Jump to content

Gurra

Members
  • Posts

    463
  • Joined

  • Last visited

Posts posted by Gurra

  1. Well, the floating icons you can turn off if you do not like them. As far as replacing them I would say it is not possible. That sort of thing, I guess, would be an integral part of the code. Personally I find the floating icons a great game aid, gives a very quick overview of the forces. But I usually toggle them off as soon as I don´t need them for immersion's sake.

    On the other hand, I have been trying to change the appearance of the current bases, but it seems it is only the colour that is changeable. I can´t find the current shapes of the bases anywhere. Anyone knows?

  2. I agree on all parts. I was just about to start my own worshipping thread, but I might just add it here. I wonder what my wife says when I tell her I want to try polygami: CMBN, will you marry me?

    Jokes aside, it is a wonderful game. Just finished the training campaigns. Great immersion! Thanks BFC. I knew it was worth hanging around for all these years - and that being on top of all the years spent with the first series of installments.

    Hats off.

  3. As I suspected, I got an answer from Nvidia tech.

    Hi Gustav,

    The case was escalated to me, apologize for the delay in getting back to you. I had to discuss this with some of our engineers. As I suspected there is known AA compatibility issue with battlefront games with the newer AA implementation. In fact even the older cards and drivers had issues where text were missing, rendering corruption, and performance hit when AA is enabled. We were able to work around most of those issues but the new generations and new method of AA will not work. The older GPU uses completely different AA implementations from the newer GPUs and this newer implementation may have problems with older games. In fact we disable AA for many games that are known to have compatibility issue with our AA implementation, we recommend user to use the in-game AA instead. But for older games most did not include in-game AA options so in that case I'm afraid there is no way to use AA. Most of the newer games offer their own in-game AA and we give user the option to use NVIDIA's AA or in-game AA. But if there is a known compatibility issue with our AA and the game then we will disable AA from our driver when ever we detect the game. Another word, you couldn't enable NVIDIA AA even if you wanted to since it's disabled in the driver. Even if you can enable AA, it will not work right and likely result in corruption. We prevent AA from working to avoid the bad user experience. I'm afraid these older games is just not compatible with our current AA implementation.

    Good to finally know at last!

  4. I am hereby bringing up an old topic of mine in the hope that someone has a fix or that Schrullenhaft has some spare time ;).

    Basically, upgrading from geforce 6xxx or 7xxx series of cards to 8xxx (Gigabyte 8800 GTS 640 OC) was not a good choice with CMAK or CMBB in mind. The rendering of the graphics is ugly compared to the older cards. What I want to know is if this is 'fait accompli' or if there is a fix for it. I have been fiddling around a great deal with all different Nvidia Ctrl panel settings.

    I was in contact with Nvidia support, but not to surprisingly the help consisted of "do you use the latest driver?", to which I can respond: I have tried EVERY driver in the universe, currently sticking with the newest one. They said they were gonna bring it forward to second level, but I have my doubts.

    My own suspicion has lead me to mull over these facts, quoted from a tech review of a 8800 card:

    Texture filtering now is nearly angle independent with the 8800 series, and steps away from the “bilinear” filtering between the mipmap levels that was less performance intensive and was used for earlier generations of products from both ATI and NVIDIA (...)

    Basically it cleans up the image in 3D applications to a great degree. In games such as World of Warcraft, with large areas of repeating textures, the high quality filtering smooths everything out without blurring the textures. Scenes using HQ filtering with 16X anisotropy are about as pristine as one can get.

    and

    It also introduces a new concept with CSAA. Coverage Sample AA is something of a confusing concept, but one that when explained makes a lot of sense. Basically standard anti-aliasing takes color, geometry, and texture samples for points within a single pixel’s area, and then averages those values into a single pixel color. When CSAA is enabled, it basically increases the coverage sampling values without increasing the color, texture, and geometry samples. This allows more work to be done on a pixel’s final output without increasing the sampling rate (and decreases memory bandwidth utilization). It essentially is more of a weighted average of a pixel’s color based on more values taken from the samples used in 4X MSAA.

    Not really being someone to wholly understand this, I can nevertheless deduct that something has happened with the rendering.

    Even though I suspect that the crowd who purchases and play the CMX1 games are a dwindling number, as long as Battlefront.com supports and sell these games, this information should be documented for general knowledge. I am sure others than me would be disappointed if CMAK had the rough look I am experiencing with 16XAA and 16Aniso enabled.

    Thanks beforehand

  5. Something to note about this image is the roadside ditch that two of the men are running along. CMBN roads have a natural camber and are lined with drainage ditches, which the men will use when it makes sense, like here.

    Nice.

    It´s funny - to add to the overall graphics/appearance discussion of CM:BN - in the beginning of the DAR, I found the looks of the terrain (not yet finalized to be fair) not all...agreeable. And very different from CMX1 (modded beyond comprehensibility), which, to be fair as well, could convey quite nice terrain appeareances after all. But I suspected that it could be a question of just unaccustomedness. Quite right so, because after seing more and more of it, I find myself thinking it´s beautiful. It somehow reminds me of those Brothers In Arms games for the consoles that came out some years ago - the same green and lush Normandy feeling about it.

    With the inevitable refinements that is going to come and the extension of all modules, introducing new features and perfections, do you realize that the happiest time of our lifes is just ahead?

    Oh, BTW, thanks for the DAR! Great stuff!

  6. Well, I look at this way: when was it CMX2 AND the ever stirring prospect of ww2 in yet better form was first announced? 2005? 2006? You might at least then make it 5 X 322 + all missing days to fulfill the years. That´s how long time many of us have been waiting since that archaic year when we foolishly thought it would never drag on for such a long time as it actually has. It is a long time to wait for something. I and can´t see myself giving up either. The good thing about it though, is that CMBB still holds its mark and has recently enjoyed a renascence in my quarters. Long live it!

×
×
  • Create New...