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NVidia Doesn't Play Nice With Half-Life 2

Sevn writes "Apparently, there's a hardware anti-aliasing bug in many new graphics cards that's surfaced in relation to Half-Life2. The details are on a forum post at HalfLife2.net. It seems that many ATI cards will be able to work around the problem, but nVidia users may not be able to. Here is a link to the original X-bit Labs story." The X-Bit Labs article explains further, citing issues with "...Full-Scene Anti-Aliasing, a popular feature that dramatically improves image quality in games... This is a problem for any application that packs small textures into larger textures. The small textures will bleed into each other if you have multi-sample FSAA enabled [in DirectX 9.0]."

103 comments

  1. The next time you pooh-pooh consoles... by lightspawn · · Score: 4, Insightful

    Just remember: people buy consoles - and console games - because they know they'll work. In a few years, even, if they take good care of the hardware and not abuse the media. How many of your 10 year old games refuse to run on your current hardware? Your future hardware?

    1. Re:The next time you pooh-pooh consoles... by MikeXpop · · Score: 4, Funny

      All of them. It might be because my NES cartridges won't fit inside the PS2 slot tray. I'm not sure...

      --
      Etiquette is etiquette. He kills his mother but he can't wear grey trousers.
    2. Re:The next time you pooh-pooh consoles... by Telastyn · · Score: 3, Insightful

      Let's see... a quick trip to the underdogs, and a quick browsing of my game directory shows 14 games released in 1993 that work wonderfully on my win2k machine. [1 that does not... Fantasy Empires]

      Meanwhile, I have 2 dreamcast systems [1998 release] that are non-functional, and about a dozen NES and Intellivision carts that refuse to work anymore.

    3. Re:The next time you pooh-pooh consoles... by lightspawn · · Score: 3, Informative

      It might be because my NES cartridges won't fit inside the PS2 slot tray. I'm not sure...

      Yes, they do.

    4. Re:The next time you pooh-pooh consoles... by Zathrus · · Score: 4, Interesting

      Sure... and when you get graphics quality anywhere vaguely close to HL2 let me know. And no, 480 interlaced doesn't cut it. At all.

      Which is something most console gamers forget -- the actual resolution of console games is horrible. You're basically running at 640x480 interlaced, which is a resolution that no PC would run at nowadays. Yes, there are a few games (mostly Xbox) that can do HDTV, sometimes even at 1280x720p, but they're few and far between because of low developer support and insufficient hardware power.

      The "10 year old" bit is so offtopic for this thread it's funny.

    5. Re:The next time you pooh-pooh consoles... by gl4ss · · Score: 1

      Have you ever blowed at a nes cart(dust isnt the problem btw) because it didnt work? Or tried to find replacement parts for your psx? Anyways, it's pretty pointless comparision, you could keep a pc for 10y if you wished too, and some do.

      --
      world was created 5 seconds before this post as it is.
    6. Re:The next time you pooh-pooh consoles... by lightspawn · · Score: 1

      Yes, but most people don't keep 10 year old PCs - because they're supposed to be backwards compatible. Then you try to run a game (or essential applications, believe it or not) and they can't find the "right" kind of memory or can't interface with some peripheral or don't see the "right" version of DOS/windows or any number of problems.

    7. Re:The next time you pooh-pooh consoles... by DavidLeblond · · Score: 1

      Sure you could probably get Half-Life 2 to run on a PS2 or XBox, but do you know what it would probably look like? Half-Life 1. So whats the point?

      Consoles may be great for running the latest Zelda or Halo but a game featuring the "latest and greatest" of graphical features will always be best on PC.

    8. Re:The next time you pooh-pooh consoles... by Anonymous Coward · · Score: 1, Funny

      ...please wash your hands thoroughly and dispose of the console to be safe.

    9. Re:The next time you pooh-pooh consoles... by jwilloug · · Score: 1

      Sounds like a perfect reproduction to me, 10 years ago my DOS games could never find the right memory or talk to any hardware more complicated than the PC speaker either.

    10. Re:The next time you pooh-pooh consoles... by StocDred · · Score: 0, Offtopic

      You know, it's asinine to get into a pissing contest about graphics quality in console games vs. PC games, since those standards leapfrog every couple years anyway. Each half gets to ride high for a while until the other half supplants them. What's more important is that the games work. (And what's more important than that is that the games are fun.) 99.9% of console games work out of the box for 99.9% of console owners. PC games just can't claim that, and we all know why that is... differing hardware, millions of configurations, etc. Instead of getting angry at console gamers, you should be angry at the PC game creators for letting this kind of dopey stuff happen and thus giving rise to the conception that PC games aren't 100% trustworthy.

    11. Re:The next time you pooh-pooh consoles... by Anonymous Coward · · Score: 0

      Sorry, but consoles NEVER surpass the PC.

    12. Re:The next time you pooh-pooh consoles... by qwak · · Score: 3, Interesting

      given that I've had a couple problems with my gamecube, I looked into getting it fixed, since it's still under warranty, I don't have to pay a dime. offtopic, but in looking into getting my gamecube repaired, I discovered that nintendo still supports the original NES and carts for it. You have to pay for repairs, but they are fairly cheap, it's about $40 to repair an NES system, and about $10 to fix a non-working cart. I can't say the same for any other console manufacturers, but I thought this was pretty cool.

    13. Re:The next time you pooh-pooh consoles... by Zerth · · Score: 1

      Corrosion, from blowing at the cartridge, or the pins of the connector have gotten bent, if you have the front loading NES.

    14. Re:The next time you pooh-pooh consoles... by gl4ss · · Score: 1

      the thing you stuck them into loosens up afaik, there are replacements sometimes available on aftermarket(ebay and like).

      --
      world was created 5 seconds before this post as it is.
    15. Re:The next time you pooh-pooh consoles... by Anonymous Coward · · Score: 0

      And your point is?

    16. Re:The next time you pooh-pooh consoles... by Repton · · Score: 1

      Just remember: people buy consoles - and console games - because they know they'll work.

      Oh, the irony...

      --
      Repton.
      They say that only an experienced wizard can do the tengu shuffle.
    17. Re:The next time you pooh-pooh consoles... by aliens · · Score: 1

      Umm there is no problem running HL2 on any hardware. This is just for super image quality settings. Few people run with FSAA on still. Either way it's still much higher resolution and better color depth than any console on a TV.

