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piaskoon

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  1. ja zauważyłem coś podobnego na X-710, tzn. lekkie szarpnięcia (jakby kursor na ułamek sekundy się zatrzymywał, mimo, że mysz ciągle jest przesuwana). Problem występuje na Xp pro Sp2. Na Viście chodzi idealnie. Przywróciłem niepodkręcony USBport.sys (chociaż myszka i tak nie daje się podkręcać) i dalej to samo. Nie wiecie co to może być? EDIT: na Viscie jednak tez szarpie, chociaz mniej ale jednak :/ Zobacze w awaryjnym na Xp
  2. AI własnych jednostek oceniam jako wysokie. Można wysyłać jednostki konstrukcyjne do pomocy innym (jest opcja "assist" wiążąca jednostkę/i do pomocy wybranej jednostce). Pomagać mogą sobie we wszystkich rodzajach budowli. Jest jeden typ do wszystkiego - taki pojazd buggy (z możliwością pływania) o różnych stopniach zaawansowania. Wizualnie między sobą różnią się przede wszystkim rozmiarem - Level 1 = mały pojazd, Level 3 = duży pojazd.
  3. cytat z frazpc:
  4. Z gamershella leci ok. 200kB/s :D http://www.gamershell.com/download_17675.shtml
  5. Pewnie na ich małe dłonie ten środkowy "BF". A ja dzisiaj nabyłem X-710F zwykłego, lakierowanego :P i muszę przyznać, że jakość wykonania stoi na dobrym poziomie. Obok leży M$ Intelli Optical 1.1a i praktycznie niczym jej A4 nie ustępuje. Natomiast czujnik optyczny o realnej rozdzielczości 800 DPI (1000DPI z interpolowaniem bodajże 3+1) jest już znacznie lepszy. No i jeszcze ten kabelek, którego nie czuć. Mówiąc krótko, polecam. A i jeszcze dodam, że A4 ma cichsze LMB i RMB :) I kolejne spostrzeżenia: - ślizgacze są nieco lepsze od tych z najtańszych myszek A4 - myszkę można podnieść na niewielką wysokość (ok. 5mm), przenieść i opuścić bez poruszania kursorem po ekranie (jednak trzeba ją podnieść ciut wyżej niż M$) - trochę jednak dłoń się poci No i najważniejszy wniosek - mam do sprzedania MS Intelli Mouse Optical 1.1a ;)
  6. Bio - za wiele mi nie pomogłeś :? FF zawsze można wyłączyć, jeśli miałby psuć przyjemność z gry. Powyższe pytania nadal aktualne. Proszę o konkretne wypowiedzi czy linki :)
  7. Witojcie. Rozglądam się za gamepadem do samochodówek (rfactor, TDU) a więc takim, który będzie oferował "analogowość" w pełnym przedziale wychylenia gałek analogowych. Ważne jest też, aby analogi dało się dość mocno wychylić. Obecnie posiadam pada e5 (identyczny jak apollo gp-3020) i analogowości jest na 1mm wychylenia :mur: mimo, że gałki można wychylić na jakieś 4mm :blink: Do tego wszystkiego musi być on tani (max 50zł) - czyli DS2 odpada :/ Na szybko, znalazłem dwa ciekawe pady: http://www.allegro.pl/item160124621_joypad...shock_usb_.html http://www.allegro.pl/item162892562_mega_w..._24m_ce_ss.html Ten pierwszy oprócz wibracji posiada jeszcze "real force feedback" (podobnie jak większość padów easyTouch) i nie wiem dokładnie jak to działa. Jeśli jest to taki force feedback jak w joy'ach (czyli siła działająca na analogi), to byłaby to świetna sprawa do samochodówek :) Drugi ma za to 6 analogowych przycisków (niestety, chyba nie chodzi tutaj o spusty z przodu). Proszę o opinie o tych lub jakichkolwiek innych padach z pełnym analogiem do samochodówek! :D
  8. Ponieważ przycisk w rolce służy do zmiany rozdzielczości (dobrze mówię?) i otwierając zakładkę zmieniam jednoczeście rozdzielczość myszki. Poprawcie mnie jeśli źle rozumuję.
  9. Proszę o odpowiedź na moje pytania :P
  10. Powiedzcie mi panowie, czy przycisk w kółku w myszkach serii X-7 można używać tak jak w zwykłej myszce (np. do otwierania linków w zakładkach w przeglądarce)?? I jeszcze jedno. Odnośnie myszek z serii GLASER (x6). Czy ten laserek nadaje się do grania tzn. czy się nie gubi (akceleracja, itp)?? Jeśli ktoś mógłby się podzielić wnioskami na ten temat, byłbym wdzięczny.
  11. piaskoon

