GF4 Ti4200, 32-bit Z-buffer, and Rivatuner

Jeff7

Lifer
Jan 4, 2001
41,596
20
81
Does the GF4 Ti4200 support the 32-bit Z-buffer? I've used Rivatuner to enable the 24-bit Z-buffer; I am under the assumption that 32-bit might improve image quality at a distance by cutting down on hidden surfaces becoming visible. That happens in a few games - as objects get farther away, obscured surfaces begin to shimmer into view.
Is there perhaps another good tweaking program out there that can help with this?
 

BFG10K

Lifer
Aug 14, 2000
22,709
3,004
126
Does the GF4 Ti4200 support the 32-bit Z-buffer?
No, it supports a maximum 24 bit Z + 8 bit stencil configuration.

That happens in a few games - as objects get farther away, obscured surfaces begin to shimmer into view.
24 bits is more than enough to handle this problem unfortunately it looks like nVidia's drivers force a 16 bit Z buffer in certain games and you see the clipping errors that you are describing. I had the exact same problems in Undying and Serious Sam 1 & 2 on my Ti4600 which I never managed to find a fix for. They vanished after I got my Radeon 9700 though.

To minimise the problem make sure you run all your games in 32 bit colour, run your desktop in 32 bit colour and make the sure the "force 16 bit Z buffer" option is unchecked in the drivers.