Niet op voorraad.
Hij zal vast prachtig zijn, maar hij is wel een whoppin' 55,6MB!!
Niet?
[Specs]
Verwijderd
kun je mischien ff vertellen wat erin gebeurt en wat je ervoor nodig hebt? T&L etc anders dloaden sommige mensen het voor nixxx
Offcourse, copy and past uit de readme:
Compatibility
As different graphics cards nowadays support very heterogeneous feature sets, and you sometimes still want to compare test results from a modern T&L accelerator with older graphics cards, this option enables you to select the desired compatibility mode. Modes that are not available on your hardware are greyed and can not be selected.
·Standard OpenGL 1.2: Does not require any extensions except for the ARB_multitexture extension. Runs on most graphics cards.
·Advanced features: Requires support for Cube Mapping. Runs on nVidia Geforce and up, and on ATI Radeon and up.
·Geforce 3 features: Requires advanced extensions (Vertex Programs, Texture Shaders, Register Combiners) that are currently only available on the nVidia Geforce 3 chip.
Additional Compatibility
Some additional compatibility settings:
·use OpenGL Lighting: If enabled, OpenGL lighting will be used. This is much faster than software lighting on modern Hardware T&L accelerators such as the nVidia Geforce series or the ATI Radeon, but usually significantly slower than Engine-based software lighting on older graphics cards. Software lighting will be computed by the graphics engine if this box is not checked.
·use Vertex Array Range: If enabled, Vulpine® GLmark will use the Vertex Array Range extension to achieve better performance by uploading geometry data to the graphics card. Please notice that this checkbox is greyed on systems that do not support the Vertex Array Range extension. It is strongly recommended to enable support for the Vertex Array Range extension if you want to achieve high frame rates.
·use Texture Compression: If enabled, the S3 texture compression extension will be used to ensure more efficient usage of texture memory. Please notice that this checkbox is greyed on systems that do not support the GL_EXT_texture_compression_s3tc extension. If your system does not support texture compression, 32 MB of graphics card memory are strongly recommended for the High Detail setting. 16 MB without texture compression are usually fine for the Medium and Low Detail settings.
Detail
This section can be used to choose the level of detail in the scenes shown in Vulpine® GLmark. Generally, these settings affect geometrical detail (i.e. number of polygons shown in the scene), texture detail, and the number of visual effects shown (particles, gloss effects, etc.). Lower settings indicate lower visual quality, but higher performance, whereas higher settings usually result in lower performance, but higher visual quality.
Textures
Here, you can select whether you want the internal representations of the textures in the Vulpine® GLmark to be 16 Bit, 32 Bit, or default. In the latter case, the desktop colour depth is used as the texture colour depth. Generally, the difference between 16 and 32 Bit textures is only noticeable in translucent textures, so it is recommended to set this value to 16 Bit for best performance.
Demo Settings
Demo Settings are ignored in Benchmark Mode.
·Music and SFX: If enabled, the Vulpine® GLmark will run with full music and sound effects. This will slow down the demo, but significantly enhance your audio-visual experience J. Music and SFX are always disabled in Benchmark Mode.
·Vertical Sync: If enabled, the Vulpine® GLmark will wait for the next vertical retrace whenever it has finished rendering a frame. This might result in a smoother visual appearance, but significantly reduces performance, so it is recommended to disable this feature. Vertical Sync is always disabled in Benchmark Mode. Please note that the settings of your graphics card might affect this feature as well, so make sure that your graphics card driver doesnŽt force a vertical sync after rendering a frame. Please refer to your graphics cardŽs documentation or online help for details.
Screen Resolution
Here, you can select the screen resolution and colour depth you want to run Vulpine® GLmark in. Please keep in mind that higher screen resolutions require more video memory, so less memory is available for textures and geometry. Vulpine® GLmark will only show screen resolutions that are actually available on your system. Moreover, you can choose whether you want to run GLmark in windowed or full screen mode.
Run Demo
Runs Vulpine® GLmark in demo mode.
Run Benchmark
Runs Vulpine® GLmark in Benchmark mode. This forces various settings to pre-defined default values:
·Music and Sound Effects will be disabled
·Vertical Sync will be disabled
When Vulpine® GLmark has finished running in Benchmark mode, it displays a number of result screens, and the performance of the tested system can be compared with information in the test database.
Show previous results
Shows the results from previous runnings of the benchmark and lets you compare these results with the information already stored in the results database.
