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 WORLD OF CG ver 1, cg & concept art

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TScymon
post Aug 26 2008, 08:59 PM

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QUOTE(mysticaldodo @ Aug 26 2008, 12:59 PM)
Cymon,

You left out one of the more important highlights for Maya 2009. NParticles! biggrin.gif

I am slowly (very slowly) learning Houdini, mostly for its particle work.

(edit. I think its nParticles...with a small n)
*
smile.gif thanks for the info.

houdini is quite good software base some of my friend's feedback.
smile.gif so how do u think about it?
how about the render? it is good compare to maya or 3d max? smile.gif
TScymon
post Aug 29 2008, 06:58 PM

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yup. you were right houdini , modo or softimage user is quite rare in malaysia.
mostly 3d max or maya.

i still figure out the maxwell render. it is really time eater.
but the result quite amazing.


Added on August 29, 2008, 7:51 pm

user posted image









This is the opening day at NVISION in San Jose, CA, the amassed crowd moved into the darkened exhibit rooms ahead, where we found, among other attractions, the French based ESWC (Electronic Sports World Cup) Tournament.

Teams traveled from all over the world to compete for a substantial cash award. Upon entering the vast room, you see nothing but dark and saturations in light of every hue, flashing off the faces of gamers intent on wining the prize. Wearing headsets for the audio, the room was a fury of clicking, the occasional color shift of splattering virtual blood, a fleeting look of satisfaction before the drive to continue took over again. Either on LAN tournaments or over the Internet, two players or teams per country come to compete creating a large number of participants. The event has been in France since 2003, and this was the first time it had been elsewhere. Most of the PCs were dedicated for the most popular game called Counter Strike. Those players get the most prestige, and therefore the most money.

One volunteer assistant said the prize was $50,000 for men and about $35,000 for women. The difference was apparently due to the lack of female competitors and related sponsors. According to Louise Thomsen, nickname ‘Aurora’ of the MYM.CS team, who traveled all the way from Sweden, Denmark, and Norway for this event, “There are more males than females, so if you look at the ratio, the chances of finding better guys in one group is better than finding girls at the same talent level.” Blinking in the bright sun, the girls in pink were a stark contrast to the intensity inside where row upon row of teams or individuals from around the world competed.

The tournament took up an enormous space and the exhibition had yet to open, so I went over to see the Keynote speaker with his list of impressive guests and demos. The sheer size of the event required the Center for Performing Arts. 3D glasses waited on each of the seats. The mayor of San Jose first greeted the attendees and thanked NVIDIA for recognizing Silicon Valley as the location for this event.

Then out came co-founder, president, and CEO of NVIDIA, Jen-Hsun Huang. He took the stage with his assorted guests for the next 90 minutes, sharing insights about the innovation of the GPU in the last 10 years. The computational ability has reached the teraflops. “To put that into perspective, a teraflop is equal to 1000 Cray X-MPs. He talked about Folding@Home, a Stanford project that, in shared cooperation with public volunteers and their 2.61 million, representing 288 teraflops, computing the massive information to better simulating protein folding.

Huang went on to introduce Peter Stevenson, the COO of RTT to discuss the sold out but not yet built Lamborghini, a 1.5 million dollar sports car that sold on the real time video alone. Raytracing on the car was so perfect that even the headlights, design by jewelry designers, were completely correct.

Huang went on to give some background on Google Earth and how it developed into what it is today, and used that as a launching point to extol the widespread use of MMOG’s. or Massive Multiplayer Online Games, a form of entertainment that now has roughly 100 million active players. He said that analysts project that in another ten years there will be 2.5 billion PC users, and out of that, one of every three people will be involved in virtual worlds.

Other guests to steal the show was Tricia Helfer of Battlestar Galactica who shared some funny tales about working with virtual actors; and Buzz Aldrin, one of the first men to step out onto the moon. He was there to introduce a screening of the 3D 'Fly me to the Moon.'

A demo with the CTO of Sport Vision’s technology gave an overview of how the graphics are added to the screen during sporting events. Football fields were measured via camera to provide all the information needed to change the point of view to a quarterback to show instant playbacks from various angles. Racecars had wind tunnels reaching out behind them to show resistance using computational fluid dynamics.

