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Answer» I'm looking at some new pc games like half life 2 and my computer has all the right REQUIREMENTS but one of the requirements im unsure of. It says you must have a directX 9 graphics card. How do i check if my graphics card will handle half life 2 and counter-strike source??? Below is my graphics car info. I run Xp.
Chip Type: Intel(R) 82865G Graphics Controller DAC Type: Internal Memory Size: 96 MB Adapter String: Intel(R) 82865G Graphics Controller Bios Information: Intel Video BIOS Have you loaded and tried the game......what......?i hear you say......no i have not..yet.....no, because i would like to know if i can use the game before i spend the money on buying it.Google is your friend, you can do it too.
Intel® 82865G Graphics Controller What 2D/3D Graphics Features are Supported?
3D Graphics Features 2D Graphics Features
3D Graphics Features Full OPENGL* 1.3 ICD (Installable Client Driver) DirectX* 7.x, 8.x, & 9.x Support 32 bpp True Color 3D Support Allows for high quality textures and rendering 3D Performance Features Intel® Extreme Graphics 2 Technology RAPID Pixel and Texel Rendering Engine (RPTR) architecture Support for Dual-Channel DDR memory improves 3D video memory performance Dual-Channel DDR gives a large performance boost in 3D. Since the frame buffer, depth buffer, and textures must all share memory bandwidth, increasing the bandwidth gives large gains in 3D performance. Zone Rendering Technology (Intel Extreme Graphics Driver PV13.1 and later) Renders the 3D scene in pieces to reduce the required memory bandwidth for a given scene 3D Setup and Render Engine Triangles, Strips, and Fans Pixel Accurate Fast Scissoring and Clipping Operation Backface Culling Anti-aliased Lines (OpenGL only) Sprite Points Texture Engine VMR and BiCubic Filtering Up to 4 Textures / Pixel on a Single Pass Up to 2048x2048 Texture Size Per Pixel Perspective Corrected Texture Mapping Single Pass Texture Compositing 12 Level of Detail MIP Map Sizes from 1x1 to 2Kx2K All Texture Formats Including 32-bit RGBA and 8-bit Paletted Alpha and LUMINANCE Maps Texture ColorKeying/ChromaKeying BILINEAR, Trilinear MIP-Mapped Filtering Anisotropic Filtering High quality views of oblique surfaces Cubic Environment Reflection Mapping Embossed and Environment (DOT3) Bump-Mapping Models realistic surface details Compressed Textures Rasterization Features Flat & Gouraud Shading Color Alpha Blending for Transparency Vertex and Programmable Pixel Fog and Atmospheric Effects Color Specular Lighting Line and Full-Scene Anti-aliasing 16-bit and 24-bit Z and W Buffering High precision depth buffer increases overall scene quality 8-bit Stencil Buffering Often used for shadows Double and Triple Render Buffer Support 16-bit and 32-bit Color Transparency / Translucency (alpha blending) Effects like force fields, flames, and plasma beams Destination Alpha Fast Clear Support
2D Graphics Features 32 bpp True Color 2D Support 256-bit pattern fill and BLT Engine Performance Programmable 3-Color Transparent Cursor Color Space Conversion GDI+* Feature Support Anti-aliased Lines Alpha Blended Cursor Anti-aliased Text Alpha Stretch Blitter 8-bit, 16-bit and 32-bit Color Video Dynamic Bob and Weave Support for Video Streams SyncLock* Display and TV-out encoders to video source Video Overlay Single High Quality Scalable Overlay Multiple Overlay Functionality Provided via Stretch Blitter 5-tap Horizontal, 3-tap Vertical Filtered Scaling Independent Gamma Correction Independent Brightness/Contrast/Saturation Independent Tint/Hue Support Destination Colorkeying Source Chromakeying
This applies to: Intel® 82865G Graphics Controller
Figured it out by looking at the other information when i went into the cards details..... was very simple thanks anyway FED.
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