Command Line Options
You can access all the aforementioned options from the command line. A list of command line options can be displayed by running GLmark with the -? parameter.
GRAPHICS CARD DRIVERS
Please use the latest drivers available for your 3D accelerator. We are constantly in touch with hardware manufacturers in order to resolve compatibility and performance problems. In case you run into problems with Vulpine® GLmark, please check whether you are using the latest driver version.
SYSTEM REQUIREMENTS
Minimum System Requirements:
Intel® Pentium® processor or compatible
128 MB of memory
Microsoft Windows 95, 98, ME, or 2000
OpenGL 1.2 compatible 3D accelerator card supporting the ARB_multitexture extension with at least two texture units (i.e. 3DFX Voodoo 2 and higher, nVidia TNT and higher, Matrox G400 and higher, ATI Rage 128 and higher)
TROUBLESHOOTING
If you have problems running Vulpine® GLmark, or have any related questions, please take the following steps:
1.Make sure you have the latest driver for your graphics card by checking the respective graphics card or graphics chip manufacturers support web site.
2.Make sure your 3D accelerator card is compatible with Vulpine® GLmark. GLmark requires support for OpenGL 1.2 including the ARB_multitexture extension. It will not run on first-generation 3D accelerators like 3DFX Voodoo Graphics, nVidia Riva 128, ATI Rage Pro/XL or similar boards.
3.Make sure that you do not have any other tasks (e-mail clients, Web Browsers etc.) running at the same time as Vulpine® GLmark. It is especially important that you do not run any other tasks that use OpenGL in parallel with GLmark. If you are unsure, please reboot your system before running GLmark.
In case you should still encounter problems running Vulpine® GLmark, do not hesitate to contact us at glmark@vulpine.de.
FAQ
Q: I am getting lower GLmark scores than expected when comparing with the test systems from the database. Why?
A: There are a multitude of possible reasons for this. Possibly you have not installed a valid AGP driver; in this case, download the latest AGP driver from your mainboard manufacturers Web Site.Moreover, on graphics cards with Hardware T&L (like the nVidia Geforce series or the ATI Radeon), you should always use the Hardware Lighting option in the options dialogue. If available, you should also enable the Vertex Array Range extension, as it boosts performance by factor two and more.
Q: Which engine technology does the Vulpine® GLmark use?
A: Vulpine® GLmark is based on the Vulpine® Vision engine, a commercially high-performance 3D Development System for next-generation game projects that has already been licensed by a number of companies for their latest 3D titles. For more information, visit our Web Site: [url="http://www.vulpine.de."]www.vulpine.de.[/url]
Q: Vulpine® GLmark does not run properly on my computer.
A: Please refer to the Troubleshooting section of this document.
Q: Does Vulpine® GLmark support Multi-Monitor systems?A: Unfortunately, no. It will always use the primary display adapter.
Q: Does Vulpine® GLmark support the Intel® ISSE instruction set?
A: Yes, GLmark v1.1 uses ISSE-optimised code.
Q: Does Vulpine® GLmark support the AMD 3DNow! instruction set?
A: No, this version (v1.1) of Vulpine® GLmark does not support 3DNow!, but it is likely that future versions will.
Q: Does the performance determined by Vulpine® GLmark primarily measure fill rate, or does it mostly depend on triangle throughput?
A: The answer is: Both. As the High Detail setting - especially in the landscape and cave scenarios - pushes easily more than 150.000 polygons per frame, performance will chiefly depend on triangle throughput, especially with low screen resolutions. If you are running the Low Detail setting in high-resolution modes (1024*768 and higher), however, you will probably be fill-rate bound most of the time. Vulpine® GLmark is intended to test performance under real-world conditions; thus, both fill rate and triangle throughput are important factors.
Q: Vulpine® GLmark does not enable me to run the medium and high detail modes on my Voodoo 2/Voodoo 3 graphics card. Why?
A: The maximum texture resolution of the Voodoo 2 and Voodoo 3 graphics cards is 256*256. Unfortunately, medium and high detail modes require higher maximum texture sizes.
Known Problems
·ATI Rage 128/128 Pro: No known problems.
·ATI Radeon SDR/DDR (Win2k, Driver version 5.13.01.3100): Cube Maps are not correct, probably driver problem. Realtime shadows are not shown even though the rendering code is executed correctly.
·Matrox G400, G450 (Win98, Driver version 6.23): Seemingly random crashes; probably driver problem with OpenGL TexGen modes.
