Fr-041: d e b r i s

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Fr-041: d e b r i s at running at 1080p.

Fr-041: d e b r i s
Fr-041: debris running in Wine 5.17.
Fr-041: debris running in Wine 5.17.
Original author(s)Farbrausch
Initial releaseJuly 11, 2007; 14 years ago (2007-07-11)
Operating systemWindows, DirectX 9
Size180 KiB (zip), 181248 bytes (fr-041_debris.exe)
TypePC scene demo
Website /

Fr-041: debris is a PC scene demo for Windows using DirectX 9 to render graphics. It was released by the German demo group farbrausch on April 11th, 2007. It had very impressive graphics for the time when it was released and it is still a very good-looking and generally very nice PC demo with a decent, but not superb, audio track.

181248 bytes

The file size is perhaps the most impressive aspect of the Fr-041: debris demo, the distributed .zip file is just 180 KiB and the executable .exe file is only 181248 bytes.

Wine Compatibility

Fr-041: debris worked perfectly on Linux in Wine for quite some time, it works perfectly with Wine 5.x. It does not, for whatever reason, work with Wine 6.x unless you use DXVK or Gallium Nine. It runs fine in either of those, but it crashes on start if you use the Wine 6.x built-in wined3d DX9 to OpenGL implementation.

Hardware Requirements

Fr-041: d e b r i s supports resolutions up to 4K. You can run it at 4K with Wine on a mid-range graphics card like a AMD RX 470. It will run fine at 1080p on any old graphics card.


                          farbrausch @ breakpoint 2007
                              fr-041: d e b r i s .


  visuals, direction: theunitedstatesofamerica (aka fiver2)
  code: chaos, ryg
  soundtrack: ronny
  synthesizer: kb
  sound effects: wayfinder
  additional graphics: giZMo
  additional code: tron
  special thanks: fried
system requirements:

- minimum:
  * p4 2ghz or athlon 2000+ (with sse)
  * 512mb ram
  * ps2.0 capable graphics card with 128mb vram
  * directx 9.0c
- recommended:
  * core2duo or athlon x2 with >=2.4ghz
  * 1024mb ram
  * geforce 7600/radeon x1600 or better with 256mb vram

- resolution: pick your favourite.
- aspect ratio: 
  * for fullscreen, pick one that matches your screen.
  * for windowed, it should match your desktop resolution.
- multisampling: if you have a fast graphics card, go wild here.
- texture quality:
  * normal: lower-than-default texture resolution+dxt compressed textures.
    be sure to pick this if you have 512mb ram. (also speeds up loading time)
  * high: default texture size, dxt compressed textures. recommended setting.
  * ultra: default texture size, no texture compression. pick this if your
    system is too fast and you want to burn fillrate and bandwidth for
    a barely visible improvement.
- full screen: leave it on if possible :)
- wait for vsync: looks better with vsync on, but turn it off if you want.
- shadows: you can turn off realtime shadowcasting here. makes things faster
  (especially with older graphics cards) but definitely looks worse.
- loop demo: turn it on and just don't touch escape, baby!


  maybe for the final? :)
  (tired, compos to organize, kthxbye! :)

tech notes:
  at its heart this is still the werkkzeug3/kkrieger engine, except with a
  new(*) lighting/material system. models and textures are still generated.
  (though we don't use the sizeoptimized versions of everything, which made
  our lives a lot easier). we also still use shadow volumes, which makes the
  demo somewhat cpu-hungry, especially towards the end, since we have to
  transform a lot of the animated models by hand. but we didn't want to change
  the whole lighting pipeline in the middle of a project.
  (*): it was actually used for some scenes in fr-048: precision, but (as you
  can see from the fr-number) that was started a lot later than debris, so this
  demo is atleast historically its first real user)
  .werkkzeug3 texture edition soon to be available.
  stay tuned and check the .theprodukkt website for details.




Anonymous (3f4c28d240)

6 months ago
Score 0
that farbrausch looks cool in Wine on Picasso APU.
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