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Re: Wave Problems: is it my video card?

Posted: Wed Jul 23, 2008 3:58 pm
by D'Lanor
My relatively new laptop with the ATI Mobility Radeon HD 2600 chipset works great for Uru CC. It was also perfect for MOUL. This machine can display all wavesets.

Re: Wave Problems: is it my video card?

Posted: Wed Jul 23, 2008 4:26 pm
by Tsar Hoikas
Key words: relatively new

Re: Wave Problems: is it my video card?

Posted: Wed Jul 23, 2008 6:33 pm
by teedyo
Tsar, you're entirely too Steven Seagal today.

Re: Wave Problems: is it my video card?

Posted: Thu Jul 24, 2008 4:48 am
by Carterhawk
Not to totally hijack things, but shader based water such as in plasma and newer engines, has always felt kind of ... fake, compared to older water effects. To me, a game like waverace64 or splashdown, with it's geometry based simulation of water, looked more realistic than the perfectly flat water of a shader based simulation. Is there a way to combine the best of both worlds, to get the real physical waves of realMyst with the surface distortions and reflections of uru?

Re: Wave Problems: is it my video card?

Posted: Thu Jul 24, 2008 11:37 am
by Tsar Hoikas
Carterhawk wrote:Not to totally hijack things, but shader based water such as in plasma and newer engines, has always felt kind of ... fake, compared to older water effects. To me, a game like waverace64 or splashdown, with it's geometry based simulation of water, looked more realistic than the perfectly flat water of a shader based simulation. Is there a way to combine the best of both worlds, to get the real physical waves of realMyst with the surface distortions and reflections of uru?


Use PhysX to simulate the fluids :)

Re: Wave Problems: is it my video card?

Posted: Thu Jul 24, 2008 12:43 pm
by Nadnerb
Use the geostate on the waveset.

Wavesets have the ability to physically deform the mesh they are affecting. The default waveset that we've supplied only defines normal map texture waves, but if you add a nonzero wave state to the "geostate" section of the waveset alcscript, it will physically deform the geometry, provided you've made it a pretty dense mesh. Just remember to use a considerably larger wavelength than is used in the texstate, so what you end up with will make sense.

Re: Wave Problems: is it my video card?

Posted: Thu Jul 24, 2008 1:14 pm
by Trylon
Tsar Hoikas wrote:*insert buzzer here* Wrong. ATI Radeon 9000... No go.


Ehm, I said "likely"!!

Besides that, my laptop had a mobility radeon chip that did run Uru!

Next time you buzz someone, be specific.

Re: Wave Problems: is it my video card?

Posted: Fri Jul 25, 2008 4:04 am
by Lontahv
I'm not sure if the MO:UL engine has a little more support than UruCompleteChronicles: you have to remember that MO:UL engine is a new engine with some shaders which _usually_ means it's more picky about graphics.

CompleteChronicles on the other hand had support for a pretty common built-on graphics that Intel makes and Until Uru and prime just don't have (I wasn't able to play Until until I got a new video card).

So, don't get your hopes too much for MO:RE wonky-graphics support but I'm pretty sure that if you can run MystV ok (and see the Noloben water) you'll be able to see hi-quality water in MO:RE.

Bad news, good news... I guess they even each other out so it makes it as if I hadn't posted. ;)

Re: Wave Problems: is it my video card?

Posted: Mon Jul 28, 2008 12:16 am
by diafero
Regarding my problem with wavesets in wine, I just found out something really strange: The waveset in Tsogal works :shock: The one in Gira still looks like a waveset without waves, just a straight plane, and the one in Sonavio is just invisible. There's a hole in the ground with nothing in it but making the sound as if there'd be water there ;-)