·nVidia TNT2 (Win98, Driver version 4.12.01.0618): Occassional z-fighting of the detail textures in the outdoor scenario (scene 1).
·nVidia Geforce 256 SDR/DDR: Combination of Vertex Array Range and OpenGL Lighting does not work correctly
·nVidia Geforce 2 MX (Driver version 4.12.01.0618): No known problems.
·nVidia Geforce 2 GTS (Driver version 4.12.01.0618): No known problems.
·nVidia Geforce 3 (NV20 Prototype, Win98): No known problems.
·S3 Savage4 (Win98, Driver version 4.12.01.8228): No known problems.
·S3 Savage 2000 (Win98, Driver version 4.12.01.9006): No known problems.
·3DFX Voodoo 2-1000 (Win98, Driver Version 4.11.01.0015): No known problems.
·3DFX Voodoo 3-3500 (Win 2000, Driver version 5.0.2195.17): Exits with OpenGL invalid enumerant error message
·3DFX Voodoo 5-5500 (Win98): Incorrect OpenGL Lighting (it is recommended to disable OpenGL lighting for these cards); incorrect Realtime Shadowing (High Detail Mode)
Interesting Facts about the Vulpine® GLmark
·Each of the horses in the entrance to the cave has more than 7.500 polygons
·The Helicopter shown in the landscape scene consists of more than 4.000 polygons
·The full mesh for the landscape shown in scene 1 consists of more than 2 Million triangles, plus more than one Million triangles for the trees.
·E-Sha, our main character, consists of approximately 5.500 triangles, with blended vertices and soft-skin animations as well as morph targets
·Almost all of the geometry shown in this benchmark is tesselated and LOD-ed dynamically
·The Realtime Shadowing shown in High Detail Mode is completely real and based on the actual lightsources in the world
·The High Detail setting renders more than 150.000 triangles per frame in the island scene
Dus vrijwel elke kaart moet deze kunnen draaien..
Je ziet 2 demo's, de 1e lijkt op Crytek X isle, met zeer veel polygonen, door een gedetaileerd struikgewas.
De 2e is een mix van de ATI Arkdemo en Ballistics, let niet op de gezichtsuitdrukking, maar op de manier zoals de hoofpersonage loopt..
Compatibility
As different graphics cards nowadays support very heterogeneous feature sets, and you sometimes still want to compare test results from a modern T&L accelerator with older graphics cards, this option enables you to select the desired compatibility mode. Modes that are not available on your hardware are greyed and can not be selected.
·Standard OpenGL 1.2: Does not require any extensions except for the ARB_multitexture extension. Runs on most graphics cards.
·Advanced features: Requires support for Cube Mapping. Runs on nVidia Geforce and up, and on ATI Radeon and up.
·Geforce 3 features: Requires advanced extensions (Vertex Programs, Texture Shaders, Register Combiners) that are currently only available on the nVidia Geforce 3 chip.
Additional Compatibility
Some additional compatibility settings:
·use OpenGL Lighting: If enabled, OpenGL lighting will be used. This is much faster than software lighting on modern Hardware T&L accelerators such as the nVidia Geforce series or the ATI Radeon, but usually significantly slower than Engine-based software lighting on older graphics cards. Software lighting will be computed by the graphics engine if this box is not checked.
·use Vertex Array Range: If enabled, Vulpine® GLmark will use the Vertex Array Range extension to achieve better performance by uploading geometry data to the graphics card. Please notice that this checkbox is greyed on systems that do not support the Vertex Array Range extension. It is strongly recommended to enable support for the Vertex Array Range extension if you want to achieve high frame rates.
·use Texture Compression: If enabled, the S3 texture compression extension will be used to ensure more efficient usage of texture memory. Please notice that this checkbox is greyed on systems that do not support the GL_EXT_texture_compression_s3tc extension. If your system does not support texture compression, 32 MB of graphics card memory are strongly recommended for the High Detail setting. 16 MB without texture compression are usually fine for the Medium and Low Detail settings.
Detail
This section can be used to choose the level of detail in the scenes shown in Vulpine® GLmark. Generally, these settings affect geometrical detail (i.e. number of polygons shown in the scene), texture detail, and the number of visual effects shown (particles, gloss effects, etc.). Lower settings indicate lower visual quality, but higher performance, whereas higher settings usually result in lower performance, but higher visual quality.
