> 3. Better graphics settings UI
> >> - Some options are better explained
>
> >> 4. Hardware Cursor in OpenGL Mode
> >> - Very useful for users in Linux with Wine
>
> >> 5. WoW can use -swtnl switch (recommended)
> >> Confirmed:http://forums.worldofwarcraft.com/thread.html?topicId=27187856635&sid=1
>
> > --
> > 9xx SOLDIERS SANS FRONTIERS
>
> --
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> GFX: GMA950   CPU: Intel Celeron M 420 @ 1.6Ghz   RAM: 2GB DDR2 333Mhz
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