[ subidubidu @ 22.09.2005. 19:11 ] @
Kada pokusam da pokrenem igricu `Medal of Honor Pacific Assault` iskoci mi poruka da moja graficka nema `fully support` za DirectX 8.1 i igrica nece da se pokrene. Ovo su karakteristike mog racunara CPU Info CPU 1/1 Intel(R) Celeron(R) CPU 2.20GHz Manufacturer Intel Family Intel(R) Celeron(R) CPU 2.20GHz Architecture 32-bit Internal Clock 2.2 GHz Internal Clock Maximum 3.2 GHz External Clock 100.0 MHz Socket Designation PGA 478 Upgrade ZIF Socket HyperThreadingTechnology Available - Disabled Capabilities MMX, CMov, RDTSC, SSE, SSE2, PAE Version Intel(R) Celeron(R) CPU 2.20GHz Caches Level 1 8 KB Level 2 128 KB DirectX Info Version 9.0c Long Version 4.09.00.0904 -------------------------------------------------------------------------------- DirectDraw Version 5.03.2600.2180 Primary Device NVIDIA GeForce4 MX 440 with AGP8X Display Device 1/1 NVIDIA GeForce4 MX 440 with AGP8X Driver 7.7.7.2 Description NVIDIA GeForce4 MX 440 with AGP8X Manufacturer NVIDIA Total Local Video Memory 64 MB Total Local Texture Memory 64 MB Total AGP Memory 64 MB Driver File nv4_disp.dll Driver Version 7.7.7.2 Driver Date 6-15-2005 Driver WHQL Certified true Max Texture Width 2048 px Max Texture Height 2048 px Max User Clipping Planes 0 Max Active Hardware Lights 8 Max Texture Blending Stages 8 Fixed Function Textures In Single Pass 2 Max Vertex Blend Matrices 0 Max Texture Coordinates 8 VGA Memory Clock 265.5 MHz VGA Core Clock 249.8 MHz PCI Name NVIDIA GeForce4 MX 440 with AGP8X Vendor ID 0x10de Device ID 0x0181 SubSystem ID 0x00000000 Revision ID 0x00a2 -------------------------------------------------------------------------------- Texture Formats 32-bit ARGB [8888] 32-bit RGB [888] 16-bit RGB [565] 16-bit RGB [555] 16-bit ARGB [1555] 16-bit ARGB [4444] FourCC [DXT1] FourCC [DXT2] FourCC [DXT3] FourCC [DXT4] FourCC [DXT5] Capabilities AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Point Primitive Support, DXT Compressed Textures, Mipmapped Cube Textures, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting Moze li se ovde sta popraviti bez mijenjanja graficke ? |