Game Development Community

Intel Core 2 Duo Pixel Shader 3.0 Support?.

by Surge · in Torque Game Engine Advanced · 01/12/2007 (4:50 am) · 23 replies

Good day folks,

My 1.7 GHZ P4 that i'd been doing all my work on forever bit the dust.
I have replaced it now.

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Intel DG965WH Mother Board
1.86GHz Core 2 Duo Processor.
2 Gigs Of Ram.

It has on board Graphics(1st time for me actually)
Intel G965 Express Chipset

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When I go to the Intel site and look up this board.
It seems to me that its on board graphics should support
Pixel Shader 2.0 - 3.0.

I have installed the Latest Direct X 9.0c.
First was the June 2006 version, and now the December 2006 Update
I went to the 'contol Panel' and Double clicked the Direct X Icon
and ran the test.It ran through Direct X 7,8,9 and all passed.
So I didnt think it was the Direct X.

Beyond the CD that came with my mother board, I searched the
Intel site, and found one update to the Video driver, so I Installed it.

When ever I boot my TGEA(TSE) Build's, it now says.
Failed to Intialize Direct3D! Make sure you have the Direct 9 Installed,
and are running a card that supports Pixel Shader 1.1.

Can I get some advice.

Would anyone be able to say if it was the On board graphics card?
Or would you say that I have something wrong with my Direct X Install?

Is it necessary to purcase a New video card?
Or Should my new Intel Mother board be able to handle the TGEA(TSE) Builds?

Just to add to this, even the TGE builds seem a little choppy?
I switch from OPEN GL to D3D and It still makes the screen choppy?

Graphics Card?..... Drivers?

I miss my TSE!


-Surge
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#21
03/15/2007 (6:29 am)
Brian: Yes right now it is my only dev machine.
You are right on the self shadowing as well. I actually have it normally turned off as it does not make a difference when viewed from distance. Same for DLR ... I have ASUS PW201 screen with quite vibrant colors and DLR and bloom effect just make sure I can only work half as long on it as I would like.
Water thought needs to be active, as it is part of the current idea, even a that large part that I have to burn 50% performance for "nothing" (this nothing is having foliage rendered through water which TGEA does not by default).
It was mainly meant to show that with such a weak card, the game actually could not be tested in a "real environment" with all its effects.
For prototyping and core logic, where I (I assume others as well) actually don't need eye candy but seeing if the game logic works etc, this is no problem. Thats why I have the time to wait on Intels Q6400 CPU launch in Q2.
I will first have to understand quite some parts of TGEAs rendering and handling code anyway before I start using the eye candy parts as I want to know what influences what and how large the impact is.
#22
03/15/2007 (7:43 am)
I use a old Mobility Radeon 9600 in PS 2.2 mode and I have not seen any issues at all actually. That card is way below any of the GeForce 7 Go cards.
#23
03/16/2007 (4:48 am)
You mean PS 2.0a / b

And the "way below" is very relativ.
7600Go = 7300GT, while yours might be far older, it is still a 600 series chip.
And until you use Shader 3 or heavy usage of shader 2, yours will most likely outperform mine (you have at least the same amount of pixel shader units as I have right now if not even more. I've 8 PSUs with 2 shader ops per cycle)

Newer major series does not make much of impact here.
But one thing that seems to have a fair impact seems that I have an NVidia ... there have been others mentioning that TGEA has a fair amount of performance problems on NVidia, compared to ATI. But I am too unexperienced in the GPU maker specific stuff (yet) to be able to tell more on that topic.
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