selden wrote:Andrea,
The Asus V8420 is a high-performance version of the GeForce4 Ti4200.
(See
http://www.hardocp.com/article.html?art=MzMx for a review)
It should work just fine with the "reference" drivers that Nvidia provides on their web site at
http://www.nvidia.com/content/drivers/drivers.aspAlthough its performance as supplied is about the same as the other 4200s, the massive heatsink and higher performance memory means that it can be overclocked even more if you want.
I hope this helps a little.
**********************************
Helden, thank you for your help.
I have unstalled the OpenGL 1.3, the Nvidia drivers from the site you gave me, and this is what says the Celestia help:
Vendor: NVIDIA Corporation
Renderer: GeForce4 Ti 4600/AGP/3DNOW!
Version: 1.3.1
Max simultaneous textures: 4
Max texture size: 4096
Supported Extensions:
GL_ARB_depth_texture
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_transpose_matrix
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_cube_map
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_EXT_vertex_weighting
GL_HP_occlusion_test
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_evaluators
GL_NV_fence
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_point_sprite
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_WIN_swap_hint
WGL_EXT_swap_control
It seems that everything is working fien, but the planets rotation is flickering (I mean it seems to be no more than 5-8 images/second).
I have this results with the beta2 1.2.5 Celestia release, using only the default textures and bumps, nothing else.
I'm disperate!
What am I doing wrong?
Thank for the help.
Andrea
Added later: I just thought I should add that I'm using one of the stardard 4200 boards without the Asus enhancements with only a 500MHz P3, and I don't think I see the flicker you mention. Motion is just a little jerky when I drag a planet around against a backdrop of *lots* of stars, but it's very smooth when I turn the stars off.