      --
      -- taking over the world, we are.
    18. Re:The next time you pooh-pooh consoles... by nobbis · · Score: 1
    19. Re:The next time you pooh-pooh consoles... by DeadScreenSky · · Score: 1

      Why would I play my console games interlaced? I have been playing fully progressive scan console games since the Dreamcast came out in 1999. The vast majority of games for it supported progressive scan output (the only notable [ie a good game] exception that I can recall is Treasure's Bangaoih). Same with Xbox and Gamecube, for that matter. So you are complaining about a problem that has been solved for nearly 4 years, excepting the unlucky PS2 owners of course. :P

      I do agree that standard interlaced displays are pretty bad for some games, and higher rezes than 480p should be standard ASAP. But the vast majority of PC gamers I know aren't able to run the really cutting edge stuff above 640X480 (800X600, tops) anyway.

      And please, find another game, ANY GAME, that is coming out in the next three years that will have graphics comparable to HL2. Sure, certain engines will look better (I am in the minority that thinks Doom3 'already' does this), but supposedly Valve put "all of" the profits from HL1 into HL2. Can any other game company really put out that kind of money for production values like HL2? (Maybe Maxis, but I don't think they want to.) The insanely expensive production values are what make HL2 look nice, not really the tech used.

      Luckily for all of the other developers (and us gamers), the nice thing about game graphics is that style and tone can often be more important than whiz-bang realism. For example: though its framerate could use a boost, the spectacularly stylized, surreal, creative Rez still looks loads better than the boring, drab, 'realistic' visuals of HL2. I am not alone in this opinion, either.

      Likewise, I am more excited at the 'revolutionary' lighting that Doom3 will be using than anything Valve has shown for HL2. The graphics for Doom3 really allows for newish gameplay - HL2 is just 'pretty' (not a good word to use for HL2's art design, but you know what I mean).

      'Graphics quality' is a hell of a lot more than just high usage of plentiful polygons and cool shaders. Give me a fun game made my talented artists on capable hardware any day - I won't complain. (one more example: Treasure, using a team of THREE people, working for less than 2 years; Naomi arcade system, basically a lowly Dreamcast; result: the gorgeous Ikaruga)

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    20. Re:The next time you pooh-pooh consoles... by Anonymous Coward · · Score: 0

      Man your computer sucked 10 years ago.

  2. Easy fix by neosake · · Score: 5, Funny

    ...just rename the half-life2 executable to something else

    --
    "When a ball dreams, it dreams it's a frisbee"
  3. Is this at all related... by HaloZero · · Score: 2, Interesting

    ...or even a result of the aforementioned driver optimization hacking?

    --
    Informatus Technologicus
    1. Re:Is this at all related... by addaon · · Score: 1

      Probably (almost certainly) not. See my attempted explanation.

      --

      I've had this sig for three days.
    2. Re:Is this at all related... by onomatomania · · Score: 1

      No, it's not related in any way...

      But your post is definitely related to (and a result of) the aforementioned Karma Whoring.

  4. Wasn't this... by genrader · · Score: 1

    Wasn't Half Life 2 the game that was rumored to be an nVidia-only game? I thought nVidia wanted to do that to strike back at ATI but of course it didn't fall through.

    1. Re:Wasn't this... by Snowspinner · · Score: 1

      Actually, it did fall through... hence the article. =P

    2. Re:Wasn't this... by shr3k · · Score: 1

      "Wasn't Half Life 2 the game that was rumored to be an nVidia-only game?"

      Sure! Only NVidia chipsets will have this feature^H^H^H^H^H^H^Hbug. And only Valve can exploit this functionality in its new HL2 game (until the usual copycats catch up).

      ATI users will just have to do without this specific rendering functionality or ditch their card and buy NVidia.

    3. Re:Wasn't this... by Anonymous Coward · · Score: 0

      Yeah, because it aint like they are only showing it on radeon 9800pro's, oh, wait...

  5. Round here, we call that a foot-shooting by Snowspinner · · Score: 5, Insightful

    It would be wise of Valve, I think, to put all necessary resources into getting a fix for this. Since it's probably a bad idea to release a game that doesn't play well with the most popular graphics card.

    1. Re:Round here, we call that a foot-shooting by linux_warp · · Score: 1

      I think you meant "nvidia got caught with their pants down" rather than "valve got caught with their pants down"

    2. Re:Round here, we call that a foot-shooting by brkello · · Score: 1

      It would be wise of Valve, I think, to put all necessary resources into getting a fix for this. Since it's probably a bad idea to release a game that doesn't play well with the most popular graphics card.

      I would think if nVidia wants me to buy their video card, then they should support the only game I have cared about buying in years. I will be buying a new system on the release of that game, and more and more it seems like I will be going with ATI. nVidia already was behind with the way they altered their drivers to cheat on performance tools (and yes, it was cheating, not optimizing). Now they won't be able to show me HL2 in high quality? It's time to move to a new brand. Bye bye nVidia.

      --
      Support a great indie game: http://www.abaddon360.com
    3. Re:Round here, we call that a foot-shooting by PainKilleR-CE · · Score: 1

      Personally, I won't be buying a new system or even graphics card for any game in the near future, so until I see a fix, no HL2.

      Valve has a history of this crap with HL. They had a bug where player skins didn't show up correctly (in fact, not at all, the player would be completely white) on nVidia cards, which only showed up after one specific HL patch. Valve blamed it on nVidia for about a year, and then magically fixed it.

      Another, more recent, patch caused the game to crash if you tried to render it on an ATI card, meaning it was completely unplayable on ATI hardware, until they released a patch for the patch a few days later.

      They also had to patch HL a couple of times to prevent ATI users from seeing through walls with somewhat normal graphics card settings (not the defaults, but not obscure settings, either).

      and FSAA on HL? Not if you want to read the chat...

      --
      -PainKilleR-[CE]
    4. Re:Round here, we call that a foot-shooting by SD-VI · · Score: 4, Insightful

      Actually, the most popular graphics card for high-end gaming right now is the ATi Radeon 9700 series. But I do agree with your point, and I think they will too; companies don't like losing profits.

