Friday, 12 September, 2025г.
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пример: покупка автомобиля в Запорожье

 

Halo Custom Edition: dgVoodoo WIP58 Test

Halo Custom Edition: dgVoodoo WIP58 TestУ вашего броузера проблема в совместимости с HTML5
(From the dgVoodoo 2 ReadMe) ________________________________________________________________ dgVoodoo 2 is a wrapper for old graphics API's for Windows Vista/7/8/10. This wrapper can use Direct3D 11 with different device types as wrapping output: —Hardware rendering at GPU feature level 10.1 (recommended) —Hardware rendering at GPU feature level 10.0 (there are some restrictions) —Software rendering through Microsoft WARP renderer The API's it currently can wrap are: —Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm —DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7) —Direct3D 8.1 —Direct3D 9.0c (as of WIP51) For both Glide and DirectX, dgVoodoo pushes as many emulation work to the GPU as possbile. Thus, the entire internal 3Dfx GPU logic is mapped to pixel shaders for Glide emulation, and all the fixed function vertex & pixel processing pipeline is implemented by shaders for DirectX emulation (when possible). dgVoodoo basically can work in two ways: —Using its precompiled shaders - it is the less efficient mode (legacy) and doesn't provide DX8-level vertex/pixel pipeline functionality —Using an external HLSL shader compiler - this is the most efficient and recommended mode and referred as 'dynamic shader compiling' If dynamic shader compiling is available (see Usage) then dgVoodoo can work with specialized shaders requiring much less GPU power, providing much better performance, especially on weaker video cards. ________________________________________________________________ I'm also trying out a few other cool things, so some of my default settings for Halo and Chimera (an extension for Halo) weren't saved properly. Recording with OBS also limited the framerate to 60FPS which I'm not happy about.
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