One of the most interesting to me was a demo using HDR and merging multiple exposures in a program called Photosynth. Joshua Edwards from Microsoft gave the demo of something that had just been released 90 hours earlier. It organizing images taken in a common space. The free software will analyze each photo and find the common points, puts those images together in 3D space, creating a point cloud. Another amazing demo was with Jeff Han, research scientist at NYU’s Courant Institute of Mathematical Sciences. He was one of the main developers of the interface-free touch-driven computer screens, now so popular in the iPhone. Working on an enormous screen, he could tap anywhere and have the menu pop up, cut, scroll, and even animate, even while sharing the work space with Huang.


This post has been edited by cymon: Aug 29 2008, 07:51 PM
TScymon
post Aug 30 2008, 01:02 AM

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QUOTE(Diazepam @ Aug 29 2008, 11:49 PM)
Maxwell is not worth the time unless you're doing really small batches of still-renders and your delivery time is wayy wayy off.

Unless of course you have a render-farm of Quad cores lying about.

Its a waste that no one really uses XSI here. I actually prefer it over Max or Maya, and now with ICE, its going to be so much more exciting . . . but everyone's too stuck with the other 2.
*
yup, it really take all the time compare the rest.
even i render with networking render farm dell precission workstation it still drag me for some time.

i still trap by their end result drool.gif drool.gif
i wonder if they can upgrade the render speed? hmm.gif hmm.gif
seem everyone is complain it. sad.gif
TScymon
post Sep 3 2008, 02:09 AM

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user posted image

want to share some of my concept work.
this is release from NDA. so it is public visual.


This post has been edited by cymon: Sep 3 2008, 02:09 AM
TScymon
post Sep 3 2008, 06:58 PM

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QUOTE(mysticaldodo @ Sep 3 2008, 04:48 PM)
Whats NDA? Non disclosure agreement?

Do you do freelance? (for concept design and modelling)
*
yup, nod.gif

i do freelance too. smile.gif

TScymon
post Sep 4 2008, 01:38 AM

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QUOTE(mysticaldodo @ Sep 4 2008, 12:12 AM)
Out of curiosity, under what situation or scenario would a model/asset/ artwork be released from NDA?
*
after certain of time due to the agreement / the owner release due to need public attention or tease /
we ( concept designer ) apply free-off art work for certain purpose & etc..


smile.gif
TScymon
post Sep 4 2008, 06:48 PM

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QUOTE(X.E.D @ Sep 4 2008, 06:26 PM)
Maxwell is good if you know what you're doing, and you're very specifically low-res.

Getting over 2k = vRay win. But below that MXW seems to win because its renders don't look "synthetic"/"vRay" (yes, the illumination is near-life but not exactly)
Migrating to Houdini. One man war. Pain.
*
smile.gif cheer up
we can always discuss over here.
like now i facing a bit of your situation, i m working on MODO.
i even brought a few books from oversea to learn about it.

having someone teach and learn alone is lot of different.
smile.gif
TScymon
post Sep 5 2008, 10:18 AM

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hi to you too. smile.gif

TScymon
post Sep 5 2008, 04:35 PM

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biggrin.gif someone hav to do it.
lot of manga, sketch and illustration in lowyat.net but no cg.

so better to hav one, where all the cg mate can come in and chat about cg stuff.
actually cg & concept is very professional career in oversea.
smile.gif

This post has been edited by cymon: Sep 5 2008, 04:36 PM
TScymon
post Sep 5 2008, 05:49 PM

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courtroom use animation

An animated video shows a woman jogging by the side of a road - until a wayward car sends her flying into the grass. In another, a motorcycle crashes into a truck parked in the bicycle lane at twilight. In a third, the pipes in an attic tilt, causing moisture to collect and creating mold that spreads spores through the house and into the inhabitants' lungs.

You won't be seeing those cheery flicks at your local multiplex, but you might in a courtroom. Legal Art Works, based in Jacksonville, produced them to help its clients win - or stave off - multimillion-dollar litigation payouts.

