Image Quality RIVA 128



quake ii on riva 128 (final drivers)


at time of riva 128 s release, 3dfx voodoo graphics had firmly established 3d hardware benchmark against newcomers compared. voodoo first 3d game accelerator offer exceptional performance , quality in emerging pc 3d gaming. riva 128 scorned lower quality rendering (compared voodoo) , rendering errors.


with initial drivers, riva 128 used per-polygon mipmapping instead of higher-quality, more demanding, per-pixel variety. caused different texture detail levels pop place player moved through game , approached each polygon, instead of allowing seamless, gradual per-pixel transition. nvidia released drivers allowed per-pixel mode. issue card s texturing use of automated mipmap generation. while improves visual quality , performance in games without mipmaps, caused unforeseen problems because forced games render in way not programmed for.


nv3 s bilinear filtering sharper of 3dfx voodoo graphics. but, while didn t blur textures as voodoo, did instead add light noise textures, because of lower-fidelity filtering algorithm. there problems noticeable seams between polygons.


while initial drivers did present these image-quality problems, later drivers offered image quality arguably matching of voodoo graphics. in addition, because riva 128 can render @ resolutions higher 640×480, card can offer quality superior of voodoo graphics, shown in above quake ii screenshot. final drivers released riva 128 support per-pixel mipmapping, full-scene |anti-aliasing (supersampling), , number of options fine-tune features in order optimize quality , performance.







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