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And in this point Direct3D fails totally: the dynamic loading of textures is damn slow (in OpenGL its average). And here's the key: Diablo2 has so much textures, that they won't fit on any graphiccard, so nearly all of the textures have to be loaded dynamically. So OpenGL and Glide have their advantages when using dynamic textures. The overhead for administration in DirectX is enormous, compared to OpenGL or Glide. the Direct3d-mode of Diablo2 creates far less textures than the Glide-mode, so the Direct3d-engine has to reload the textures more often. ![]() the Direct3d-mode of Diablo2 creates far less textures than the Glide-mode, so the Direct3d-engine has to reload the textures ġ. ![]() I found some info regarding this in the readme for Sven Labusch's Glide3 to OpenGL wrapper: There will be more stuttering and processing overhead due to how textures are processed for D3D from what I understand. But in general the D3D mode for old hardware is pretty weak because of limitations they had to work with for D3D 6 compared to Glide. It's actually hard to say which way is better looking. So it was sharper in appearance but more aliased as well. The most obvious difference with D3D was the ground appeared to not be texture filtered as with Glide. I had a Matrox G400 Max in that machine with the Voodoo cards. This setup worked flawlessly on both an old ASUS G73JH notebook with Mobility Radeon 5870 and a desktop with GTX 1080.Īs to D3D vs Glide on old hardware, I was curious about it too because I hadn't tried it in ages. I also got DSOAL to restore the EAX sound effects. It's stunning to play the game in high-resolution widescreen with motion-predicted high framerate. D2DX is a form of Glide wrapper with various enhancements. Voodoo2 seems to run out of texture memory and drops to about 10 fps sometimes. ![]() I beat the first four acts on Voodoo2 12MB SLI and Voodoo3 2000 a month ago.
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