Animation has long served as a powerful tool in the courtroom. What better way to explain a complex series of events to a jury? The cost, however, used to be prohibitive for all but the most high-profile firms. Now cheaper, faster computing power has led to a litigation-animation boom.

According to the American Bar Association, 25% of firms with 50 to 99 attorneys used the technology in 2007, vs. 4% in 2006. More than 20 small businesses currently provide one-stop shopping for accident reconstruction, medical illustration, and animation services. Legal Art Works charges between $5,000 and $20,000 for its videos, 25% of which is pure profit. Founded in 2003 by Jeff Davis, a former medical illustrator, the company's revenues have doubled every year, hitting $500,000 in 2007.

Today's legal animations are extraordinarily sophisticated compared with their predecessors.

"A red rectangle sliding across the screen used to represent a fire truck," says Davis, 36. The latest works feature 3-D computer graphics that rival those in Shrek (if Shrek were under indictment). Typical subjects include patent-infringement cases, medical malpractice claims, and serious highway accidents.


that is serious business in oversea.. smile.gif
TScymon
post Sep 6 2008, 10:27 AM

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user posted image

The Art and Making of Star Wars: The Force Unleashed


Written by Haden Blackman
Edited by Brett Rector
Foreword by Hayden Christensen
Format: Trade Paperback, 224 pages
On Sale: August 19, 2008
Price: $29.95
ISBN: 978-1-933784-25-0 (1-933784-25-3)


ABOUT THIS BOOK
The Star Wars saga continues! The Force Unleashed: Art of the Game chronicles the four-year development of the anxiously awaited, action-packed video game (releasing April 2008) developed by LucasArts from conception to completion. The book reveals innovative game design concept and images, three-dimensional renders, and behind-the-scenes photos. The Force Unleashed game casts players as Darth Vader's "Secret Apprentice" and promises to unveil new revelations about the Star Wars galaxy. The expansive story, created under direction from George Lucas, is set during the unexplored era between Star Wars Episode III: Revenge of the Sith and Star Wars Episode IV: A New Hope. The game re-imagines the scope and scale of the Force by taking full advantage of new technologies that will be seen and experienced for the first time, such as Digital Molecular Matter (DMM) by Pixelux Entertainment and euphoria by NaturalMotion Ltd., paired with the powerful Havok Physics ™ system. These new technologies create gameplay only possible on the new generation of consiles. DMM incorporates the physical properties of objects in the environment so that every element reacts exactly as it should--wood breaks like wood, glass shatters like glass, Felucian plants bend in their unique way, and more. Meanwhile, as a revolutionary behavioral-simulation engine, euphoria enables interactive characters to move, act, and even think like actual human beings, adapting their behavior and resulting in a different response every single time. Well before its release, The Force Unleashed game is already buzzing on blogs and gamer websites, at gamer conferences, and among Star Wars fans. LucasArts is fully backing the promotion of the game to the tens of millions of Star Wars fans around the world.


user posted image

original cover art.


Added on September 6, 2008, 10:34 am
QUOTE(zhenyang @ Sep 6 2008, 10:16 AM)
all new trailer of The Clone Wars animated series

http://www.cartoonnetwork.com/clonewars/
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nice info smile.gif
thanks for sharing.


Added on September 7, 2008, 2:46 ami3DTutorials releases “Mastering the Art of ICE Volume I: Breaking the ICE”

i3DTutorials has announced their latest training product for SOFTIMAGE|XSI, called "Mastering the Art of ICE Volume I: Breaking the ICE ". This latest offering from the growing i3DTutorials library of SOFTIMAGE|XSI training products, teaches artists how to use one of the most stunning features of SOFTIMAGE|XSI 7, the new Interactive Creative Environment, known as ICE.

Approaching ICE from an artist’s point of view, learn to harness the power of ICE step by step. Learn about the ICE Tree, the tools and features that give the artist more power than ever before with ICE’s amazing workflow. Learn to work with nodes, compounds, simulations, caching, optimization, forces, and how to take advantage of the new volume shaders in SOFTIMAGE|XSI 7, which will take your visual effects work to a completely new level.

