Chene Posted June 28, 2005 Share Posted June 28, 2005 it's the opengl driver. does SA use opengl? google earth did the same thing but was fixed when i switched it to direct x. Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/ Share on other sites More sharing options...
Rage18 Posted June 28, 2005 Share Posted June 28, 2005 does it use opengl? not likely. what are you trying to get at here? Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2944683 Share on other sites More sharing options...
GTA3Freak-2001 Posted June 29, 2005 Share Posted June 29, 2005 SA runs DirectX and not OpenGL. Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2945069 Share on other sites More sharing options...
Chene Posted June 29, 2005 Author Share Posted June 29, 2005 really? ok what driver version are ya'll using if you're getting the 16bit problem(ati users only) Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2945842 Share on other sites More sharing options...
martinkou Posted June 29, 2005 Share Posted June 29, 2005 Umm, if you're referring to the night sky texture banding problem, it's pretty much unfixable at this point. After looking at a couple Xbox screenshots, I can notice it as well. Both my Ti 4200 and Radeon 9800 PRO exhibit it; pretty much everyone else has most likely noticed it by now. Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2945858 Share on other sites More sharing options...
Chene Posted June 29, 2005 Author Share Posted June 29, 2005 no i mean the 16bit-ish character models, fog and headlights Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2946052 Share on other sites More sharing options...
Rage18 Posted June 29, 2005 Share Posted June 29, 2005 err.. there is no big noticeable difference between 16 and 32 fog and headlights Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2946650 Share on other sites More sharing options...
Chene Posted June 29, 2005 Author Share Posted June 29, 2005 yes there is. fog/smoke looks redish and headlights have a rainbow effect so do the character models Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2948018 Share on other sites More sharing options...
MacoroniCheese Posted June 30, 2005 Share Posted June 30, 2005 Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit. Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2949745 Share on other sites More sharing options...
Rage18 Posted June 30, 2005 Share Posted June 30, 2005 (edited) ah yes. ive had this conversation before. You can see many tests of game vs game on this subject. unless you still play quake 3 there isnt going to be a huge difference. fog @ 16 fog @ 32 ill get some headlight shots if you want Edited June 30, 2005 by Rage18 Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2949756 Share on other sites More sharing options...
Chene Posted June 30, 2005 Author Share Posted June 30, 2005 Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit. how's that done? Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2951280 Share on other sites More sharing options...
Rage18 Posted July 1, 2005 Share Posted July 1, 2005 Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit. how's that done? god himself couldent explain Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2952035 Share on other sites More sharing options...
Chene Posted July 1, 2005 Author Share Posted July 1, 2005 Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit. how's that done? god himself couldent explain god could, you i guess not Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2952134 Share on other sites More sharing options...
Rage18 Posted July 1, 2005 Share Posted July 1, 2005 well, there is no answer because TXD isnt an image file. TXD is a texture directory it has a list of textures for a DFF 3d model. Also it cant be in "32 bit format" because that would make them figgin huge. Also the minimum requirements would be alot higher. Link to comment https://gtaforums.com/topic/200378-possible-32bit-16bit-answer/#findComment-2953161 Share on other sites More sharing options...
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