    5. Re:Round here, we call that a foot-shooting by brkello · · Score: 1

      Whether or not you are getting a new system, doesn't really matter. I don't think this is a major problem that prevents people from enjoying the game. Just people who need every drop of graphical love they can get will care. Sure, it makes things look a little btter...but most people tweak for performance, not looks (or at least find the happy medium). This is just one less variable you will have to worry about.

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re:Round here, we call that a foot-shooting by Anonymous Coward · · Score: 0

      No, it WOULDN'T be wise for valve to WASTE resources trying to fix it, because they CAN'T, this is a problem with directx, ATi cards will be able to work with it in directx 9.1 because they support centroid sampling(i don't know how that fixes it, but apparently it does), and NVidia doesn't, it has to do with putting multiple textures as one texture, read any of the many articles and you will see that valve can't fix this, at least not without crippling how their engine uses textures, i'll take a beautifal, aliased world, over an antialiased world that looks shitty because the makers didn't pick a better way of using textures any day.

    7. Re:Round here, we call that a foot-shooting by Methuseus · · Score: 1

      Not saying you're wrong, but from what I understand each of those problems was a specific idiosyncracy in either the driver or the hardware. Since they were (respectively) for a company's whole line of cards, I think it was an issue with the way they programmed their drivers. Probably nVidia could have fixed the first problem (skins not showing up) with a driver update if Valve did it in an industry-standard sort of way. The problem comes with the fact that stuff comes out "optimized" for a particular vendor's card and it includes non-standard graphics implementation.

      Now, I know this may be a case of Valve extending the OpenGL spec cause it didn't do everything they wanted, but you saying that Valve has done this crap before (with no proof that it *was* Valve's fault) doesn't hold any water.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    8. Re:Round here, we call that a foot-shooting by PainKilleR-CE · · Score: 1

      Yeah, after taking the time to read a few more things, it looks like something that wouldn't have an effect on me at all.

      That being said, it's just Half-Life, and while that statement may seem counter to what most gamers think of this title, it means that whether or not I buy the title probably has a lot more to do with how bored I am when I walk into a game store than anything else. I don't even use FSAA on any of the games I own, I'd rather just turn the resolution up if my card/CPU can handle it. I tend to tweak for looks whenever my system can handle it, but FSAA is not a 'looks good' feature in my book unless you have a crappy monitor that can't handle a higher resolution (ie console games on a standard TV).

      --
      -PainKilleR-[CE]
    9. Re:Round here, we call that a foot-shooting by PainKilleR-CE · · Score: 1

      Not saying you're wrong, but from what I understand each of those problems was a specific idiosyncracy in either the driver or the hardware. Since they were (respectively) for a company's whole line of cards, I think it was an issue with the way they programmed their drivers. Probably nVidia could have fixed the first problem (skins not showing up) with a driver update if Valve did it in an industry-standard sort of way.

      I agree to some degree, in that it *could* have been some issue with the video card drivers/hardware. However, it still remains that the problem came from something that Valve did in one patch (it didn't exist in the game that shipped originally, and the first 3 or so patches), and disappeared after Valve did something else in another patch. Most of the time the skins were fine, but occasionally one would not show up and it would remain that way until you restarted the graphics engine (reconnect to the server, restart the game, whatever). The point is simply that even if it was a problem with nVidia's hardware/drivers, they not only caused the problem by changing something in their own software, but also fixed the problem themselves despite saying much earlier that it was something they could not fix. What changes caused the problem in the first place I don't know, because Valve was not forthcoming about what it was, other than 'its a problem with nVidias drivers'. Considering the number of bugs in Half-Life that still exist that have nothing to do with rendering, it's easy to believe it was Valve either not reproducing the problem easily enough to track it down quickly (and pawning it off on nVidia) or just hoping that nVidia would fix a problem that had a possible workaround in the game code.

      The problem comes with the fact that stuff comes out "optimized" for a particular vendor's card and it includes non-standard graphics implementation.

      I agree, but at the same time Valve's stuff was at least never advertised (or claimed) to be 'optimized' for any particular card. In fact, the first card I used it on was a Voodoo 2 SLI setup, which required the usual crap-tastic miniGL from 3dfx.

      Now, I know this may be a case of Valve extending the OpenGL spec cause it didn't do everything they wanted, but you saying that Valve has done this crap before (with no proof that it *was* Valve's fault) doesn't hold any water.

      Of course, because we all know that we can just look at the code and say 'see, this is where Valve f*d up'. Valve's had problems with their (currently) only released title on both major card manufacturer's boards (they may have had problems with various 3dfx boards as well, but since I dropped them after the GeForce outperformed my V2SLI setup and didn't really hear much except for complaints that the MiniGL wasn't supported at some point...) which they were able to fix in their software at a later time. That was all I was trying to say, but if I wanted to assign fault, it would certainly go to Valve and/or Sierra (who did most of the testing on HL and all of it's patches, or at least did a lot of testing which delayed the game and several patches) for not finding and correcting those bugs before the release of those patches. Bugs introduced by patches is nothing new, but it's not an enjoyable experience with games, and is a good part of the reason I've bought far more console games than PC games in the last year.

      --
      -PainKilleR-[CE]
    10. Re:Round here, we call that a foot-shooting by Snowspinner · · Score: 1

      Trust me, you're in the minority on this. I suspect my situation is much more common.

      I spent $3000 on a new computer in March. This will be the computer I use for the next 5-6 years, while I put myself through grad school.

      It has an nVidia graphics card.

      So, basically, I'm buying games that will support that equipment. Because I'm not going to blow a shitload of money on a new card.

      Valve decided to release a PC game. Knowing that many PCs use nVidia graphics cards. It is therefore their job to make their game work with standard equipment. nVidia is pretty damn standard.

      Sorry if the card is lower quality than they'd like. But it's not like they haven't had an entire development cycle to test the game on nVidia cards.

    11. Re:Round here, we call that a foot-shooting by aliens · · Score: 2, Informative

      The game plays just fine on the hardware with the exception of a setting that very few even hardcore gamers use. This is important to a few enthusiasts, most others will never know the problem existed.

      --
      -- taking over the world, we are.
    12. Re:Round here, we call that a foot-shooting by Anonymous Coward · · Score: 0

      I'd just like to point two things out:
      (1) As it stands now, FSAA won't work on either card. nVidia probably won't be able to fix this, and ATi might be able to.
      (2) It's just FSAA! It's not like you'll be limited to 32x32 textures and 640x480 screen at 10fps if you're using an nVidia card!

