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Well, you may not appreciate what we found unfortunately. The game checks for a D3D caps bit called D3DPTEXTURECAPS_POW2 which is only set as True for hardware that can support limited texturing capabilities. This was true of previous generation hardware, however since GeForce 6 series has no such limitation the driver correctly sets this caps bit to false.
So unfortunately, in this case, the GeForce 6 series is being penalized for having more advanced capabilities! We have contacted the developer to see if they would be willing to fix this in a patch since it will affect all current and future hardware (including from other vendors) which support more advanced texturing.
In the mean time, one workaround might be to use a 3rd party tool like 3d-analyze which I believe lets you force D3D caps bits. Let me know if that works. (We are going to try it out here too.)
egbtmagus said:Hmm, that makes no sense. The game checks to see if the Card has a Texture Cap through D3D and if it doesn't it wont load the textures? D3DPTEXTURECAPS_POW2 controls what size the textures can be for that card. If the bit is set to True all textures must be in the power of 2 to be loaded, if the textures are not of power of 2 they wont be loaded.
What I don't get is that if the 6 series has no limits and can use any texture size why is the game not loading them. It looks like its the opposite and the game wants to load textures that are not the power of 2 but the 6 series do not support them... atleast thats what I get from it.
Im gonna look into this because from what it looks like is that the 6 series is actually inferior or possibley broken on this aspect. We should be able to bypass the D3DPTEXTURECAPS_POW2 all together since our cards can display all sized textures...
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