Doom3 in 97KBs..
Doom3 in 97KBs..
DOOM 3 In 97kb? well.. actually.. kinda doom3 in 97kb!!
http://www.theprodukkt.com/files/kkrieger-beta.zip
Look a screenie of this game:
Oh yeh.. those with out monster GFX cards, are out! go play tetris!
and.. It's not compression It's all generated by code.
http://www.theprodukkt.com/files/kkrieger-beta.zip
Look a screenie of this game:
Oh yeh.. those with out monster GFX cards, are out! go play tetris!
and.. It's not compression It's all generated by code.
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WOW!! Really cool!! 8O
Neat stuff... :roll:We do .not. have some kind of magical data compression machine that is able to squeeze hundreds of megabytes of mesh/texture and sound data into 96k. We merely store the individual steps employed by the artists to produce their textures and meshes, in a very compact way. This allows us to get .much. higher data density than is achievable with normal data compression techniques, at some expense in artistic freedom and loading times.
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wanna run it but cannot, dunno why
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What?
What has the gamma being dark to do with it??? I have a monster card, the game worked fine just was too dark. Having the capability to generate the textures has nothing to do with the card's ability to vary/brighten the gamma.dagcrack wrote:Well.. for the correct display of this game, you'll need a monster gfx card that supports all the needed crap for generating those eye candy textures.
Each graphic card has a different way to handle that function and some of the biggest games provide a way for the user to change the gamma in settings as manufacturers acknowledge that all cards are not created equal. Does not imply a lack of ability of any particular "monster card" to generate 'eye candy texttures', merely another function handled differently.
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