  6. Centriod Sampling by Anonymous Coward · · Score: 0

    ATI's hardware supports centriod sampling in hardware. It will need to be exposed in future drivers to be useful to HL2 users.

  7. Overblown by elmegil · · Score: 3, Insightful

    So am I the only one who thought the original headline/article sounded like "NVidia won't work with HL2"? No, it just can't use FSAA. Whoopty do. Certainly a downer for us NVidia users, but I'm thinking the game will be worth it anyway.

    --
    7 November 2006: The day Americans realized corruption and incompetence weren't addressing 11 September 2001
    1. Re:Overblown by SoVeryWrong · · Score: 1

      Exactly, and it refers to a problem with DirectX9 based cards, so it may just be the FX line that has the (unfixable?) problem. There hasn't been enough information gathered to realize the extent of the issue.

      They say it has to do with HalfLife2 packing smaller textures into larger ones, and when multisample AA is turned on the textures bleed into each other.

    2. Re:Overblown by addaon · · Score: 3, Informative

      Right. Let's say you have four 256x256 textures... you can pack them into a single 512x512 texture, which is often convenient, especially when the textures tend to occur together. Now, when a graphics card does texture mapping, it sort of assumes that the portion of the texture it's painting on one triangle spills over onto the other faces of the polyhedron... that is, that it's wrapping the texture, in some way, around the polyhedron. One of the consequences of this assumption is what we're seeing here. In multisampling FSAA, you look at a set of points, not just the pixel center, to figure out what color to display in the pixel. In the center of a face, this works fine; the points are all in the desired pixel, all on the same face, and you get the correct effect. Towards the edge of a face, though, some of the points chosen may be past the edge of the texture boundry. If the texture wraps (that is, continues), it will be more or less the same color; we may see a tad of color from something that, strictly speaking, should be on the next face, but this is a non-issue. However, what if we're at the end of the texture? Normally this is detected and special-cased; either they wrap around to the far end of the texture or, more likely, they just throw out the given point. However, here, we're at the end of what the programmer thinks of as a texture, but not what the hardware thinks of as a texture... so it averages in a little bit of totally wrong coloring in the pixels at the edge of a polygon, under certain conditions. Solutions? Hardware side: Have the card only pick pixels within the polygon, which should therefore also be within the texture; the above describes only if you have some mismatch, like getting points from the far side of pixels that are part of the polygon on screen, but only partially inside the polygon in fact. Developer side: Don't pack textures.

      --

      I've had this sig for three days.
    3. Re:Overblown by zudo · · Score: 1

      Thanks for the explanation, I couldn't work out what the original article was on about.

      I'm still a bit confused though. When you're working out the colour towards the edge of the face surely you should start pulling in the colour from the next face (and it's texture) rather than parts of the texture for the current face that are outside the u,v's for that face - this is FullScreen AA after all. I guess I just don't understand multisampling FSAA.

    4. Re:Overblown by addaon · · Score: 2, Informative

      You should. For reasons I don't fully comprehend, you don't. I suspect (having written and optimized a polygon-based renderer) that they're cheating a little here, which is far from rare (or inherently bad). Let's say an edge falls through the middle of the pixel. On the right hand side of that edge (say), the textures are well defined. On the left hand side, they're not. Now, how to we pick points for antialiasing? In the naive 4x model, we treat each pixel as four pixels, and things work fine. For each of those four pixels, the line either passes to the left of the center, in which case we use the texture of this object, or the line passes to the right of the center, in which case we use the texture of the underlying object. For this to work, we need to replicate the z-buffer 4x also; that is, we're basically making an image 4x bigger (2x by 2x), and then scaling it down. More advanced FSAA algorithms (like the horridly-named Quincunx, or whatever) use strange numbers of points (5, here), and use different selection criteria. Also, they minimize scaling up of the z-buffer, since it's expensive and should make little difference. That means, though, that for a given point we may not be able to tell if the line is to its left or its right; we guess, and if we guess wrong, there's a chance we take from the undefined pixel. Again, I'm not claiming to know the exact algorithmic details, but I'm pretty sure this is the root problem.

      --

      I've had this sig for three days.
    5. Re:Overblown by leuk_he · · Score: 1

      Ok, i unserstand what you are saying. And lets assume the packing is there for good (memory usage ) reason.

      Wouldnt be a simple workarround for the developer be to add a 1 pixel border arround the 256x256 texture that has the same color as the edge pixels? Ok i under stand that a 258x258 texture is not a nice number, but does the renderer really have a problem with this? are you bound to this magic numbers?

      (I am not a render engine programmer)

    6. Re:Overblown by addaon · · Score: 1

      Must be magic numbers. We do multiplication through shifting, to find texture values at a given point... that is, on a 512x512 texture, pixel (17,41) is found as 17+(419), rather than 17+(41*512). The cards don't even have a multiplier in this location in the pipeline. Scaling the texture down to 254x254, and then adding a border, may work, and I can't imagine that there would be much of a quality difference. The actual value of the border pixels is an excersize for the reader. ;-) Note that the solution being discussed on ATI uses a centroid-based point selection method, so you can guarantee that all points are on one side of the line; the nvidia solution, using the pixel shader, is probably just a hack to notice and correct the problem by looking at individual pixels, each time, rather than not generating the problem ones in the first place.

      --

      I've had this sig for three days.
  8. Halflife 1 by Mr_Silver · · Score: 1
    Slightly OT but I can't get HL1 working with DirectX or OpenGL on my GeForce 4 with DirectX 8 installed.

    With DirectX set up, when hitting ESC to return to the menu I get a black screen. The options are there - but I can't see them or hope to click on them.

    With OpenGL I see no text, it comes out as a block of colour.

    I did a Google Groups search and the DirectX is a known problem (with no fix so it seems). But I'd like to go something better than Software rendering and I'm stuck with OpenGL - can I fix this? Any ideas?

    Many thanks.

