Hi,
My system is as follows:
p2-400
192megs ram
asus p2b m/b
xentor 32 at 170/195
win98se
directx 7a
I replaced my voodoo2 with a tnt and then the
tnt2 ultra with the "dream" of playing in 1280x1024 in 32 bit colour - no, I don't use crack.
I can play 1280x1024 in 16bit colour beautifully with no stuttering etc... I now
play at 1180x864 (or whatever it is) in 32 bit and it's not too choppy most of the time.
I'm not even sure that there is a difference visually between 16 and 32 bit - does anyone know if there is actually any "theoretical" reason why 32bit would be better looking in Unreal? i.e. is there actually 32bit code in Unreal or is it just a waste of time to be in 32bit?
Getting to the patch 2.26a - on 2.25f I can get 29fps in the opening timedemo at 1180x864
in 32bit but it's way more choppy than my tnt1 at 1024x768 16bits despite that frame rate being 23 or so. I tried 2.26a and the timedemo was much less choppy - imagine my surprise when the fps came back at about 23!!
I rechecked it and it was the same. I played the game and the only problem was that there was significant "mouse lag". I don't know if I was imagining it or not but the colours were way better in 2.26a, and I'm not sure how that is possible. I ended up switching back to 2.25f because of the mouse lag. The 2.26 didn't have the glitches in the menu screen (missing letter pieces etc...). I think that if and when they release the next patch it will be a winner because 2.26a certainly had some potential.
Anyone know if there is a site or whatever that explains the advanced d3d options like
mipmapping and "use palettes"? Anyone know what these do, and if they should be on? I understand that only voodoo and geforce use hardware palettes.
Thanks for any answers,
The Bogg