Jorzi wrote:@Rman: Pixel buffer overflow? Could you please elaborate, info about your graphics card would also be nice. Does the game crash or do you just get weird artifacts?
Sry for hijacking the thread:P
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Hey Jorzi, I did get into all this when it came up in my "Oddities" deving thread. But that's awhile back now and buried in mountains of my rhetoric.
So i'll sum it up quickly....
2X Nvidia 9600GTs in SLi. Crashing direct to DT, no artifacts that I could tell. Thing is I ran AR & USM from the start, & for months, as I deved without any issues. It seemed to me that as what I was making became more complex that I crossed some threshold of overall graphic complexity processing. I then did a lot of research (coding wise) on "Pixel Buffer Overflows". With WZ originally constructed in C (with its inherent limitations in this area), and presenting a legacy situation wherein you cannot go back to wholesale re-design code in this area to account for no basic, direct, pixel buffer overflow checks in C, a remedy doesn't look good for the results I was triggering with what I was doing. However, the good news is that it is highly unlikely anybody is gonna do what I did so this may be a singular consequence - but I'm really just guessing.
The obvious question is why has my running X-Mod not, so far, at the same runtime juncture, triggered the Pixel Buffer Overflow ? All other factors being the same, what could be the diff between both graphic Mods that could make the diff between one triggering the consequence and the other not ?
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