    RFactor

    Wyszedł patch v1.250 do rFactor! Download: http://www.rfactor.net/?page=downloads Changelog: » Naciśnij, żeby pokazać/ukryć tekst oznaczony jako spoiler... « What’s New in v1.250? Graphics: · Fixed a bug where shadow casters/objects were not using the camera's LOD multiplier, and thus would switch out too early in cams with an LOD multiplier greater than 1.0. · Fixed an ambient shadow bug in which it would disappear at random times. · Fixed a bug in night racing where night-specific vis groups and shadows would only work if you transitioned to night from day. · Restored dual-head mode to its previous behavior of emulating a single widescreen rather than two screen multihead. · Added vehicle labels to monitor and replay. · New PLR file overrides “Player Texture Override” and “Opponent Texture Override” for player and opponent texture detail levels if you want the textures to have a different detail level than the vehicle models. Default behavior is the same as version 1.150. · Minor automap improvements. Artificial Intelligence: · Significant improvements in oval racing. · RCD file updates. Gameplay: · Changed sound priority algorithm to take into account the local volume of each sound (louder sounds -> more priority). · Mostly fixed private qualifying issues where you would see parts that broke off an invisible competitor's car. · Improved driver swapping functionality. Garage setup is now transferred during multiplayer driver swaps if the server's multiplayer.ini variable "Driver Swap Setups" is enabled (which it is by default). Vehicle state is also transferred, including fuel, tire wear, and damage. Various other minor improvements and fixes have been applied to this feature. · Now using red outline (configurable through player file variable "Box Outline") for end of reconnaissance lap, too. Fixed some other issues regarding placement after the reconnaissance lap. · Fixed problem where DNF'd vehicles were sometimes scored as if they had actually driven back to the garage where they are parked. · Stopped showing fuel level of competitors (it was wrong for remote vehicles anyway). · Added exit confirmation for race (note that it can be configured with the PLR file option "Exit Confirmation"). · Fixed issue where you couldn't receive setups if the translation of Received was an illegal Windows folder name. · A player can now press the "Enter" to make the monitor/replay page full screen (removing images to the top, bottom and left of the replay image). While in this full screen state, the player can remove the cursor by pressing the "Delete" key. · Added player file option "Adjust Frozen Order" to control whether vehicles that are spinning or stopped on track get moved down the frozen track order while other vehicles pass them. This is only relevant if the vehicle that caused the full-course caution is actually able to continue the race. The old behavior kept the order frozen regardless of who caused the full-course caution. The new default will usually move the offending vehicle to a more appropriate place in the caution track order. · Pitcrew now changes damaged tires even if you forgot to ask them to (if you want your pitcrew to be stupid, set "Smart Pitcrew" to 0). · Changed pitstop code to do a regular pitstop if you're not allowed to serve a stop/go (for example, during a caution), even if your pit choice is to serve a stop/go. Also controlled by "Smart Pitcrew". · Made gear graph automatically adjust if gears allow speeds over 300mph or 300kph (depending on display options). · Pit menu automatically comes up when entering the pits now (controlled by PLR file options "Automatic Pit Menu"). · Fixed case where 2nd-place driver in a close finish in a timed multiplayer race might be allowed to go another lap, thereby winning the race incorrectly. · Significantly improved handling of track order under caution/formation laps. · Basic spotter, mostly geared towards oval racing. Input Devices: · Improved auto-lift/auto-blip behavior for direct shift mode (H-shifters). · New controller.ini “FFB steer force neutral function” that can be used to try to reduce the force feedback “deadzone” without introducing new oscillations. Note that the default behavior remains the same as v1.150. · Slightly tweaked