Upon completing your training with the fundamental techniques and tools of ICE, you will be taken through the entire process of putting all your newfound knowledge to use in an actual production scene. By taking you through the entire production process and showing you how the tools you learned apply to industry work, artists will go beyond a simple “introduction” to ICE through a more profound learning structure.

“Mastering the Art of ICE Volume I: Breaking the ICE” teaches the techniques needed to take advantage of the power of ICE and opens new possibilities to artists previously available only to programmers.



This post has been edited by cymon: Sep 7 2008, 02:46 AM
TScymon
post Sep 21 2008, 11:11 PM

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no worry about the sue or copyright problem, most of the internet article is royalty free or free to republication.

it is funny if every article/image come with credit. even lowyat.net front page info/news did the same too.

enjoy the concept art news.
thank you.


Added on September 22, 2008, 12:25 amuser posted image

This post has been edited by cymon: Sep 22 2008, 12:25 AM
TScymon
post Sep 24 2008, 01:32 AM

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QUOTE(ohthelag @ Sep 24 2008, 12:38 AM)
hi there, i have a question, hope someone in this field can help..

if one is going to pursue a career in this field of CG and concept art, is it required that one is familiar with 3D modelling and its software?

because since concept art is usually meant to help 3D artists to produce the final outcome, would knowledge in modelling help the concept artist come up with something that's not only aesthetic but also realizable?
thx.
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hi my friend,

having 3d modelling skill is great, coz most of the modern concept artist use 3d as reference.
even myself also use lot of 3d model as concept art.
but it also depend which position or company you into.

but having extra skill is no harm done my friend.


Added on September 25, 2008, 1:53 amuser posted image


Added on October 7, 2008, 6:24 pm'Kung Fu Panda' sequel set for 2011

Panda-ering to fans, DreamWorks Animation has officially confirmed that a sequel to its animated hit "Kung Fu Panda" is in the works and has set a release date of June 3, 2011.

The film, which will reunite Jack Black as kung fu fan Po, Angelina Jolie and other members of the original voice cast, will be released in 3-D -- the new standard for all DWA movies starting next year -- on regular and Imax screens worldwide.

Jennifer Yu Helson, who was head of story on "Panda," has been upped to director for the sequel. Melissa Cobb will repeat her duties as producer, and Jonathan Aibel and Glenn Berger, who were writers and co-producers on the first film, also are returning.

The 2011 date means that "Panda" will be sharing the summer with Disney/Pixar's "Cars 2," which Disney moved from a 2012 release to summer 2011 last week.

The original "Panda," which grossed more than $626 million worldwide, is DWA's most successful nonsequel. It will be released on two-disc DVD and Blu-ray, containing a new companion story "Secrets of the Furious Five," on Nov. 9.
'Kung Fu Panda' sequel set for 2011
Jack Black, Angelina Jolie among returning cast


Added on October 7, 2008, 6:29 pm
user posted image


Orlando MGFest 2008 : Oct 13-17


user posted image

user posted imageuser posted image

The Orlando Motion Graphics Festival occurs during the Create Chaos 2008 Conference on October 13-17, 2008, at the Marriott Orlando World Resort in Orlando, FL,. Create Chaos 2008 brings together more than 10 leading creative conferences and events under one roof, addressing the evolving needs of an industry on the eve of a new renaissance.

This post has been edited by cymon: Oct 7 2008, 06:30 PM
TScymon
post Oct 13 2008, 08:29 AM

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Maya 2009, Mudbox 2009, MotionBuilder 2009, Toxik 2009.

Autodesk has quietly released news of updates to their range of 3D and animation software packages.

Autodesk Maya 2009 is now shipping, giving you unprecedented control over polygon modeling and UV texturing through a wide range of new features and workflow enhancements. Maya 2009 also brings new scene management functionality, increased support for collaborative workflows, and new and improved toolsets that will enable you to create stunning effects and characters. Celebrating 10 years of development this year.

