It might be a bit late in the day but the game is now on budget (in the UK) so perhaps deserves a tenner!
Ripped from Stomped
Ripped from Stomped
Serious Update
[ 46 Comments ] Itay "big" Kirshenbaum @ 9:23 PM Your Time
PC Games > First Person Shooters
The weekly update on the Croteam website has been posted today, as this time they talk about an upcoming DX8/Truform patch for Serious Sam, that's currently in testing. Here's a chunk:
Today's topic is .... Serious Sam DX8/Truform beta patch. Yes, we finally did it.
DX8 works just fine on majority of 3d-boards out there. Generally it's some 10% slower than OpenGL, but there's some room left for optimizations.
All GeForce boards work just fine (like I'm surprised
. Radeon8500, too, but there are some problems with the driver and you cannot run Direct3D mode with HW T&L on Radeon boards that have T&L (VEs work ok). The problem has been located, and ATI is on it. Kyros works OK too, although there might be some performance issues with lens-flares. All Matrox boards (G400, G450, G550 and even little G200
work fine, too. However, I didn't bother to test S3 and 3Dfx boards, so I guess you're on your own.
One issue that's left partially unsolved is problem with lens-flares. We had lots of problems with D3D attitude towards this issue (reading from z-buffer) and couldn't optimize a h*ll out of it (like we did with OpenGL). However, there are some options you can find in "advanced-rendering" menu, which controls the lens-flare behavior under D3D, so you might want to experiment a bit and fine tune your performance. Or completely switch of lens-flares. Or use OpenGL.
[ 46 Comments ] Itay "big" Kirshenbaum @ 9:23 PM Your Time
PC Games > First Person Shooters
The weekly update on the Croteam website has been posted today, as this time they talk about an upcoming DX8/Truform patch for Serious Sam, that's currently in testing. Here's a chunk:
Today's topic is .... Serious Sam DX8/Truform beta patch. Yes, we finally did it.

All GeForce boards work just fine (like I'm surprised


One issue that's left partially unsolved is problem with lens-flares. We had lots of problems with D3D attitude towards this issue (reading from z-buffer) and couldn't optimize a h*ll out of it (like we did with OpenGL). However, there are some options you can find in "advanced-rendering" menu, which controls the lens-flare behavior under D3D, so you might want to experiment a bit and fine tune your performance. Or completely switch of lens-flares. Or use OpenGL.

Comment