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Thread: From Geforce4MMX440SE to Ti4200

  1. #1
    Join Date
    Mar 2005
    Location
    Rio de Janeiro, RJ, Brasil.
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    97

    Default From Geforce4MMX440SE to Ti4200

    What kind of improvment is expected, upgrading from 440SE to Ti4200?
    It worth the money?

    Thanks.

    http://www.flightsim.com/dcforum/Use...962e93c219.jpg

  2. #2
    Join Date
    Mar 2005
    Location
    Hanover Park, Illinois, USA.
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    Default RE: From Geforce4MMX440SE to Ti4200

    Hey! I did the same thing last December!!
    For one, you'll get better reflective textures, and I see smoother performance and a couple of extra ticks in the frame rate column. The mx's just don't like the 3d stuff too much, but are good for 2-d applications..You should be happy with the results. :7

    http://www.flightsim.com/dcforum/Use...fe4925c9c5.jpg

  3. #3
    Join Date
    Mar 2005
    Location
    Rio de Janeiro, RJ, Brasil.
    Posts
    97

    Default RE: From Geforce4MMX440SE to Ti4200

    Hi, Qballbandit

    Thanks for your reply.
    Did you had some fps improvement?

    Thanks again.

    http://www.flightsim.com/dcforum/Use...962e93c219.jpg

  4. #4

    Default RE: From Geforce4MMX440SE to Ti4200

    If you are looking for more frame rates, save your money.


    http://www.flightsim.com/dcforum/Use...330d369ef5.jpg





  5. #5
    Join Date
    Mar 2005
    Location
    Napier, New Zealand.
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    Default RE: From Geforce4MMX440SE to Ti4200

    These are the modes a Ti4200 support.


    AGP Texturing
    Additive Texture Blending
    Anisotropic Filtering
    Bilinear Filtering
    Cube Mapping
    DXT Compressed Textures
    Dot3 Texture Blending
    Edge Antialiasing
    Environmental Bump Mapping
    Environmental Bump Mapping With Luminance
    Factor Alpha Blending
    Full-Screen Anti-Aliasing
    Guard Band Support
    Hardware Transform and Lighting
    Mipmap LOD Bias Adjustment
    Multiplicative Texture Blending
    Point Primitive Support
    Point Sampling
    Positional Lights
    Projected Textures
    Range Fog
    Rendering to a Window
    Specular Gouraud Shading
    Stencil Buffers
    Subpixel Accurate Rasterizing
    Subtractive Texture Blending
    Table Fog
    Texture Alpha Blending
    Texture Clamping
    Texture Mirroring
    Texture Wrapping
    Trilinear Filtering
    Vertex Alpha Blending
    Vertex Fog
    Volume Textures
    W-Fog

    Trevor:)

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    New Zealand

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