eviljim Posted September 16, 2004 Share Posted September 16, 2004 quote from Dark0ne's post in 'News' The draw distance....... seems to be MUCH further than that of Morrowind which was a real let-down. The problem was only resolved by the use of a user-made plug-in which enabled the draw distance to be enhanced. ...... The technology (in farcry) lowered the resolution and quality of textures and objects that were a certain distance away, unlike in Morrowind where all objects and terrain maintained their polygon count whether the player was standing ten metres or one hundred metres away from it. I'm just curious if the 'user-made plug-in' he is referring to would be the FPS Optimizer. If so, does it work similar to the method referenced (i.e. - lowering polygon count for further away) or something similar? I went to the FPS optimizer site and there seemed to be very little information on how it worked and exactly what it did. Link to comment Share on other sites More sharing options...
adamized01 Posted September 16, 2004 Share Posted September 16, 2004 Also they have not updated it in a while. Link to comment Share on other sites More sharing options...
Marxist ßastard Posted September 17, 2004 Share Posted September 17, 2004 I'm just curious if the 'user-made plug-in' he is referring to would be the FPS Optimizer. Yes. Either that, or some other program that runs alongside Morrowind. If so, does it work similar to the method referenced (i.e. - lowering polygon count for further away) or something similar? No. It just increases the view distance in the same way that the standard view distance slider will, but does it with the range of distances avaliable in the CS. There are other methods employed to make view distance have less of an impact on performance, however. One is AI distance, which, like the view distance control in the game itself, was shipped with the game and could be set manually, but was greatly improved by the FPS optimizer -- AI distance reduces CPU impact by allowing AI and animations to be simplified and sometimes stopped entirely on an NPC or creature, based on the player's distance from that actor. Another method decreases the amount of polygons processed by hiding objects that are a certain distance away from the player and have a ratio of size to distance specified by the player -- this is only avaliable in Morrowind FPS Optimizer. Link to comment Share on other sites More sharing options...
eviljim Posted September 17, 2004 Author Share Posted September 17, 2004 sounds like a plan. does the FPS Optimizer eat up resources much? I'm running on:XP2600512DDR (333)9500Pro (OC'd to a 9700) If I can get a little more view I'll be rockin. I just got Daerk's RCC4MW and the colors look great but with the fog being gone I'm noticing just how close the cutoff is. For a Marksman, the further you can see the better off you are. Link to comment Share on other sites More sharing options...
Marxist ßastard Posted September 18, 2004 Share Posted September 18, 2004 It uses very little resources. With the option for a GUI-less executable, it can even be used by someone who has to kill the shell to play Morrowind. Oh, and I wouldn't really go around saying that you "OC'd" your 9500 Pro to a 9700 -- unless you got it to the clocks that a 9700 Pro uses, AFAIK, they're the same card. Link to comment Share on other sites More sharing options...
eviljim Posted September 20, 2004 Author Share Posted September 20, 2004 Oh, and I wouldn't really go around saying that you "OC'd" your 9500 Pro to a 9700 -- unless you got it to the clocks that a 9700 Pro uses, AFAIK, they're the same card. yes I am using the same clocks as the 9700 not on memory but on my core. the core is actually running a little higher ^_^ anyway, i'll give it a try. thanx peoples Link to comment Share on other sites More sharing options...
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