Mudbox 2009 is also now shipping. Designed by a bunch of well-respected industry professionals who understand how the industry works, Autodesk Mudbox 2009 software is a premier digital sculpting and texture painting solution. The intuitive, familiar user interface and high-performance, creative toolset empower modelers and texture artists to create highly realistic 3D assets for games, films, television, and design.

Toxik 2009 is the compositing and visual effects tool for artists working in film, television, and design. Combining Toxik 2009 with Autodesk Maya 2009 software results in a high-efficiency, iterative, collaborative environment, accelerating everyday workflow and facilitating an extra dimension in 2D imagery. The Toxik creative toolset includes keying, color correction, tracking, camera mapping, paint, spline-based warping, motion blur and depth of field capabilities.

Autodesk also introduces MotionBuilder 2009 software, available after October 14th, as one of the most significant releases of the software since its inception. Specific features include high-quality, interactive visualization capabilities within the 3D viewport through support for new hardware shaders, an intuitive new toolset for creating real-time rigid-body simulations, and improved pipeline integration support through expanded Python scripting language abilities.


Added on October 17, 2008, 8:28 pm
Nvidia's Quadro CX GPU optimized for people who don't suck at Photoshop





user posted image







Nvidia just launched its Quadro CX accelerator card for Adobe's Creative Suite 4. The optimized GPU fits into your PC's PCIe slot to smooth image navigation and manipulation in Photoshop while accelerating effects in Adobe's After Effects and Premier Pro. Nvidia claims that the new GPU helps encode H.264 video at "lightning-fast speeds" when using Nvidia's Cuda-enabled CS4 plug-in while giving professionals accurate video previews with uncompressed 30-bit color or 10-/12-bit SDI (for professional video equipment) before final output. The Quadro CX features a 1.5GB (GDDR3) frame buffer and 76.8GBps memory bandwidth with dual-DisplayPort connectors (up to 2560 x 1600 pixels) and a single dual-link DVI with support for panels up to 3,840 x 2,400 @24Hz. Look, we know this sounds all stupid-hard advanced to those of you using Photoshop to hotten-up your Facebook pic, but the pros are going to love it. $1,999 and available today.

This post has been edited by cymon: Oct 17 2008, 08:28 PM
TScymon
post Oct 31 2008, 02:48 PM

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sweat.gif sweat.gif
QUOTE(obefiend @ Oct 31 2008, 01:54 PM)
that quadro cx make me cum. lighthing fast h264 coding? AE aceleration? damn. i need one
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biggrin.gif yea, the price also very hot at the market... sweat.gif sweat.gif
usd $ 1999 for a card, unless corporate or hardcore fan sweat.gif


Added on October 31, 2008, 2:58 pm
QUOTE(LeechFever @ Oct 31 2008, 02:14 PM)
Well I do not know much about this thread but the way I summarize conceptual art is the art of putting idea into a sketch which pave way to more sophisticated ideas in order to create the desired result in the future. Am I right?
*
smile.gif a bit right here.
overall concept art is about inject your creativity + skill + knowledge into your works.
all the works either is home pratice or contract job scope ( mostly post production, games or movie company )
as the concept designer/artist, the work have to done at time frame, script follow and guide line order given.
it is not an artwork which we can do it at our own way or no guide line.

so far malaysia is very short of concept designer/artist.
smile.gif

This post has been edited by cymon: Oct 31 2008, 02:58 PM
TScymon
post Oct 31 2008, 04:35 PM

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QUOTE(Revliss @ Oct 31 2008, 04:02 PM)
any idea how much that Quadro CX will cost in Ringgit ..

hmm looks like some one is ready to go to Sigraph Asia 2008. wish i can go. are you goingto report on what you see there biggrin.gif
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around rm6k.. sweat.gif sweat.gif

i may have workshop talk organise by wacom.. now still waiting for the answer.
what i heard tat latest news about this siggraph is not that happening.
coz lot of event last minute pull out. the organise is not very good at pr and organise.
big sweat after all.. even the wacom may pull out last minute booth too.
then i only participant at german game booth after all which i m part of their concept team..
lot of big name company cancel their promote booth too...
the intro siggraph trailer is only release last week only..
not enough impact shakehead.gif the singapore's organiser is not very good at this
kind of big cg event.. everything only last minute prepare..

lot of my friends(cg fellow) from oversea also cancel their last minute plan due to this problem. sad.gif
TScymon
post Nov 1 2008, 08:46 AM

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QUOTE(tanling26 @ Nov 1 2008, 08:03 AM)
yukikaye.. the drawing look like transformers ohh tongue.gif cool
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which drawing?

