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AVP gameplay!!

midgymidge

n00b
Joined
Mar 7, 2009
Messages
33
i dont know if im in the right thread or not so here goes..
just a quick question you think i can play AVP with all its bells and whistles on my current rig?
my personal opinion i should be --Oookay LOL btw i got only a 19 inch lcd monitor so i wont be playing in the current 21inches up monitors these days

thank you in advance
 
at 19" yes except for the dx11 tessellation support you should be able to run the game maxed out pretty much.. maybe not max AA settings.. but pretty close.. when you go to 1680x1050 you will probably have to drop the AA settings a little lower.. and if all else fails.. just overclock the card, lol..
 
OMG EXCLAIMING TITLE!

It should run fine on your comp. You won't get DX11 or Tesselation like the above poster said.
 
sorry noobie here whats tesselation anywayz?
and since im running on windows 7 it would still look good on dx10 right?
 
do some googling for the AVP dx11 and you will see what the difference is between dx10 and dx11 in the game..

yes windows 7 is fine for dx9/10/10.1/11..
 
sorry noobie here whats tesselation anywayz?
and since im running on windows 7 it would still look good on dx10 right?

It'll still look good on DX10. I wouldn't worry about it too much. You still have a good card.

If you really want DX11, you could just sell your current card and pick up something like the HD5770.
 
sorry noobie here whats tesselation anywayz?
and since im running on windows 7 it would still look good on dx10 right?

Tessellation is a technology that can add geometry detail to objects dynamically in real time with relatively low bandwidth requirements. With tessellation, objects that are close to you will have higher detail than objects that are further away and the transition between detail levels is entirely smooth. This means games can "spend" more polygons on objects that are important to you, and in general geometry fidelity will increase across the board. Round objects will appear round.

Tessellation has been supported by ATI/AMD hardware for many years but has hardly been used at all. DirectX 11 adds Tessellation support to the API, which makes it much easier for developers to use it. NVIDIA's upcoming GPU architecture finally supports tessellation too. This all means that tessellation with become more and more prevalent in the coming years. Right now, however, use of tessellation is extremely limited and you'll only see it in a few specific places.

Technical stuff: Tessellation is accomplished using the Hull Shader, the Tessellator, and the Domain Shader.
Hull Shader: The HS takes either a mesh or a set of control points and converts it into a patch. The HS also decides "how much" tessellation needs to occur. The HS sends both the patch and the tessellation factor to...
Tessellator: The tessellator is a fixed-function unit (non-programmable) and it subdivides the patch as many times as determined by the tessellation factor. It sends the new vertexes to the...
Domain Shader: The domain shader takes the new vertexes and finalizes their position in 3D space. This final position may be determined by control points which can mathematically describe curves or instead by displacement maps which are textures that represent a surface's topography. The finalized verts are sent to the geometry shader as per DX10.
 
thanks for all your input guys realy appreciate it.
and to Kaldskryke for explaining what tessaltion is.

Btw you guys have pics or links to dx10-dx11 compation to AVP as i cant really seem to find it on google. All I keep getting is articles relating to "how AvP would graphically look much better than consoles" which I add...whats new?.. LOL
 
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