Textures
Here, you can select whether you want the internal representations of the textures in the Vulpine® GLmark to be 16 Bit, 32 Bit, or default. In the latter case, the desktop colour depth is used as the texture colour depth. Generally, the difference between 16 and 32 Bit textures is only noticeable in translucent textures, so it is recommended to set this value to 16 Bit for best performance.
Demo Settings
Demo Settings are ignored in Benchmark Mode.
·Music and SFX: If enabled, the Vulpine® GLmark will run with full music and sound effects. This will slow down the demo, but significantly enhance your audio-visual experience J. Music and SFX are always disabled in Benchmark Mode.
·Vertical Sync: If enabled, the Vulpine® GLmark will wait for the next vertical retrace whenever it has finished rendering a frame. This might result in a smoother visual appearance, but significantly reduces performance, so it is recommended to disable this feature. Vertical Sync is always disabled in Benchmark Mode. Please note that the settings of your graphics card might affect this feature as well, so make sure that your graphics card driver doesnŽt force a vertical sync after rendering a frame. Please refer to your graphics cardŽs documentation or online help for details.
Screen Resolution
Here, you can select the screen resolution and colour depth you want to run Vulpine® GLmark in. Please keep in mind that higher screen resolutions require more video memory, so less memory is available for textures and geometry. Vulpine® GLmark will only show screen resolutions that are actually available on your system. Moreover, you can choose whether you want to run GLmark in windowed or full screen mode.
Run Demo
Runs Vulpine® GLmark in demo mode.
Run Benchmark
Runs Vulpine® GLmark in Benchmark mode. This forces various settings to pre-defined default values:
·Music and Sound Effects will be disabled
·Vertical Sync will be disabled
When Vulpine® GLmark has finished running in Benchmark mode, it displays a number of result screens, and the performance of the tested system can be compared with information in the test database.
Show previous results
Shows the results from previous runnings of the benchmark and lets you compare these results with the information already stored in the results database.
Command Line Options
You can access all the aforementioned options from the command line. A list of command line options can be displayed by running GLmark with the -? parameter.
GRAPHICS CARD DRIVERS
Please use the latest drivers available for your 3D accelerator. We are constantly in touch with hardware manufacturers in order to resolve compatibility and performance problems. In case you run into problems with Vulpine® GLmark, please check whether you are using the latest driver version.
SYSTEM REQUIREMENTS
Minimum System Requirements:
Intel® Pentium® processor or compatible
128 MB of memory
Microsoft Windows 95, 98, ME, or 2000
OpenGL 1.2 compatible 3D accelerator card supporting the ARB_multitexture extension with at least two texture units (i.e. 3DFX Voodoo 2 and higher, nVidia TNT and higher, Matrox G400 and higher, ATI Rage 128 and higher)
TROUBLESHOOTING
If you have problems running Vulpine® GLmark, or have any related questions, please take the following steps:
1.Make sure you have the latest driver for your graphics card by checking the respective graphics card or graphics chip manufacturers support web site.
2.Make sure your 3D accelerator card is compatible with Vulpine® GLmark. GLmark requires support for OpenGL 1.2 including the ARB_multitexture extension. It will not run on first-generation 3D accelerators like 3DFX Voodoo Graphics, nVidia Riva 128, ATI Rage Pro/XL or similar boards.
3.Make sure that you do not have any other tasks (e-mail clients, Web Browsers etc.) running at the same time as Vulpine® GLmark. It is especially important that you do not run any other tasks that use OpenGL in parallel with GLmark. If you are unsure, please reboot your system before running GLmark.
In case you should still encounter problems running Vulpine® GLmark, do not hesitate to contact us at glmark@vulpine.de.
FAQ
Q: I am getting lower GLmark scores than expected when comparing with the test systems from the database. Why?
A: There are a multitude of possible reasons for this. Possibly you have not installed a valid AGP driver; in this case, download the latest AGP driver from your mainboard manufacturers Web Site.Moreover, on graphics cards with Hardware T&L (like the nVidia Geforce series or the ATI Radeon), you should always use the Hardware Lighting option in the options dialogue. If available, you should also enable the Vertex Array Range extension, as it boosts performance by factor two and more.
Q: Which engine technology does the Vulpine® GLmark use?
A: Vulpine® GLmark is based on the Vulpine® Vision engine, a commercially high-performance 3D Development System for next-generation game projects that has already been licensed by a number of companies for their latest 3D titles. For more information, visit our Web Site: [url="http://www.vulpine.de."]www.vulpine.de.[/url]
Q: Vulpine® GLmark does not run properly on my computer.
