hallo, ik heb vandaag de nieuwste drivers geinstalleerd van de officiele nvidia site. Sindsdien heb ik last van een flikkerende zwarte balk boven aan mijn desktop. Met name in het spel Myst 4 heb ik hier veel last van.
System specs.
Mobo : Soltek slkt400a
proc : duron 1.8 GHz @ 2.2 GHz
mem : 512 mb pc 2700
GFx : nvida GF Fx 5900 (Asus)
verdere grafische informatie uit 3dmark2005
Groeten Schuimpie
System specs.
Mobo : Soltek slkt400a
proc : duron 1.8 GHz @ 2.2 GHz
mem : 512 mb pc 2700
GFx : nvida GF Fx 5900 (Asus)
verdere grafische informatie uit 3dmark2005
Ik heb ook de laatste direct x versie geinstalleerd.Display Device 1/1
NVIDIA GeForce FX 5900 Driver 6.6.9.3
Description NVIDIA GeForce FX 5900
Manufacturer NVIDIA
Total Local Video Memory 128 MB
Total Local Texture Memory 128 MB
Total AGP Memory 64 MB
Driver File nv4_disp.dll
Driver Version 6.6.9.3
Driver Date 10-29-2004
Driver WHQL Certified true
Max Texture Width 4096 px
Max Texture Height 4096 px
Max User Clipping Planes 6
Max Active Hardware Lights 8
Max Texture Blending Stages 8
Fixed Function Textures In Single Pass 8
Vertex Shader Version 2.0
Pixel Shader Version 2.0
Max Vertex Blend Matrices 0
Max Texture Coordinates 8
VGA Memory Clock 702.0 MHz
VGA Core Clock 400.0 MHz
PCI
Name NVIDIA GeForce FX 5900
Vendor ID 0x10de
Device ID 0x0331
SubSystem ID 0x81451043
Revision ID 0xa1
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Texture Formats
32-bit ARGB [8888]
32-bit RGB [888]
16-bit RGB [565]
16-bit RGB [555]
16-bit ARGB [1555]
16-bit ARGB [4444]
8-bit YUV [800]
16-bit AYUV [8800]
FourCC [DXT1]
FourCC [DXT2]
FourCC [DXT3]
FourCC [DXT4]
FourCC [DXT5]
Capabilities
AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Environmental Bump Mapping, Environmental Bump Mapping With Luminance, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Volume Textures, Point Primitive Support, Full-Screen Anti-Aliasing, DXT Compressed Textures, Two Sided Stencil Test, Mipmapped Volume Textures, Mipmapped Cube Textures, Texture Border Color, Spherical Mapping, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting, Scissor Test, Legacy Depth Bias
Groeten Schuimpie