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Just so we don't forget about it. Nvidia Shadow Buffers (a cutting edge GeForce 4 tech at the time, whose marketing claims remind one of modern age ray tracing) are explicitly needed in Splinter Cell: Pandora Tomorrow, but also enhance the experience in the first game of the series.
@AlpyneDreams had a d8vk branch that added support (d9vk-level changes were also involved IIRC), but it never made it as part of the d8vk merge, apart from a dxvk.conf/config.cpp remnant that got removed in #4144 . We should revisit the topic at some point for sure.
The text was updated successfully, but these errors were encountered:
Just so we don't forget about it. Nvidia Shadow Buffers (a cutting edge GeForce 4 tech at the time, whose marketing claims remind one of modern age ray tracing) are explicitly needed in Splinter Cell: Pandora Tomorrow, but also enhance the experience in the first game of the series.
@AlpyneDreams had a d8vk branch that added support (d9vk-level changes were also involved IIRC), but it never made it as part of the d8vk merge, apart from a dxvk.conf/config.cpp remnant that got removed in #4144 . We should revisit the topic at some point for sure.
The text was updated successfully, but these errors were encountered: