29-05-21, 19:47 | #1 |
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Joined: Apr 2015
Posts: 610
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Which render type do you use for AoD?
A new thread.
You can choose with TRAODSCU three render type options: - Fixed functioned Hardware - Shader Hardware - Software When I play a level of Angel of Darkness the quality of the game differs. For example: Parisian Back Streets level has with Shader Hardware mode reflections for water. But if you play Rennes Pawnshop or St. Aicard Church with Shader Hardware mode it is just greyish and awful but with Fixed functioned Hardware it looks much better. So.. which default render type mode do you play AoD? And what is the function for three types of three render types? |
29-05-21, 21:26 | #2 |
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Joined: Sep 2007
Posts: 3,393
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Oh I never saw the differences? That's very interesting! Could you share some comparison screenshots?
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29-05-21, 22:58 | #3 | |
Golden
Joined: May 2005
Posts: 7,085
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Quote:
If you are having problems with "Shader Hardware", you might want to check a few of the settings in your config. It should be the superior render type, unless Core messed up some of the shader programs. About the 3 types of renderers - I might be wrong about this, so anyone is free to correct me here: * In Software mode, every frame is calculated completely on the CPU and the final frame is sent to the graphics card for display only. Software renderers are relatively slow compared to the hardware ones, as graphics cards usually have specialized hardware to do complex calculations, that the CPU lacks. The advantage of using Software rendering is, that it looks completely same on each and every hardware and that it doesn't need a powerful graphics card to work. * Fixed Function Hardware is the way of rendering the classics used in Hardware Mode. This rendering type can use some of the specialized hardware parts of your graphics card, but the rendering process is strictly defined via the API used (for example DirectX). The final image is always calculated following a fixed sequence, that can be configured but not programmed. * Shader hardware rendering works similar to fixed function rendering as it also leverages the specialized hardware parts of the GPU. In contrast to fixed function rendering though, shader-based rendering allows a program to completely control the stages of producing an image frame using small programs (shader programs) that run directly on the GPU. This system allows programs to perform complex tasks like creating reflections, deforming objects, modifying / adusting shadows and ligths etc. at any stage of the rendering process, giving an application total freedom on how the final image is created. |
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30-05-21, 14:22 | #4 |
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Joined: Jul 2020
Posts: 1,523
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^ You are correct. Shader Hardware has a few minor issues in AOD, but nothing drastic that severely affects overall quality. It is by far the superior format.
Software mode is honestly not worth using nowadays, and the only reason one might want to use Fixed Function is because it has less errors on the technical side of things (i.e. less/no flickering texture issues). |
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