A: Please refer to the Troubleshooting section of this document.
Q: Does Vulpine® GLmark support Multi-Monitor systems?A: Unfortunately, no. It will always use the primary display adapter.
Q: Does Vulpine® GLmark support the Intel® ISSE instruction set?
A: Yes, GLmark v1.1 uses ISSE-optimised code.
Q: Does Vulpine® GLmark support the AMD 3DNow! instruction set?
A: No, this version (v1.1) of Vulpine® GLmark does not support 3DNow!, but it is likely that future versions will.
Q: Does the performance determined by Vulpine® GLmark primarily measure fill rate, or does it mostly depend on triangle throughput?
A: The answer is: Both. As the High Detail setting - especially in the landscape and cave scenarios - pushes easily more than 150.000 polygons per frame, performance will chiefly depend on triangle throughput, especially with low screen resolutions. If you are running the Low Detail setting in high-resolution modes (1024*768 and higher), however, you will probably be fill-rate bound most of the time. Vulpine® GLmark is intended to test performance under real-world conditions; thus, both fill rate and triangle throughput are important factors.
Q: Vulpine® GLmark does not enable me to run the medium and high detail modes on my Voodoo 2/Voodoo 3 graphics card. Why?
A: The maximum texture resolution of the Voodoo 2 and Voodoo 3 graphics cards is 256*256. Unfortunately, medium and high detail modes require higher maximum texture sizes.
Known Problems
·ATI Rage 128/128 Pro: No known problems.
·ATI Radeon SDR/DDR (Win2k, Driver version 5.13.01.3100): Cube Maps are not correct, probably driver problem. Realtime shadows are not shown even though the rendering code is executed correctly.
·Matrox G400, G450 (Win98, Driver version 6.23): Seemingly random crashes; probably driver problem with OpenGL TexGen modes.
·nVidia TNT2 (Win98, Driver version 4.12.01.0618): Occassional z-fighting of the detail textures in the outdoor scenario (scene 1).
·nVidia Geforce 256 SDR/DDR: Combination of Vertex Array Range and OpenGL Lighting does not work correctly
·nVidia Geforce 2 MX (Driver version 4.12.01.0618): No known problems.
·nVidia Geforce 2 GTS (Driver version 4.12.01.0618): No known problems.
·nVidia Geforce 3 (NV20 Prototype, Win98): No known problems.
·S3 Savage4 (Win98, Driver version 4.12.01.8228): No known problems.
·S3 Savage 2000 (Win98, Driver version 4.12.01.9006): No known problems.
·3DFX Voodoo 2-1000 (Win98, Driver Version 4.11.01.0015): No known problems.
·3DFX Voodoo 3-3500 (Win 2000, Driver version 5.0.2195.17): Exits with OpenGL invalid enumerant error message
·3DFX Voodoo 5-5500 (Win98): Incorrect OpenGL Lighting (it is recommended to disable OpenGL lighting for these cards); incorrect Realtime Shadowing (High Detail Mode)
Interesting Facts about the Vulpine® GLmark
·Each of the horses in the entrance to the cave has more than 7.500 polygons
·The Helicopter shown in the landscape scene consists of more than 4.000 polygons
·The full mesh for the landscape shown in scene 1 consists of more than 2 Million triangles, plus more than one Million triangles for the trees.
·E-Sha, our main character, consists of approximately 5.500 triangles, with blended vertices and soft-skin animations as well as morph targets
·Almost all of the geometry shown in this benchmark is tesselated and LOD-ed dynamically
·The Realtime Shadowing shown in High Detail Mode is completely real and based on the actual lightsources in the world
·The High Detail setting renders more than 150.000 triangles per frame in the island scene
Dus vrijwel elke kaart moet deze kunnen draaien..
Je ziet 2 demo's, de 1e lijkt op Crytek X isle, met zeer veel polygonen, door een gedetaileerd struikgewas.
De 2e is een mix van de ATI Arkdemo en Ballistics, let niet op de gezichtsuitdrukking, maar op de manier zoals de hoofpersonage loopt..
Niet op voorraad.
Er zit zelfs een grafiek benchmarkmonitoring bij.
Niet op voorraad.
Verwijderd
Heb net de demo gedraaid...errur mooi trouwens.
Abit KA7; AMD Athlon 700MHz;Asus V7700 Deluxe 32MB; 256MB Mt-TEC geheugen.
