Question about Microsoft Xbox Console

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Render/texture problems When ever I play a game, the textures on anything seem to tile. Textures in the walls or the ground and other objects, have grainy lines of specs. I thought I'd open my Xbox, thinking it might have dust build-up but I wanted to find out if anyone else had the same problem and how they fixed it.

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  • David Fernandez Jul 23, 2007

    I'll check for dust but it cant be over heating. It happens from when It start it up. I'll try both remedys. Thanks for the feedback.

  • Anonymous Mar 03, 2009

    the graphics in all of my games stack especially in my kotor games

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Could also be the cables you are using. My original xbox caused the same issue you are experiencing and when replaced fixed the issue. Hope this helps.

Posted on Jul 23, 2007

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Open it up and check for dust, it might be getting hot. Heat can cause video problems. Check that the fans are spinning as well.

Posted on Jul 23, 2007

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What does this error mean "Error Code texture


If you have a flashed xbox then sometime they wont load the maps or textures correct. You may need to re-flash your xbox to original firmware if you want to finish the game!

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Graphic Rendering The Real World


The real world is filled with complex objects: curves, textures, shadows, and especially the commonplace flaws found in everyday structures that make them real. The challenge for game developers is to duplicate these objects in a realistic manner. A character's face shouldn't look perfect, because there are always small blemishes, wrinkles, and other imperfections. Also, the physics of movement and interaction between objects in the real world have to be faithfully duplicated.

So the challenge for video card manufacturers is to create hardware that is able to support all of the programmatic techniques developed to present a realistically rendered world within a computer. When comparing video cards, you'll often run into terms such as bump mapping, anisotropic filtering, bilinear filtering, MIP mapping, etc. All of these (and others) are techniques implemented in the hardware that let game developers create realistic objects in their games. Let's take a very quick tour of what some of these terms mean.

GPU – Graphics Processing Unit; as video cards become increasingly complex, it pays to offload a lot of the heavy-duty visual processing from the computer's main CPU to what amounts to a mini-CPU on the video card. The video card's GPU does a lot of the computational heavy lifting required to render 3D graphics.

DDR – The term DDR is often used to describe a video card's memory. DDR stands for "double-data rate" and is a type of SDRAM used in video cards today. Double-data rate means this type of memory is able to move data on both the falling and rising edges of the clock cycle. DDR1 SDRAM is the most common memory in use with video card technology today and is able to move data in 2-bit chunks.

Again, the purpose here is to offload graphics rendering tasks out of the computer's main memory and CPU, hence the idea to equip video cards with loads of memory. Nowadays, a cutting-edge video card should pack 256MB of DDR1 or DDR2 SDRAM. Unlike DDR1, DDR2 memory moves data in 4-bit chunks, so data transfer performance is doubled. The newest video cards on the market today are beginning to adopt DDR2 memory.

RAMDAC – Your computer only understands digital, and your eyes can only see in analog. The video card RAMDAC's job is to bridge the gap between the digital and analog worlds and let the computer display analog images on the monitor. Faster RAMDACs (RAMDAC speeds are measured in megahertz) enable the computer to display higher resolutions on a monitor without annoying flicker.

3D Terminology – Today's video cards render highly realistic 3D images. To do this, video cards must faithfully reproduce what gamers see in the real world, including lifelike textures and realistic movements. There are a number of techniques implemented in both hardware and software that let video cards generate realistic 3D images. Let's take a look at a few of the most important:

Z-buffering – A technique implemented in the video card's memory that is used to store information about pixel location as fluid scenes are rendered. For example, if a pixel moves behind another, that information is stored in the Z-buffer.

Texel – Stands for "texture element." A texel is a graphics unit similar to a pixel, except it is used to define 3D graphics. Think of a texel as the base unit that defines 3D graphics.

Fogging – Technique used to simulate haze, fog, or smoke.

Trilinear filtering – Video cards use texture maps to apply textures, such as skin, surfaces, etc., to simplified models of objects called primitives. Essentially, these primitives are "colored" with textures stored in 2D images called texture maps. Textures must not only look realistic, they must also be adjusted, if need be, according to the position and movement of the object. Trilinear filtering is used to make this mapping appear more realistic.

Full-screen anti-aliasing – Anti-aliasing is used to smooth out transitions between pixels with different colors and reduce image "jaggies." This technique minimizes the jaggies at all resolutions.

Programmable vertex and pixel shading – These techniques allow the rendering of realistic lighting and shadow effects. For example, ATI's SMARTSHADER technology allows the implementation of DirectX 9 floating-point programmable vertex and pixel shading. NVIDIA's version is called CineFX.

DirectX 10 – This is Microsoft's latest version of the DirectX APIs that let video developers programmatically exploit the capabilities of existing video hardware. The API lets software developers quickly create games without having to know the intimate details of each

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1 Answer

Alot of games i try to play have messed up textures...like some parts of the environment are gone and shows all the way down to lower levels, or sometimes a texture will stretch into the sky....i have the...


Games may autodetect and set settings to lower levels for performance, rather than visual improvement. You may need to manually adjust some settings for the game. Note that the adjusments may impact performance.

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DXTC is an acronym or stands for DirectX Texture COmpression.
The three algorithms are different only for the alpha channel compression, the RGB part is exactly the same for all three. So if you don't need alpha blending you should use DXT1, as using DXT3 or DXT5 will only double dds file size without any improvement in visual quality. Instead, I regularly find out in texture replacement lots of DXT5 compressed textures with the default white alpha channel.
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2 Answers

Glitch on ati


Many of the old games use graphic textures that are not to the power of 2. This will result in missing textures, scrambled textures, black screens and more.

Unfortunately there is nothing that can be done about this aside from making yourself an old pc or resurrecting an old one just to play them.

another suggestion is to drop the resolution down to 800x600 or 1024x768 and test there to see if this solves the issue.

As graphic cards advance they don't always hold a backwards compatibility. Its just what happens.

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Here is the link for the trial version.
http://downloads.gamezone.com/demos/d6090.htm
This is a link for the patch.
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