Disable wireframe mode -> Draws all polygons as lattice model. Disable rendering -> Enables all rendering and page flipping Views from. Force SW TnL -> Turns TnL on the GPU and put it off again on the CPU.
Disable wireframe mode -> Draws all polygons as lattice model. Disable rendering -> Enables all rendering and page flipping Views from. Force SW TnL -> Turns TnL on the GPU and put it off again on the CPU.
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Disable wireframe mode -> Draws all polygons as lattice model. Disable rendering -> Enables all rendering and page flipping Views from. Force SW TnL -> Turns TnL on the GPU and put it off again on the CPU.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online from Scribd
• force wireframe mode -> Draws all polygons as lattice model.
• disable Textures -> Disable all the textures, this one you can to see how much influence the Texturemenge the performance of the card. • disable state switches -> Toggle all "state switches" off, only to Try thinking in conjunction with disable rendering. • disable rendering -> Enables all rendering and page flipping Views from, so you can see, what could make the CPU without AGP VGA card's limitations. • disable lighting -> Turns off the lighting calculation of DirectX. • disable Two sided stencil -> Turns the old Stencilmodus (2 runs) by DirectX 8 is a. • countdown for disable rendering -> Specifies the time in seconds down until the "disable rendering" option will take effect. • force SW TnL -> Turns TnL on the GPU and put it off again on the CPU. • performance logging -> Writes logs PerfLog_DX.csv (DirectX) / PerfLog_GL.csv (OpenGL), which FPS, polygons per second, contain average polygons per scene, and a few other values, the resolution shall each be one second the frame counter should be disabled because he is a little power costs. • force small texture -> Only use a 32x32 pixels wide Texture, may set the AGP and memory size dependence be tested. • force windowed mode -> Toggles full screen mode from a program. • emulate HW TnL -> dangles Programs, a hardware TnL card before, so you can use on the Kyro and games, which else HW TnL need. • force 100 hz (only for DirectX) -> Put the frame rate to 100 Hz • force 16-bit Z buffer (without stencil) -> Set the Z-buffer at 16 Bits. These Option does not work with all video cards and games! • force 16-bit Z buffer (with stencil) -> Set the Z-buffer to 15 bits and 1 bit reserved for the stencil buffer. This option does not work with all video cards and games! • force 24-bit Z buffer (without stencil) -> Set the Z-buffer at 24 Bits. These Option does not work with all video cards and games! • force 24-bit Z buffer (with stencil) -> Set the Z-buffer to 24 bits and reserved 8 bits for the stencil buffer. This option does not work with all video cards and games! • force ZBuffers -> Try to force a Z-buffer, if The game uses a W-Buffer. • force wbuffer -> Attempts to force a W-buffer, the game instance a Z- buffer used. • force max pixel shader version 1.1 / 1.4 -> Causes graphics cards Pixel shaders> = 1.4 respectively, the 1.1 'he or 1.4' er version use. • skip pixel shader version 1.1 / 1.4 / 2.0 -> Disabled individual shader Versions. • emulate pixel shader caps -> flutters Pixel Shader (until version 3.0) and skips shaders, which are not supported by the hardware will. • force low precision pixel shaders -> Convert all pixel shader (Version> = 2.0) In "partial precision" Shader to. • force high precision pixel shaders -> Convert all pixel shader (Version> = 2.0), the "partial Using precision "to" full precision "shader. • save shader to file -> Write the code shaders (vertex and pixel shader) in a file (shaders.out). • force reference rages. -> Uses Microsoft's software - Rendering unit (see DXSDK) instead of the 3D hardware, only for Testing. • remove stuttering -> Helps e.g. The Radeon 9700 PRO (perhaps other cards) for making games, e.g. Rallisport Challenge which normally despite high FPS rates, no liquid screen layout generated. This option can lead to bugs, because in the Setting the Vertex Buffer will interfere. • emulate cube maps / emulate DXT textures -> Uses a 2D texture instead of a cubemap. / Uses compressed textures instead DXT1-5 textures. • force Anisotropic filtering -> Forces the maximum aniso. Filtering and switches from bilinear to trilinear MipMap transitions to. • Color MipMap (DirectX only) -> Provides MipMap different-colored planes dar. Method 1 and Method 2 to go our separate ways, because in DirectX different methods for generating textures there. Just try out which is better. Method 1 slows Download speed for programs! • ANTI-DETECT-MODE (DirectX only) • NOLF2 texture fix ib / -> This option is for 3DA and NOLF2 required so that NOLF2 running. Possibly. Picture fault on the Kyro a driver problem. • Gun Metal demo fix> - This option allows the Gun Metal Demo to run on non-ATI cards. • Mafia shadow fix -> Fixes the flickering shadows in the game Mafia in conjunction with the Radeon 9700th • LOTR texture fix -> Fixes a Textureproblem what the Lord Of The Rings has on the Kyro. • KYRO ZBuffers / stencil fix -> Traverse limitation of Kyro, which only a special Z-buffer + stencil format can. • VOODOO flicker fix -> Image Fixes problems Volbildmodus the Voodoo 3/4/5 Cards. • Spider-Man fix -> Image Fixes problems on Voodoo 5 Cards. • Matrox Reef Demo fix -> Changes the Stencilbufferformat so that even GF3/GF4 8500 + and Radeon cards can use the demo. • Ruby Benchmark - NV4x -> With this option, run ATi's R4xx Demo's on NV4x NVIDIA cards. • Ruby Benchmark - R4xx -> This option allows you to ATi's R4xx Demos to operate with the same Textureformaten as on the NV4x. This is only useful in benchmarking purposes.