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Show posts MenuQuoteOriginally posted by koolsmoky
Anyone try it out, yet?
QuoteOriginally posted by koolsmoky
I already do that with the Glide64 texture enhancer library. It uses the system memory to cache realtime enhanced compressed textures to achive speed. The cache will also be saved to disk so it can be used next time you run it.
QuoteOriginally posted by koolsmoky
As for the Glide fps-counter, isn't there any other tool like fraps?
-KoolSmoky
QuoteOriginally posted by koolsmoky
You have to understand that we are dealing with realtime compression.
QuoteOriginally posted by koolsmoky
In fact, Gonetz and I have made a texture enhancer library with forced texture compression for Glide64. Check it out at http://www.emuxhaven.net/forums/showthread.php?t=6427
QuoteOriginally posted by koolsmoky
Temporal AA is old news. Daniel and I have implemented it a long time ago. Glide3x and OpenGL has it. Set FX_GLIDE_TAA_TOGGLE_KEY and you'll get temporal AA. 2xFSAA will give a 4xFSAA effect and 4xFSAA will give 8xFSAA. "144" will let you toggle TAA on and off with the "NumLock" key. You'll need at least 100fps to fool your eyes.
QuoteOriginally posted by koolsmoky
SLI would be difficult to do because you need strict signal timings. AFR or Split screen rendering would be more feasible but you'd still need a hardware mod. The feature connector on the VSA board is not a SLI connector. To get this done, Hank's help is a must. There is also a lot of work to do the driver side of things.
-KoolSmoky
QuoteOriginally posted by koolsmoky
Unfortunately I do not have the time to work on D3D. Besides, you always have SFFT's excellent D3D driver. I can only find time to spend on Glide related projects.