default values for the force feedback rumblestrip effects. Replay: · Fixed vehicle jerkiness in replays of long races (2+ hours). · Fixed replays display for widescreen and multihead modes. · Fixed some replay issues with regards to driver swaps - it now shows the correct driver name for a given time. Note that the number of participants listed in the replay info (when picking which replay to watch) is a bit misleading - it is increased every time a driver swap is done, regardless of whether it is a driver who was previously in the vehicle. · Version 1.150 replays and before may not play properly in this version. Multiplayer: · Mistyped chat commands (anything that starts with a slash '/') are now blocked from being seen by other clients. · Fixed problem where RFM variable 'FreeSettings' would not work properly in multiplayer. · Now transferring "CrashRecovery" player file option in multiplayer (so everybody uses the server's setting). Non-default values will need to be reset with this version. · Added PLR file option "Safety Car Collidable" to allow collisions with the safety car to be turned off. This is mostly intended for multiplayer races where warp or unexpected safety car behavior is a possible issue. · By default, you now must come to a complete stop in multiplayer before exiting to the monitor. Server can turn this requirement off by setting the multiplayer.ini variable "Must Be Stopped" to 0. · Fixed issue where returning clients wouldn't get their score back if their vehicle's current upgrades (in the options) did not match the forced upgrades for the track. · New server option for forcing particular driving views. Available options are: free, nosecam/cockpit/TV cockpit, nosecam/cockpit, or cockpit only. If restricted, these only apply when driving. · New ability to "unthrottle" one client. Admin command "/unthrottle <name>" or direct editing of the multiplayer.ini file will cause network data throttling to be turned off for that client. Use with great caution because the server will ignore all bandwidth limits when sending data to the given client. The purpose of this feature will usually be to have another client on a LAN who can record and review all the data that the server processes. · Changed message that non-administators can't call votes with administator present to only be displayed on the client that attempted to call the vote. · New administrator functionality: up to 3 regular administrators now allowed, plus 1 super-administrator. Regular admininistrators have a star (*) next to their name in the monitor (assuming they are driving a vehicle rather than spectating). This postfix (as well as one for multiplayer AIs) is configurable in the player file ("Monitor AI Postfix" and "Monitor Admin Postfix"). Super-administrators are secret and can change the regular administrator password with the /apwd command (which also has the effect of taking control away from anybody currently logged in as a regular administrator). Note the new entry "SuperAdminPassword" in the multiplayer.ini file. · Administrators can now run batch files of chat commands by typing "/batch <file>" where <file> is expected to be either 1) a path from the root directory of rFactor, or 2) in the UserData/Log/Results directory. Example files are written after every session (for example, "BatchTemplateSQ.ini" is written after qualifying) in the UserData/Log/Results directory. Five batch commands are executed every second to avoid bandwidth overload. Note that mixed commands (such as /editgrid and /setmass) may result in out-of-order confirmation messages but this shouldn't be a problem. · Chat command "/editgrid" can now be typed in at the server. · Full list of current chat commands: · /vote yes // same as pressing button · /vote no // same as pressing button · /ping // same as pressing button · /w <sendee> <chat> // whisper to given player - <sendee> can be just the first few letters of player's name if they are unique · /whisper <sendee> <chat> // same functionality as "/w" · /callvote nextsession // proceeds to next session (practice to qual, for example) · /callvote nextrace // proceeds to next event in dedicated server track list · /callvote event <name> // proceeds to given event (such as "24 Hours of Toban" or "Mills Special