Benchmark ratings:
Standard OpenGl1.2, Level of Detail: high (V-sync on)
AVERAGE FPS: 36.9
MAXIMUM FPS: 113
MINIMUM FPS: 12
Abit KA7; AMD Athlon 700MHz;Asus V7700 Deluxe 32MB; 256MB Mt-TEC geheugen.
Benchmark ratings:
Standard OpenGl1.2, Level of Detail: high (V-sync on)
AVERAGE FPS: 36.9
MAXIMUM FPS: 113
MINIMUM FPS: 12
Wat voor OS draai jij en welke drivers van Nvidia??Op zaterdag 03 maart 2001 14:29 schreef AleSyS het volgende:
Heb net de demo gedraaid...errur mooi trouwens.
Abit KA7; AMD Athlon 700MHz;Asus V7700 Deluxe 32MB; 256MB Mt-TEC geheugen.
Benchmark ratings:
Standard OpenGl1.2, Level of Detail: high (V-sync on)
AVERAGE FPS: 36.9
MAXIMUM FPS: 113
MINIMUM FPS: 12
Ik kan onder W2K met 7.52 de handel NIET aan de praat krijgen... ik krijg wel het menu, kan ook wel de demo of benchmark opstarten, krijg dan een scherm met 'loading scene 1'... ook muziekje erbij, maar verandering in het beeld... NEE........
Ik weet niet hoelang jij gewacht heb, maar het laden duurt vrij lang, ik dacht ook eerst dat hij vastliep.
Niet op voorraad.
Indeed...
Thanx.....
Thanx.....
Verwijderd
Ik draai Windows 98ME met Asus drivers 6.31c.Op zaterdag 03 maart 2001 16:46 schreef wfvn het volgende:
[..]
Wat voor OS draai jij en welke drivers van Nvidia??
Ik kan onder W2K met 7.52 de handel NIET aan de praat krijgen... ik krijg wel het menu, kan ook wel de demo of benchmark opstarten, krijg dan een scherm met 'loading scene 1'... ook muziekje erbij, maar verandering in het beeld... NEE........
Bij mij duurd het ook vrij voor de eerste scene. Maar krij geen muziek en geluid erbij.
Benchmark ratings:
1024x768 32bits, Standard OpenGl1.2, Level of Detail: high (V-sync on), texture
compression on
AVERAGE FPS: 25.7
MAXIMUM FPS: 76
MINIMUM FPS: 11
:):):):)
1024x768 32bits, Standard OpenGl1.2, Level of Detail: high (V-sync on), texture
compression on
AVERAGE FPS: 25.7
MAXIMUM FPS: 76
MINIMUM FPS: 11
:):):):)
Je krijg alleen muziek in de "demo mode".
Niet op voorraad.
Weet iemand hoe ik dit moet oplossen?
Thankz!
Ik draai het volgende systeem:
MS Win2K SP-1 NL
PIII 450
256 MB CAS 2-2-2 PC100 SDRAM
ATI Rage 128 16 MB (Wordt een Radeon 64 MB ViVo Retail
MSI 6156 Mobo (i440BX)
SB Live value
HD met genoeg vrije ruimte
http://www.hypercoop.tk | GW user page | GW2 user page
Specs
Ik vind die hele demo maar lelijk
. Dat ze dit nog maken, en ja, hij staat flink hoog ingesteld, maak niks uit, ik vind het gewoon lelijk.

Lach maar! mijn scores:Op zaterdag 03 maart 2001 18:14 schreef taz3d_nl het volgende:
Benchmark ratings:
1024x768 32bits, Standard OpenGl1.2, Level of Detail: high (V-sync on), texture
compression on
AVERAGE FPS: 25.7
MAXIMUM FPS: 76
MINIMUM FPS: 11
:):):):)
AVERAGE FPS: 41,7
MAXIMUM FPS: 127
MINIMUM FPS: 18
uiteraard met dezelfde settings. (voor zover ik kan zien)
bye bye radeon......>:)>:)>:)>:)
MOOI EEN NIEUW 3D DEMO, eindelijk wat anders dan 3dmark2000, iedereen effe dit gebruiken, ik ga hem nu downen
[topic=138099] hierin heb ik een link geplaatst naar wat screenshots. vond het tegenvallen die anders GL-Excess ofzo is veel mooier en met goed guitar muziek (satriani achtig
)
Ik zal dat demootje vanavond wel ff proberen. Zit nu op m'n werk en daar zit een nogal bagger onboard graphics ding op (I815).
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