    --
    Avantslash - View Slashdot cleanly on your mobile phone.
    1. Re:Halflife 1 by PainKilleR-CE · · Score: 1

      With HL, your only real hope is the following set of steps, unless there's a known problem that's been addressed in another way (though this is usually the way to fix problems known and unknown):

      -Install the latest version of DirectX (yeah, 9 iirc, even though HL doesn't use it, there may be minor fixes to DX7 somewhere along the way)

      -Install the latest drivers for your video card (preferably not 'leaked' drivers, although in some cases leaked drivers fix some problems)

      -Make sure you're not overclocking the card or the CPU

      -Reinstall HL and the latest HL patch

      if it works at that point, it's safe to start screwing with the overclocking again (if you were doing that).

      A couple of other notes:
      once you start playing HL, it's unlikely you'll be able to safely do anything else until you quit. Enable the console (you can find instructions for that on about a thousand different websites), and type quit in the console when you're done. Setup your options before starting the game (ie go through the options menus before you start playing, if you want to adjust something after you've started, your best bet is often to just quit and start the game again). Use an external server browser, such as All Seeing Eye, instead of the internal browser. In other words, do everything you can to avoid using the ESC or ALT+TAB sequences when playing Half-Life, it's not the most stable game in the world in this regard, not even close.

      --
      -PainKilleR-[CE]
    2. Re:Halflife 1 by BoomerSooner · · Score: 1

      New nVidia drivers
      Upgrade to DX9
      BTW OpenGL runs 50% faster on all my systems and is less buggy.

    3. Re:Halflife 1 by PainKilleR-CE · · Score: 1

      Oh, and one other note:

      OpenGL rendering in HL is better than Direct3D rendering, so being 'stuck' with OpenGL is pretty much a non-issue. It's been so long since I dealt with the rendering options in that game that I didn't think about it until I hit submit on the last reply.

      --
      -PainKilleR-[CE]
  9. more like a pants-downing by Anonymous Coward · · Score: 0

    nVidia is doing the foot shooting. Their AA is still an inferior GF4 class. Valve merely got caught with their pants down. Maybe the same way Carmack had assumed the NV30 would be able the run the ARB2 code path as well as the R300 did. This is just one more nail in nvidia's coffin. The R300 is 1 year old and still stands up to nVidia's best. Their response has been driver tricks and no full-precision in DX9. If this keeps up nVidia may no longer be the most popular.

    1. Re:more like a pants-downing by Anonymous Coward · · Score: 0

      Their response has been driver tricks and no full-precision in DX9.

      That's a red herring. nVidia offers two precision modes a 16 bit partial precision and a 32 bit normal/default precision. "Full Precision" according to the DX9 spec is 24 bit.

  10. Amazing... by sevensharpnine · · Score: 0, Flamebait

    A few days ago we had a story here about an interview on Gamespy with one of the Half-Life PR folks. In it, he stated:

    [...] For folks who want the ultimate experience, they'll want the latest ATI card, and the fastest processor available from AMD or Intel.

    Now the linked post states (w/r/t the anti-aliasing bug/feature):

    As for NVIDIA GeForce and GeForce FX-series, there are practically no chances to find a workaround, according to Valve."

    That's one hell of a coincidence. It seems like ATI is the only way to go for the best HL experience. I wonder how much all this advertising is costing ATI? Regardless, I'd like to give out a big fuck you to everyone behind this. (And while I'm at it, fuck Nvidia for that stupid "The way it's meant to be played campaign", as if every game nowadays is designed especially for Nvidia boards.)

    --
    "God is a comedian playing to an audience too afraid to laugh." -Voltaire
  11. Re:My understanding by Anonymous Coward · · Score: 0

    You didn't actually have to read the article for that info. I didn't read the article and still knew all that.

  12. Pick one before posting please: by stienman · · Score: 3, Funny
    You can choose to talk about any of the following topics. Please stay on topic.

    • Nvidia is dead!
    • Serve's 'em right for tweaking their drivers!
    • Who uses FSAA anyway! My card doesn't even have it!
    • Valve should fix it
    • ATI RULZ FOOLZ
    • Will it still run on my Matrox Millenium?
    • My friend went back to the future and all he got me was a lousy GeForce HX 9600 Iridium, and it still has this FSAA bug!
    • How many software ''engineers'' does it take to build a buggy windows driver?
    • But... But... Nvidia is diety! Why does my world have to fall apart now, when duke nukem forever is so close!


    Thank you for your attention to these matters.

    -Adam

    "My captian... My Kin -rewind- THWAP! THWAP!" Die, boromir, DIE!
    1. Re:Pick one before posting please: by addaon · · Score: 1

      Nvidia is diety!

      There are so many jokes I can make about this I can't even choose one...

      --

      I've had this sig for three days.
    2. Re:Pick one before posting please: by Anonymous Coward · · Score: 0

      Don't forget "HL2 SUCS ANYWAY DOOM3 ROOLZ!!!"

    3. Re:Pick one before posting please: by Methuseus · · Score: 1

      This just in: The upcoming Duke Nukem Forever game has been retitled "Half-Life 2"

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
  13. Its bad when your sig is mispelled... by LordYUK · · Score: 0, Troll

    ""My captian... My Kin -rewind- THWAP! THWAP!" Die, boromir, DIE!""

    its captain... not captian... sheesh :P

    --
    This is my sig. Its pathetic.
    1. Re:Its bad when your sig is mispelled... by stienman · · Score: 4, Funny

      "its captain... not captian... sheesh :P"

      Boromir was known for his terrible spelling problem when he had more than 2 arrows through his torso.

      -Adam

    2. Re:Its bad when your sig is mispelled... by LordYUK · · Score: 1

      hehehe... good comeback :)

      --
      This is my sig. Its pathetic.
  14. I doubt conspiracy by quantax · · Score: 3, Interesting

    For those who are saying that this is a move by Valve after saying how ATI was 'recommended' chip for HL2, do you seriously think Valve would want to alienate roughly 50% of their target population? Basically, Nvidia users experiencing a lack of a feature (albeit, realistically this is not going to impact anything at all gameplay wise and really can be gotten around by just running a higher res...) is not a 'power move' designed to pressure anyone. Think of the facts:

    1. All cards can play HL2 without issue (that we know of)
    2. FSAA works fine on ATI but fails due to issues on Nvidia.
    3. Why would Valve punish Nvidia in such a petty, and ultimately wasted way since Nvidia users can still play the game, just without FSAA...
    4. FSAA in no way alters the gameplay. In fact about 99% of the time I play w/ FSAA enabled on my R9700, I forget its even on, and vice-versa when its off.

