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PowerVR Kyro II tweak guide

Direct3D Settings (Continued)

Force Anisotropic Filtering. Anisotropic texture filtering is an advanced, high quality method of filtering textures. This provides significantly reduced texture aliasing & maintains texture sharpness over greater distances. In Applications/Games which have no options to enable such filtering Ticking this setting will force its use. However, given the number of samples used for this filtering method there is a heavy performance hit & as such I’d recommend leaving this Unticked unless the frame rate is already sufficiently high to offset the loss. With this setting Unticked you can still enable it if available via an in-game menu.

Force Texture Compression. When Ticked, textures will be compressed using the DXT1 algorithm. This will greatly lower texture memory requirements, which will improve performance, although can introduce undesired image artefacts such as more apparent colour banding into textures. Should there be an in-game option regarding texture compression then you should leave this setting Unticked as it may otherwise interfere with the in-game option, e.g. in my experience No One Lives Forever displays a large proportion of textures as completely black with this option enabled. You should also bear in mind the section on Fast mode Trilinear filtering when deciding whether or not to use this.

Force Trilinear Texture Filtering. Trilinear texture filtering operates by taking 4 samples (texels) from 2 neighbouring Mipmaps, applies a bilinear filter to them & then interpolates the results. This results in improved image quality, with more seamless transitions between Mipmap levels & enhanced texture detail compared to Bilinear filtering. Ticking this setting will force the use of Trilinear Texture Filtering; this is most useful where Applications/Games do not contain an in-Game setting to set the Texture Filtering mode (If they do then use the setting the Application offers to set it instead). Performance can be lowered with Trilinear Texture filtering enabled. Please bear in mind the section on Fast mode Trilinear filtering when deciding whether or not to use this.

Force W Buffering. W Buffering is an alternative to Z Buffering. Should you find some Direct3D accelerated Applications/Games displaying strange rendering errors in the distance (Clipping errors & such) then try Ticking this setting to enable the use of W Buffering instead of the On-chip Z-Buffer. This may fix the rendering errors in such games although performance may be reduced as a result. As such it is highly recommended you leave this setting Unticked unless you experience strange graphical errors in Direct3D, one Game which reportedly benefits from enabling this is Giants: Citizen Kabuto.

Enable Soft Edges on Cut-out Textures. Ticking this setting will improve the rendering quality for Cut-out textures on punch-through objects. This can however cause some image artifacting to such objects. Leave this setting Unticked should you notice artefacts for these objects, e.g. leaves. Performance shouldn’t be affected regardless of the setting.

Enable External Depth/Stencil Buffer. When Ticked the Kyro 1/2 will create & use an external Depth/Stencil Buffer rather than use its own Internal one. This is useful should you have severe Compatibility issue with a Game/Application. Leave it Unticked at all other times for best performance. When Ticked the following 3 options become available;

1.           Enable Direct 3D Depth/Stencil Buffer Format. Tick this setting to enable conversion of the Kyro 1/2 Depth/Stencil Buffer into the standard Direct3D format. This may solve some compatibility issues with Games/Applications & can allow for other effects to be used also. Unticking this setting will disable this for improved performance.

2.           Enable Depth/Stencil Buffer Storing. When Ticked all the Depth/Stencil buffers for frames are stored externally which may fix some image artifacting or some compatibility issues, although performance may be reduced as a result. When Unticked the Depth buffer for a frame is only stored should the Game/Application be assumed to need it, this will provide optimal performance although should the assumption prove wrong (i.e. It didn’t store the Depth buffer when it should have) then some image artefacts may occur.

3.           Enable Depth/Stencil Buffer Loading. When Ticked this causes the Kyro 1/2 to load the external Depth/Stencil Buffer before rendering. This may solve some compatibility issues, although performance will be reduced as a result. Untick this setting for improved performance.

There are several combinations of the above 3 settings available & the effects of each combination are as follows;

1 & 3. This combination enables the Game/Application to load their own Depth Buffer values before rendering each frame.

1 & 2. This combination enables the Game/Application to access the Depth/Stencil Buffer if necessary.

2 & 3. This combination enables the loading & storing of depth buffer to handle games which break render into multiple passes with direct manipulation of the frame buffer between passes.

1, 2 & 3. This combination provides the Game/Application with all of the above 3 points.

 



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