Fr-041: d e b r i s
Fr-041: debris running in Wine 5.17.
|Initial release||July 11, 2007|
|Operating system||Windows, DirectX 9|
|Size||180 KiB (zip), 181248 bytes (fr-041_debris.exe)|
|Type||PC scene demo|
Fr-041: debris is a PC scene demo for Windows using DirectX 9 to render graphics. It was released by the German demo group farbrauch 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.
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.
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.
Fr-041: d e b r i s at running at 1080p.
farbrausch @ breakpoint 2007 fr-041: d e b r i s . credits: -------- 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 settings: --------- - 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! blah-section: ------------- hm. 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) contact: -------- www.farbrausch.com www.theprodukkt.com .werkkzeug3 texture edition soon to be available. stay tuned and check the .theprodukkt website for details.
- Homepage: http://www.farbrausch.de/