    My conclusion is that the chances of this being deliberate are pretty damn small, since Nvidia users can still play the game just without a relatively minor graphical enhancement. I hope they come up with a fix, and lets give Valve a little bit of credit here... though I still want my damn TF2!

    --
    "What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
    1. Re:I doubt conspiracy by ctr2sprt · · Score: 1

      Except that HL2 doesn't work fine on ATI. Read the article. All it says is that ATI probably can develop a workaround in their drivers, whereas NVIDIA almost certainly can't. It remains to be seen how much of an authority whoever is claiming this is. I'll wait for official word from ATI and NVIDIA before worrying.

    2. Re:I doubt conspiracy by Anonymous Coward · · Score: 0

      Mod ctr2sprt up.

      The only thing the article says for certain is that due to design choices in the Source engine, FSAA will likely result in artifacts in all cards when activated.

      In the opinion of the quote in the article, ATI can probably fix it and nVidia probably can't. Valve has chosen not to address it.

      Now to get myself modded down...
      How did you blow this one Valve? FSAA works in all my Q3 engine games and I haven't heard a similar warning about Doom3. Maybe y'all should leave that big city engine stuff to the big boys at id.

    3. Re:I doubt conspiracy by leuk_he · · Score: 1

      FSAA works fine on ATI but fails due to issues on Nvidia.

      Should be:
      FSAA does not work but could be fixed on ATI by a driver update. It can not be fixed on NV.

  15. Improper use of textures by MobyDisk · · Score: 4, Informative

    This isn't a new problem, this is a generally known limitation. If you place multiple textures onto one texture, you need to place a border area on them so that the mipmapping, interpolation, and anti-aliasing features work. This is because they use neighboring pixels for the smoothing. I bet it happens even with FSAA off, it just probably isn't as noticeable.

  16. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  17. Uhh... by SD-VI · · Score: 2, Funny

    Why exactly would you enable full-screen antialiasing in Half-Life 2? "See, and if I set it to 8x, it's like PowerPoint with guns!"

  18. xbox version by boomerny · · Score: 1

    FSAA will be disabled on the Xbox version then? I only played the original once or twice(because they cancelled the Mac version) and was looking forward to some Half Life finally.

    1. Re:xbox version by Anonymous Coward · · Score: 0

      Assuming that there will be console versions, whether FSAA is on or not doesn't really make a difference.

    2. Re:xbox version by PainKilleR-CE · · Score: 1

      Assuming that there will be console versions, whether FSAA is on or not doesn't really make a difference.

      Considering that standard TVs have extremely limited resolutions, it's really one of the only places that it makes sense to have FSAA in the first place. Just seeing Soul Calibur (DreamCast version, FSAA supported) next to Tekken Tag (PS2 version, no FSAA) in the store is all it takes to make this blatantly obvious.

      I guess if you're still playing computer games on a 15" monitor it might matter, as well...

      --
      -PainKilleR-[CE]
  19. Missing poll option by Anonymous Coward · · Score: 0

    Full-screen CowboyNealing is the future of graphics

  20. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  21. Who's fault? by moncyb · · Score: 1

    So this is a design flaw in DirectX 9? I suppose it must be since the article said it should be fixed in 9.1. It shouldn't be too surprising considering who writes the DirectX "standard."

    1. Re:Who's fault? by daVinci1980 · · Score: 1
      It shouldn't be too surprising considering who writes the DirectX "standard."

      That's really funny. That was my attitude before I actually started using D3D to develop commercial AAA games. And then I realized that if I waited around for standardization of all of the extensions in Open/GL that I would never release a product. Did you know that multitexturing in Open/GL isn't officially part of the standard? That's a technique that virtually *every* 3-D game released today (and even release 2-3 years ago) uses.

      Sure, I'd prefer that Open/GL keep up with the times, but I'm not willing to use extensions (and have to write the same code for each different vendor) when I can do the same thing in D3D once.

      Microsoft is not always evil; in this case, they're legitimately kicking their competetitor's ass.
      --
      I currently have no clever signature witicism to add here.
  22. Stock Drop but New Buys Coming by felonious · · Score: 3, Interesting

    This should affect Nvidia's stock price a bit. NVDA It looks like it's on it's way down again.

    It's pretty amazing how a game can change a companies p/l margins and stock values these days but gaming is a multi-billion dollar industry so it's no joke. If anything Nvidia will come out with a new and better card which I'm sure will be geared towards Valve's HL 2 engine and a surge in sales will follow. Nvidia seems to be on the same course as 3dFX was. 3DFX used to own the video card market but became complacent and had no forward vision. Nvidia came from no where and stole the market and bought 3DFX out. I wonder if ATI will do the same to Nvidia? WHat comes around goes around..

    HL 2 is a game that will probably be the biggest ever. I'm talking bigger than Q1/Q2/Q3, Bf1942, and even the original HL. I was never into HL but after the E3 movies I am. The big deal to me is a totally interactive environment. The old thinking or way of doing maps was to have a building made of a box covered with a flat texture. The texture consisted of windows, brick wood, etc.

    Now take HL 2 and you have a building with more intricate and detailed textures, with bump mapping (so I've heard), and you can shoot out windows, go into the building and knock over furnishings, hide behind them, throw them at other people, get a coke from a vending machine then blow it up and watch all the sodas fly out from the inside of the machine. I am only scratching the suface in my desciption.

    Another big deal is large scale maps with no visual loss of fps ala any quake engine game as well as others. Full facial animation, etc. I'm not sure if they have the body zone damage like SOF but I would think so. You can even duck under a running fan to lure an enemy into that if he doesn't duck it will chop off whatever bodie part isn't low enough.

    I wan't to buy this game more for just exploring and the interaction than the gameplay. Take Vice City...even though it was interactive most places were the equivalent of a flat sprite form the doom days. Imagine that game with full interactivity. being able to go into any building, area and having that environment be the equivalent to the real world, materials, physics, etc. and you have a game that is going to take the FPS genre to another level.

    Now all they have to do is take the gameplay to the next level...

    --
    You aren't free to do anything, until you've lost everything.
    1. Re:Stock Drop but New Buys Coming by EllF · · Score: 1
      Now take HL 2 and you have a building with more intricate and detailed textures, with bump mapping (so I've heard), and you can shoot out windows, go into the building and knock over furnishings, hide behind them, throw them at other people, get a coke from a vending machine then blow it up and watch all the sodas fly out from the inside of the machine. I am only scratching the suface in my desciption.

