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In the Forums... |
Posted: September 21, 2000 Written by: Tuan "Solace" Nguyen T-Buffer (cont.) Other notable features include depth-of-field blur, which is often used in films to focus attention on something. When you’re looking at something close up to you, everything further away seems blurry and when you’re looking at something far away, whatever’s close to you is blurry. This is depth-of-field blur. However, I don’t seem to find much use for it in FPS games. Let’s say you have something close to you and something far away, how does the game engine know what you intend on looking at to focus on and blur out everything else? This has to be controlled manually and I think the constant shifting between blur-in and blur-out can cause headaches. That’s just what I think though. Motion blur occurs when something moves, you don’t see it clearly until it slows down. The faster the object moves, the blurrier it becomes. Or, the faster you move, the blurrier your close surroundings become. Soft shadows allow the edges of shadows to appear more soft and gradient like real life shadows. Soft reflections, well, that’s now self-explainable. It allows reflections to appear blurry. These are all very promising effects and are often found in films. Let’s hope these cool effects migrate into other cards from other manufacturers. Let’s cut the chase and go straight to the benchmarks shall we? Benchmark System: 3dfx Voodoo5 5500 with 1.01.00 drivers. Intel Celeron 2 600MHz @ 900MHz Abit BE6-II, latest BIOS 192MB NEC Cas2 133MHz @ 100MHz 13GB Ultra33/5400 Maxtor HD Diamond Monster Sound MX300 MadOnion 3DMark 2000 16-bit: 800x600, 1024x768 32-bit: 800x600, 1024x768 Quake 3 Arena with latest Point Release 1024x768 1280x1024 1600x1200 Modes: Fastest, Normal, High Quality, Maximum. |
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