Event") · /callvote restartrace // restarts the race · /callvote restartwarmup // client request to go to the beginning of warmup · /restartwarmup // admin/server command to go to the beginning of warmup · /callvote restartweekend // goes back to practice · /callvote addai // adds 1 AI · /callvote add5ai // adds 5 AI · /callvote kick <name> // kick specified player out of race · /callvote ban <name> // bans specified player from server · /admin <password> // take over administrator or super-admin (wrong or no password = stop being administrator) · /apwd <password> // super-admin/server command to change the regular admin password - this will eliminate all current regular admins · /editgrid <pos> <name> // admin command to move the specified player to the given position on the grid - note that you should do the grid from first to last or you may fail to achieve the expected results · /setmass <mass> <name> // admin/server command to apply a penalty mass (0-255 kg) to the specified player with immediate effect, lasting for the rest of the weekend. · /batch <file> // admin/server command to run given batch file of these chat commands (see full description elsewhere) · /changelaps <laps> <name> // admin/server command to adjust the number of completed laps (-10 to +10) to the specified player for the purpose of allowing live stewards' input into the game's scoring system. · /addpenalty <code> <name> // admin/server command adds a penalty to the given player. The following are valid values for <code>: -2=longest line, -1=drive-thru, 0-60=stop/go penalty number of seconds. · /subpenalty <code> <name> // admin/server command removes a penalty from the given player. The following are valid values for <code>: 0=remove one stop/go penalty, 1=remove one drive-thru penalty, 2=remove one longest line penalty, 3=remove all penalties. · /throwyellow [<laps>] // admin/server command starts a full-course caution for the given number of laps (must be at least 2). If laps is not given, normal randomized value will apply. · /clearyellow // admin/server command nds a full-course caution as soon as possible, regardless of the planned number of laps. · /racelength <code> <value1> [<value2] // admin/server command changes the race length for the next race: <code>=0 sets a <value1> % length race, <code>=1 sets a <value1>-lap race, <code>=2 sets a <value1>-minute (timed) race, <code>=3 sets a <value1>-lap and <value2>-minute race. · /unthrottle <name> // admin/server command to stop throttling network data to the given client - use with great caution · /shutdownserver // admin command tells a dedicated server to exit immediately. · /set upload <kbps> // change upload speed (works on own machine only, administrator can't change server's upload at this time) · /set download <kbps> // change download speed (same as above) · /set nagle <0 or 1> // can only be done on server - specifies whether questionable Nagle TCP algorithm is used · /set warp <0.1 - 3.0> // in future, will affect voicechat. The warp connotation comes from the period of time to take in between sending each voice packet. 1.0 is the default. Results File: · Points (overall) and ClassPoints scored for each session are now written to results file. Note that Points/ClassPoints may not be correct in multiplayer qualifying if points are given for PolePosition and the leader has left the game temporarily. Also note that ClassPoints do not currently include MostLapsLead or AnyLapsLead relative to class (if points can be scored for those achievements). · Added "<Swap>" tag to results file if driver swaps were performed. This new tag shows drivers at each lap. · Added PlayerFile name to results file. Modding/Miscellaneous: · Modders, please check updated RFM files for all new rules. · Added RFM entry for whether local yellows are shown separately for oval vs. road courses. · Added optional point-scoring mechanisms to RFM. Under the heading "OtherScoringInfo", points can be given for PolePosition, MostLapsLead, AnyLapsLead, and FastestLap. Note that any points now, including the regular place-based points, can include fractional parts (down to tenths of a point). · Fixed possible memory corruption when changing mods. · More complex brake response to temperature is now possible. To use, replace "BrakeOptimumTemp" and "BrakeFadeRange" with "BrakeResponseCurve=(<cold>,<min_optimum>,<max_optim um>,<hot>)", where each value is a temperature in Celsius. At <cold> temperature, brake torque is half of optimum. Between <min_optimum> and <max_optimum>, brake torque is optimum. At <hot> temperature, brake torque is half of optimum. · New HDV variable "BrakeTorqueAI" allows a different brake torque for AI. This might be used to compensate for differences with the player's car, as the AI is not currently affected by cold or faded brakes. · Note that there is also an old HDV variable "SpinInertiaAI" which allows a different wheel spin inertia for AI. If this value is NOT used, the AI by default have twice as much spin inertia to help the physics deal with their lower sampling frequency. If you choose to use this value and make it more realistic, be careful to make sure that the AI wheels don't jitter at low speeds. · Added ability to specify the texture stage specified for wcextra textures. To use, add a line to the VEH in the format "Extra<x>TexStage=<stage>" where <x> is 0-9 and <stage> is 0-7 (defaults to 0, the normal first stage). · Now looking for new variable "SpringSquared=(<x>,<y>)" in head physics file (for each spring), where x is additional spring per unit deflection, and y is additional damping per unit deflection. The default values are <x> = ~6.67 * the normal spring value, and <y> = 0.0. This is an extra 33.3% force at 5cm deflection, which is mostly unnoticeable except in high banking where it helps visibility. Note: it is easy to blow up the physics engine by removing the min/max constraints and/or increasing this spring squared value significantly. · Tracking cams can now have a position offset to avoid perfectly-centered cameras. "PositionOffset=(<x>,<y>,<z>)" will apply a world-space offset to the target. · Tracking cams now have a microphone location and volume multiplier (the latter is probably more useful if you just need more volume for cameras far away from the track). "ListenerPos=(<x>, <y>, <z>)" and "ListenerVol=<m>" or "ListenerVol=(<m>)" will do the trick. · Support for up to four trackside camera groups. "Groups=<x>" where x is the sum of the values for which groups it belongs to: 1=group 1, 2=group 2, 4=group 3, 8=group 4. It is recommended that the camera that shows vehicles crossing the start/finish line belong to each available camera group, as the default behavior is to CYCLE through the camera groups every time the currently-viewed vehicle crosses the start/finish line. The trackside camera control can also be used to select a specific camera group (which, unlike the CYCLE mode, will not change camera groups when vehicles cross the start/finish line). Finally, if track-makers wish to start with trackside group 1 rather than the CYCLE mode, they can set "Trackside1First = 1" in the track GDB file. · Camera editor support for multiple trackside camera groups and microphone volume multiplier. · Made properties of loose objects (cones, signs, etc.) configurable through track GDB file. Defaults can be set for each type, and can be overridden for specific instances. Values can be specified directly (with positive values) or relatively (by using a negative number which will be multiplied negatively by the original default value). Entering 0.0 for a property is the same as -1.0: neither input will change the property's value. Note that the physics sampling rate for loose objects is somewhat low (to keep CPU usage down), so there are limitations to what range of parameters can be used. If you simply want to increase the mass of an object, we'd recommend increasing all the parameters except friction by the same proportion (e.g. if you want to double the mass, also double the inertia values and the spring and damper). Format is "<type or instance name> = ( <mass>, <inertia x>, <inertia y>, <inertia z>, <spring>, <damper>, <friction> )". Hard-coded defaults for each type are given below: · CONE = ( 2.5, 0.25, 0.20, 0.25, 1425.6, 72.0, 0.80 ) · POST = ( 1.2, 0.5, 0.1, 0.5, 400.0, 40.0, 0.80 ) · SIGN = ( 5.0, 4.0, 2.0, 6.0, 1024.0, 44.8, 0.70 ) // default inertia parameters for signs are actually calculated based on geometry · WHEEL = ( 15.0, 0.7, 0.5, 0.5, 5625.0, 45.0, 1.0 ) · WING = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 ) · PART = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 ) · Added loose-object-to-loose-object collision. There are limitations to its effectiveness. · Allowed matchmaker location to be changed when rFm is changed. · New drafting parameters in RFM: VehicleWidth, SideEffect, SideLeadingExponent, SideFollowingExponent. Parameters can be defined per-season if desired (copy the Drafting{} section to within a Season{}). · Support for vehicle-specific drafting wake generation. All RFM drafting parameters can be overridden with new HDV values under [bODYAERO] to make it vehicle-specific (and also possible to be modified based on upgrades). · Drafting can now affect downforce separately from drag. New variables and defaults are [FRONTWING]FWDraftLiftMult=1.0, [REARWING]RWDraftLiftMult=1.0, [leftFENDER]FenderDraftLiftMult=1.0, [rightFENDER]FenderDraftLiftMult=1.0, [bODYAERO]BodyDraftLiftMult=1.0, and [DIFFUSER]DiffuserDraftLiftMult=1.0. If you set any of these to be >1.0, then the affect of the draft on lift (downforce) will increase. This is useful when simulating vehicles that lose a lot of downforce from other vehicles' turbulence. · Drafting can now affect aerodynamic balance. The new variable is [bODYAERO]DraftBalanceMult=1.0. Note that this balance variable was functionally equivalent to 0.0 in previous builds, meaning that the draft was calculated once for each vehicle and affected all aerodynamic components equally. Now the draft is calculated at the front and rear of the vehicle, and components are affected based on their location in the draft. This multiplier allows you to exaggerate or remove the effect. · Added "BrakeGlow" for each wheel in the HDV file to define at what temperatures the brake glow ramps up. Default legacy values are (in Celsius): BrakeGlow=(750.0,1000.0). · We used to load *all* DLLs in the plugin directory, even if they were not rFactor plugins. We now "fixed" our code to dump non-rFactor DLLs (which also took care of a memory leak). The so-called "problem" with this is if somebody is depending on rFactor to load other DLLs. If they have an rFactor plugin that wants to load some other non-rFactor DLL, they need to do it themselves from now on. · Added "PassingBeforeLineOval" and "PassingBeforeLineRoad" rules to RFM/GDB to specify if and where it is legal to pass on starts and restarts before the s/f line. Improved code to reduce penalties caused by person ahead not racing normally or diving into pits. · Added ram-air effects on engine. Example usage: RamCenter=(0.0, 0.8, -1.5) // location of ram air intake; RamDraftEffect=3.0 // multiplier for effect that draft has on ram air velocity; RamEffects=(2.0e-5,2.0e-5,2.0e-5,2.0e-5) // torque % increase per m/s, power % increase per m/s and RPM, fuel increase per m/s, engine wear increase per m/s. · Many new Internals Plugin features. · Added "ClosedPitPenalty" rule to RFM/GDB to control what penalty is given for being serviced on a closed pitlane. The default has been changed from a drive-through penalty to an end-of-longest-line penalty. · Due to a potential discrepancy that could be caused by clients and servers having different values for "Vehicles Per Pit" in the PLR file, the variable has been eliminated. The number of vehicles that may share a pitstall should now be determined from the RFM entry "PitGroupOrder", with the first entry extrapolated for any undefined pitstalls. rF Config: · New Widescreen UI option added for widescreen resolutions, replaces the player file option. Checking this option will cause the UI and HUD overlay graphics to be stretched to fill the screen in widescreen video modes. · New MultiView option added for triple-head gaming only. Checking this option will use three viewports with standard FOV instead of one viewport with very wide FOV. Komentarze: http://forum.rscnet.org/showthread.php?t=281272
  12. Seagate jest głośny i z tego co mi wiadomo, nie wynika ta głośność z drgań dysku a z faktu, że wydaje sam z siebie dźwięki (praca głowic). Tak więc nie da się go wyciszyć montując go z wykorzystaniem pochłaniaczy drgań ;) Dlatego polecam Samsunga - będzie cichszy (mimo sporych drgań) nawet jeśli zamontujesz go bezpośrednio przykręcając do obudowy :D
  13. piaskoon