      None of that is revolutionary. Larger textures are pretty, but they're just textures. Bump mapping looks nice, but it's still a 2D surface. Half Life had soda machines and furniture, and as early as Quake II you could blow out windows. Model specific body damage would be neat, but it's been done before, too -- SOF, Vice City, and so forth.

      Not quite sure how you can compare Vice City's environment to sprites from Doom. The only sprites in Doom were the monsters, and they were very noticeable even then. Vice City is entirely 3D -- everything is a model. Perhaps you mean that not every building is enterable?

      being able to go into any building, area and having that environment be the equivalent to the real world, materials, physics, etc. and you have a game that is going to take the FPS genre to another level.

      I highly doubt that HL2 will be real-world equivalent. Modeling real-world physics is still a dream; we can fake it, but even in the most advanced games you're generally seeing pain skins and skeletal animation rather than dynamically calculated responses to player actions. We're closer than we were 10 years ago, but it's not there yet.

      --
      We who were living are now dying
      With a little patience
    2. Re:Stock Drop but New Buys Coming by Anonymous Coward · · Score: 0

      Half-Life had soda machines and furniture, and as early as Quake II you could blow out windows.

      I believe that the point he is trying to make is that previously, that sort of functionality had to be done in the map. If you want a breakable window, create the brush and bind it to a func_breakable - and there's no way to make sure that the shards will go in the right direction when you shoot it! The soda machines in HL were complex collections of entities (that would always shatter/explode the same way), and the furniture was either static brushes or static func_walls or _breakables. In HL2 (as far as I understand the theory), that's implemented in the -engine- -- creating a window automatically means that you have a breakable, transparent object that will shatter "properly" (or close enough to look right) when shot. Likewise, you can create an object, and assuming that you don't go out of your way to bind it to the floor, the player will be able to pick it up/push it around/use it as ammo. Previously, games had to rely on precice, complex level design and intricate scripting to accomplish effects that HL2 handles dynamically, in the engine.

    3. Re:Stock Drop but New Buys Coming by EllF · · Score: 1

      I stand corrected -- and impressed. I wasn't aware that the HL2 engine handled breakables -- I had figured it was just brushes again. Do you know if the maps are still BSP trees?

      --
      We who were living are now dying
      With a little patience
    4. Re:Stock Drop but New Buys Coming by Anonymous Coward · · Score: 0

      I stand corrected -- and impressed. I wasn't aware that the HL2 engine handled breakables -- I had figured it was just brushes again.

      Bear in mind that this is partly conjecture, based on the demo movies and a compulsion to read everything that Valve says regarding the Source engine. I'm about 97% sure on this, though, based primarily on the devteam's comments regarding the "materials-based world": ...so, if you create something that looks like wood, that means that it'll also sound like wood, feel like wood, and if you shoot it (*blam*), it'll shatter like wood.

      Presumably we'll know more once the modding/mapping tools get released.

      Do you know if the maps are still BSP trees?

      I have no idea. I'd give one of my appendages for the source code to the Source engine, assuming that I have any left after trading them for the code of the Shock and Dark engines.

  23. Big deal... by JesusHelper · · Score: 0

    When the game comes out, If it is worth it people will upgrade and not really care. Plus they will fix it. What are they going to do blow off everyone who runs a geforce? I will wait and see. Who knows, the chances of this game meeting the hype is pretty slim anyway.

  24. ATI has problems with a LOT more games by Tragedy4u · · Score: 1

    I'm using a current Radeon card, along with two other friends too, and I frequently experience the blue screen of death or system freezes while playing almost ALL games to the point where they're barely playable. Even tuning down the settings to the lowest quality doesn't help, and frankly why should I have to do that as I bought a powerful card like this so I CAN max it out. It's not just me, my friends with ATI card's do too, and I suspect poor drivers as we've tried everything. While our friends with Nvidia cards have very little in the way of issues and almost no system lockups/blue screen.

    Hearing about one game that has issues with Nvidia doesn't bother me compared to the umpteen other games I have problems with using my ATI card.

    I'd love to support the Canadian IT industry here and buy ATI again but until the problems stop I'll be picking up a Nvidia card soon. I'd rather have a select few games malfunction with an Nvidia card, then 9 out of every 10 games crash frequently crash my system when I use my ATI.

    1. Re:ATI has problems with a LOT more games by ptr2void · · Score: 1

      I frequently experience the blue screen of death

      What makes you so sure that the 3D driver is the reason? In my personal (limited) experience, the motherboard and its darn AGP driver is far more likely to be the cause. At least if it's a VIA board ;-)

    2. Re:ATI has problems with a LOT more games by Tragedy4u · · Score: 1

      Yep, looked into the motherboard chipset drivers too...we all have different motherboard's and different archetecture's. I've even tried two different machines with different motherboards, still have problems. I'm currently running an Asus A7M266 with the actual AMD 761 chipset, I've grabbed all the latest drivers etc...tinkered with all the bios setting config's that might help. Nothing's solved these issues yet, ATI support tries to help but unfortunately haven't come up with a fix its sad partially because I like buying my card from the vendor (like ATI) that manufactures it too...unlike Nvidia that licenses their chipset out to the Taiwanese hardware companies (Whose support is often questionable).

      Nvidia cards have their share of problems but from what I've seen they're not as crippling as my ATI issues I've had.

    3. Re:ATI has problems with a LOT more games by JHelgie · · Score: 1

      There must be something horribly wrong with your system, I am running an A7m266, athlon xp 2000+, AIW 9700 pro, windows xp, I haven't gotten a BSOD yet.

    4. Re:ATI has problems with a LOT more games by EarthVsMe · · Score: 1

      Have you tried turning up the voltage of your AGP slot? My computer only became stable in games when I increased it from 1.5v to 1.7v

    5. Re:ATI has problems with a LOT more games by Anonymous Coward · · Score: 0

      A friend of mine eventually destroyed two separate GF4 Ti4200 cards using that voltage trick. The damage was not immediate and therefore most likely heat related.

