free
02-16-2011, 06:59 PM
First of all, the text below is fully theoretical. If you happen to have some actuall knowledge on the diffirent flash timings anomaly then please share it and skip my post.
_________
It's commonly known that some source effects like fog and screen-overlay (like during flash or while in smoke in css/csp1.04) differs from videocard vendor and directx instructions used.
The newer the source engine got the more efficient it was supposed to be and that is as far as I know mailny due to unifying some post processing passes done so our GPU/CPU (don't know which actually) does more in less time so the work is more efficient. As described in each SDK2007 game
"mat_postprocessing_combine" = "1"
client
- Combine bloom, software anti-aliasing and color correction into one post-processing pass
Assuming that this approach was taken on other stuff aswell (to unify some stuff the game does into one task) this might be the cause of the flash bug.
Diffirent video cards do graphics related stuff diffirently. For example there was a series of GeForces that were scoring higher at each test than Radeons due to skipping any anti-aliasing on ropes and static 2d edges. It was fixed in a driver patch but that patch made my card's temperature rise about 20 degrees. Knowing that I think it is safe to say that diffirent cards handle the same graphic related stuff diffirently.
Also upon switching to SDK2007 in CSS all my textures had diffirent contrast on dx95 and 90 setting than what i was used to before. There was none or almost none change to the texture from dx81 though.
The problem might be some graphics effect that was not present in SDK2006 and was added to SDK2007 (like software antialiasing for example) that is added when switching between mat_dxlevel 81 and 90 or it could be in one of those unifying functions meant to speed up the renderer.
Also what i think is worh a shot is checking if using diffirent shader modles (2/3/4) makes the flash effect any diffirent. According to the Valve Wiki you can switch between shader levels 2/3/4 by switching dxlevel 90/95/98 accordingly.
Source: http://developer.valvesoftware.com/wiki/Mat_dxlevel
I know it might be common knowledge for a coder especially if he's been dealing with CSPromod and Source SDK for the past 3 or 4 years but somehow I wanted to state the obvious.
P.S.
Please fix the title of the thread if youre a mod/admin, thanks.
_________
It's commonly known that some source effects like fog and screen-overlay (like during flash or while in smoke in css/csp1.04) differs from videocard vendor and directx instructions used.
The newer the source engine got the more efficient it was supposed to be and that is as far as I know mailny due to unifying some post processing passes done so our GPU/CPU (don't know which actually) does more in less time so the work is more efficient. As described in each SDK2007 game
"mat_postprocessing_combine" = "1"
client
- Combine bloom, software anti-aliasing and color correction into one post-processing pass
Assuming that this approach was taken on other stuff aswell (to unify some stuff the game does into one task) this might be the cause of the flash bug.
Diffirent video cards do graphics related stuff diffirently. For example there was a series of GeForces that were scoring higher at each test than Radeons due to skipping any anti-aliasing on ropes and static 2d edges. It was fixed in a driver patch but that patch made my card's temperature rise about 20 degrees. Knowing that I think it is safe to say that diffirent cards handle the same graphic related stuff diffirently.
Also upon switching to SDK2007 in CSS all my textures had diffirent contrast on dx95 and 90 setting than what i was used to before. There was none or almost none change to the texture from dx81 though.
The problem might be some graphics effect that was not present in SDK2006 and was added to SDK2007 (like software antialiasing for example) that is added when switching between mat_dxlevel 81 and 90 or it could be in one of those unifying functions meant to speed up the renderer.
Also what i think is worh a shot is checking if using diffirent shader modles (2/3/4) makes the flash effect any diffirent. According to the Valve Wiki you can switch between shader levels 2/3/4 by switching dxlevel 90/95/98 accordingly.
Source: http://developer.valvesoftware.com/wiki/Mat_dxlevel
I know it might be common knowledge for a coder especially if he's been dealing with CSPromod and Source SDK for the past 3 or 4 years but somehow I wanted to state the obvious.
P.S.
Please fix the title of the thread if youre a mod/admin, thanks.