    War Front: Turning Point

    Zagrałem w demko SP i muszę przyznać, że dość fajna gra się szykuje ("dość" bo AI jest takie sobie - walą cały czas z jednej i tej samej strony bazy zamiast przemykać się po cichu wąskimi przesmykami między budynkami, drzewkami, itp). Ale ogólnie podoba mi się. Niezły aperitif przed C&C3 i Supreme Commanderem :D
  14. piaskoon

    Gears Of War

    zrzut z nowych forceware'ow: info: http://www.frazpc.pl/b/177102
  15. Czy ten kontroler (+ przejściówka) zadziała z PC?? Czy może lepiej nie ryzykować i dołożyć 20zł do DS2? :D http://www.allegro.pl/item155472382_logite..._vibration.html I powiedzcie mi, czy buttony na padzie, które na PS2 działają analogowo, będą również działały na PC analogowo (pytanie dotyczy zarówno tego Logitecha jak i DS2)??
  16. piaskoon

    Geforce 7900

    Ciężko powiedzieć, czty to pomyłka. W sklepach można znaleźć karty Palita 1.4ns za ~580zł, więc aż takiej różnicy tutaj nie ma, żeby uznać, że ta cena jest nierealna. ;) Wyślij do nich maila, a potem podziel się wiadomością ;)
  17. piaskoon

    Geforce 7900

    Po prostu nowe gry (COD2, FEAR, COJ, HL2 z modami, PREY, na pewno Crysis, nowe unreale) są czułe na ilość ramcu na karcie (szczególnie można to zaobserwować na przykładzie COD2) i jest on znacznie szybszy od RAMu systemowego (wykorzystywanego przez gry dzięki AGP aperture lub PCIe). Poza tym mam mało (1.2gb) pamięci w kompie, więc tym bardziej jest to słuszny kierunek ;) Poza tym ona kosztuje raptem 60zł więcej od 256MB 1.4ns, więc jeśli ten ram podkręcę do tych 1200-1300mhz, nie zanotuje dużej straty w stosunku do 1.4ns (oczywiście IMHO ;) ) OK, spytam niemca :)
  18. piaskoon

    Geforce 7900

    To byłoby super dla mnie! :D A GPU? Wydaje mi się, że tutaj nie będzie różnicy i te 600mhz powinno być, right? Przydałaby się jeszcze opinia kogoś, kto ma/miał tą kartę w ręku.
  19. piaskoon

    Geforce 7900

    Czy ktoś może powiedzieć, jakie możliwości OC posiada ta karta?? GF 7900 GS Galaxy 512MB (475/1000 2ns) http://sklep.komputronik.pl/pelny.php?id=32930 http://www.icomp.pl/produkty.php?sid=karty_graficzne-309 Jej cena to 640zł i jest raptem 60zł wyższa od wersji 256MB 1.4ns (Palit).
  20. piaskoon

    8800gtx Vs X1900 Xtx

    Gdzieś na forach rscnet-u toczyła się dyskusja o skaczących GTL-ach, GTR-ach, R-factorach, itd bez względu na to, jak szybką kartę grafiki posiadamy. Wnioski (dość logiczne ;) ) były mniej więcej takie: gra skacze, gdy na torze jest dużo samochodów kierowanych przez AI - jeden procesor liczy fizykę i zachowanie na torze np 32 samochodów na raz i to jest powodem "czkawki". W przypadku multiplayera jest nieco lepiej.
  21. piaskoon

    Emulowanie Ps2

    jeśli ktoś posiada 4 pady i 4 osoby chętne by pograć na ps2: ;)
  22. piaskoon

    Test Drive Unlimited

    Na screenach z x360 wyraźnie brakuje AF natomiast na fotach od sulaco tekstury (szczególnie asfaltu) są ostre i wyraźne nawet w oddali. IMO to dobrze, że model jazdy jest mniej realistyczny od simBin - przynajmniej będzie się dało grać na padzie ;) Już się nie mogę doczekać.
  23. piaskoon

    Emulowanie Ps2

    A mnie emulacja interesuje jak najbardziej, bo - gdy już pcsx2 się rozwinie - kupując dobrego pieca do gier na pc, będę mógł sobie jeszcze zagrać np. w GT4 w wysokiej rozdziałce z AA :-P Dlatego uważam, że emulatory to świetna sprawa.
  24. piaskoon

    Wii

    Rozpakowujemy pudełko z Wii... :D (filmik) http://www.engadget.com/2006/11/10/wii-unboxing-video/
  25. piaskoon

    Windows Vista

    This page includes information to help you download Windows Vista RC2, a new test build. :) http://download.windowsvista.com/preview/rc2/en/download.htm EDIT SGJ -> jaśniej już się nie dało ;)
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