TScymon
post Nov 10 2008, 08:25 PM

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NVIDIA's Quadro FX 5800 with 4GB graphics memory is 'the most powerful graphics card in history'


That's some serious boasting by NVIDIA, but this is some serious graphics horsepower. The Quadro FX 5800, already seen in NVIDIA's Quadro Plex D data cruncher, replaces the 5600 at the top of the NVIDIA heap with 240 CUDA-programmable parallel cores and the industries first card with 4GB of graphics memory. MSRP? Just $3,499 for you big spender -- pennies for the companies who can harness the power for the purposes of oil and gas exploration, 4D modeling, and graphics design.

This post has been edited by cymon: Nov 10 2008, 08:26 PM
TScymon
post Nov 20 2008, 03:36 PM

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DICE puts faith in NVIDIA PhysX technology for Mirror’s Edge to take gamers over the rooftops.



In the videogame Mirror’s Edge, DICE, an EA studio, introduces players to a new heroine named Faith. Faith belongs to a network of couriers called ‘runners’ who use acrobatic moves to transport confidential information across the cityscape of rooftops and aerial skyways to avoid being detected. To deliver this never-before-seen sense of movement and perspective, DICE has turned to NVIDIA PhysX technology to give gamers an eye-popping experience on the PC.

With the NVIDIA PhysX physics engine, the world of Mirror’s Edge comes to life with real affects of wind, weapons impact, and in-game movements. Everyday objects within the game become part of the overall experience. Cloth, flags, and banners can now impact weapons and players; ground fog interacts with the player’s footsteps; explosions fill the air with smoke and debris; and weapon impacts are enhanced with interactive particles.

On the PC, PhysX technology harnesses the power of CUDA, NVIDIA’s general-purpose, parallel-computing architecture, to handle 10-20 times more visual complexity than what’s possible without a GeForce CUDA-enabled GPU. And unlike competitors’ solutions, which do not offer hardware-scaling capabilities, only PhysX technology leverages the best of both CPU and GPU architectures to deliver the ultimate, immersive, user experience. With over 100 million CUDA-compatible GeForce 8 Series and higher GPUs shipped to date, PhysX technology has the largest installed base of general-purpose, parallel-computing processors to run on.

“If you love intense combat scenes, fast-paced chases, and sky-high adventures then Mirror’s Edge is the game for you,” said Ujesh Desai, vice president of GeForce desktop business at NVIDIA. “Gamers will appreciate the greater freedom of movement, including sliding under barriers, tumbling, wall-running, and shimmying across ledges — all within an environment that is dynamic and immersive, delivered in part by our PhysX technology”.

Consisting of a robust physics engine, API, and middleware software, NVIDIA PhysX technology is interactive entertainment’s most pervasive physics engine and is already included in more than 140 shipping titles for PLAYSTATION 3 computer entertainment system, Xbox 360 computer and video game system from Microsoft, Wii, and the PC.
TScymon
post Dec 11 2008, 05:36 PM

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QUOTE(GeneWiz @ Dec 11 2008, 05:27 PM)
the PhysX technology is embedded into latest graphic cards? or is it comes with a special GPU?(duh i hate to buy GPU again). i'm using 9800GT, am i able to get all those effects? i'm a big fans of Mirror's Edge, cant accept myself to play it without full features  cry.gif
*
how about invest into pro card?

i personally invest on nvidia quadro.
i customise all my dell precission workstation series with quadro.
they give me more power and work flow i need.

so far i have 2 nvidia quadro fx4600, 1 nvidia quadro fx3500 and 1 nvidia quadro fx470.
all of them give me the real work flow of i need.

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