Category Archive: geforce

PHYSX

The Asus PhysX P1 card implements a hardware version of the Ageia PhysX API to improve the visual quality of actions in PC games. The P1 card sold for $270 in 2006. The card came with a full DVD version of Ghost Recon Advanced Warfighter. Considering the game is $50 the card seems to be much …

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ASUS EN6200LE TC256/TD/64M

The Asus 6200SE 64MB is was sold OEM to HP under part number 5188-2888. The Asus part number is EN6200LE TC256/TD/64M. This card is now in legacy support,  309.08 WHQL is the last driver released for this card. ASUS EN6200LE equips NVIDIA GeForce 6200LE GPU which supports the latest DirectX 9.0 Shader Model 3.0 for best …

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HDMI

HDMI was designed to fix the problems with DVI and HDCP along with adding audio. This make the cable and connector more desireable for television and multimedia computers. Over time HDMI with the backing of the entire industry helped make sure it was the done right. HDMI works which is what consumers want. HDMI 1.0 …

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DUAL GPU CARDS

Dual GPU cards for gaming started with the 3dFX Voodoo 5000 AGP card. The card needed a Molex power connector as the AGP slot power was grossly inadequate. Modern PCI Express slots have the same problem of inadequate power. MOTHERBOARDS One of the advantages of PCI Express was the ability to have multiple slots that …

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AMBIENT OCCLUSION

In 1994, at the Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, Gavin Miller and Peter Litwinowicz published a paper on “Efficient techniques for interactive texture placement”. This paper describes efficient algorithms for the placement and distortion of textures. The textures include surface color maps and environment maps. Affine transformations of …

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Permanent link to this article: https://hardcoregames.azurewebsites.net/ambient-occlusion/

GAMES FEATURING AMBIENT OCCLUSION

Screen space ambient occlusion Is a pixel shader. By analyzing the scene depth buffer which is stored in a texture its possible to make a better approximate lighting model. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from …

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