    6. Re:ATI has problems with a LOT more games by clutch110 · · Score: 1

      Interesting. I had a problem initially, but that was AGP 8x being unstable. Since I disabled 8x, I haven't had a single crash during a video game. None. I have been crash free for about 8 months on Windows XP. I would say that the ATI drivers are rock solid. For what its worth, I have a Radeon 9700 Pro, AMD 2600+ and ASUS A7N8X Deluxe.

  25. So who is going to bend first? by MBraynard · · Score: 1
    Four possible solutions:

    1) Valve fixes HL2 so that it runs on NV.
    2) NV releases a major patch so that HL2 runs on their chips.
    3) Valve and NV cooperate and both work together to find a solution.
    4) Neither company bends, and NV users have to buy ATI (bleh) or sit and spin.

    Correct response: 3. Or am I wrong?

    1. Re:So who is going to bend first? by Anonymous Coward · · Score: 0

      I'd say you are right that 3 is the optimal response, but the reaction I'm seeing is -completely- out of proportion to the problem! I mean, it's Full-Screen Antialiasing! It's not problems with texturing on clipping or transparencies, it's not a crippling performance hit, and it's not terrible instability -- it's a piece of barely noticeable, completely optional -fluff-! Besides, the article states that it doesn't work properly on -either- card - and just because ATi -may- be able to create a workaround doesn't mean that then -can- -- or will.

  26. Gabe Newell's response by gedanken · · Score: 2, Informative
  27. MOD PARENT UP! by Anonymous Coward · · Score: 0

    He nailed it. Valve has done this crap before. I'm glad I'm not the only person that rememebers. It would be nice if they took responsibility for their lack of coding prowess instead of blaming ATI or nVidia every time they are too lazy to fix their borked code.

  28. X-Bit Labs is Horribly, Horribly Wrong by RCVinson · · Score: 1

    Seriously.

    They're confusing anti-aliasing textures (ie: making them smooth out instead of pixelate when up close) with FSAA (smoothing out the whole screen/scene, trying to reduce jaggedness, etc).

    These are totally different.

    Just read the response from Gabe that gedanken linked to:

    Gabe Newell's response

    ~Rayme

  29. You are not alone. by Anonymous Coward · · Score: 0

    Of the 50 or so member in my quake3 clan, most of them had radeons. It's not like it's the only game we play though. Almost everyone has gotten rid of their ATI cards at this point and gone in one of three directions. They either grab the ti4600 since it's dirt cheap now and still sick fast at most things, or they get the FX5600 around the same price for the DX9 support, but slower then ti4600 performance. And the bastards get the FX5900. And I've compared one side by side with a 9700 pro and there is no comparison. The FX5900 is just candy. A little loud, so you should waterblock it ASAP. Like a friend of mine says a lot, I don't remember the last time I could play 3dmark03 instagib. Benchmarks are for suckers. The fact of the matter is the FX5900 is faster in just about every real game there is. I'm part of the poor people faction that went with a ti4600, and I'm more than happy. As long as I don't plan to use FSAA at all, it will keep up with just about any game I'll want to play for a long time. As for ATI, there aren't many serious gamers that I know using them anymore. We have two holdouts in our clan, and they are using the "powercolor?" version
    of the ATI cards, and swear they love them. They still disappear in the middle of matches at least 3 times a week and make it back a while later saying "sorry, had to reboot".

  30. nVidia workarounds by The+Moving+Shadow · · Score: 1

    Gabe Newell has silenced the rumours about problems with the nVidia (non FX cards) on Halflife2.net this morning. Here's what he had to say about it:

    "Since people seem to be hyperventilating over the anti-aliasing issue, I thought I'd update everyone.

    1) How bad is the problem?

    With current multi-sample implementations of anti-aliasing, you may sample texels outside of the polygon boundary, which may result in sampling light maps from other polygons.

    This has always been a problem. This is a problem with Quake 1, Quake 2, Quake 3, Daikatana, Sin, Elite Force, Half-Life, Counter-Strike on the X-Box, or any game that uses packed lightmaps with multi-sample anti-aliasing.

    You would see these artifacts on polygon boundaries where the wrong lightmap is being sampled. It will look like a bright or dark line on the edge of a polygon.

    Gary McTaggart brought this up in an email because he is being pretty hardcore about graphics quality right now. This is not a new problem. If you've run a game that uses lightmaps with anti-aliasing turned on, then you've been seeing these artifacts the whole time.

    Artifacts may show up more frequently in Half-Life 2 simply because we've eliminated lots of other artifacts, and because we have a lot of variation in scene lighting due to our art direction.

    To put this in perspective, not doing tri-linear filtering on mipmaps is a lot worse.

    2) What are potential solutions?

    Support Centroid Sampling

    Use Pixel Shaders to Clamp Texture Coordinates

    Centroid sampling doesn't have the problem that center sampling does in multi-sample antil-aliasing. ATI has supported this form of anti-aliasing for the 9000 series. The tricky part is enabling this when DirectX doesn't easily expose this.

    There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.

    Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.

    3) How will this look?

    We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes."


    You can find the whole post here:
    http://www.halflife2.net/forums/showthread. php?s=& threadid=3071

  31. But what about the gameplay? by CrazyWingman · · Score: 1

    Sorry, but in response to all of you complaining about being "unable to play without FSAA" - am I the only one who is looking forward to HL2 for the gameplay? i thought the original HL was awesome because the gameplay rocked - the weapons were great, the enemies were cool, and the environment was excellent. I've been looking forward to someone creating similar work. (and, no, I haven't played Halo, Deus Ex, or whatever the other one is that people typically cite for these qualities, so I can't say that it hasn't already been done)

    1. Re:But what about the gameplay? by Anonymous Coward · · Score: 0

      Mod parent up, please. I've been saying this here and elsewhere; maybe people will actually listen now that it's a non-AC saying it.
      Oh, and Wingman, you may want to try System Shock 2.

  32. Re:The next time you pooh-pooh consoles... [OT] by Repton · · Score: 1

    Y'know, I thought of that article when I made the comment ... But I couldn't summon the energy to consider whether I was using the word correctly.

    ...

    Well. Someone posts on slashdot that people buy console games "because the work" just after slashdot runs an article saying that many console games these days _don't_ work correctly. It's not too far off the definition the Guardian gives..

    What adjective would you prefer?

    --
    Repton.
    They say that only an experienced wizard can do the tengu shuffle.