![]() Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: The model will still be rendered using the high-quality textures, even if your monitor is so bad - that you'd have to stand right next to the model to see any difference.Your IP address has been temporarily blocked due to a large number of HTTP requests. The resolution of your monitor only matters after this point. That is, you could get much closer to it - and you will still see details. So more points on the model will have their own unique pixel. In game, when you zoom too far in - this means you either get pixelated looking images, or if they use any kind of filtering (*all modern games do), you'll get a nice big blurry spot.Ī 4K texture just has more pixels to sample from. Therefore, to map each point on the model to a pixel in the texture, means some points will share a pixel. It has a width and height, and there is clearly no such thing as half-way between two pixels - it's either pixel 1, or pixel 2. There are a limited number of pixels in the texture map. There are infinite points on a 3D model (look at your hand, find two points - you can keep finding a "half-way" point mathematically, infinite times) You can now set the color of that pixel on your monitor - to the color from the texture. When you view this in game, Maths™ is used, which maps each point on the 3D model, to a pixel on your screen.Īs each point on the 3D model, is already mapped to a pixel in the texture. It's like mathematically wrapping a candy-bar wrapper around the chocolate inside. ![]() points to a specific pixel on the texture. The texture is mapped to the model, such that each point on the surface of the 3D model (split into triangles), has a co-ordinate on the texture. You have a texture, which is just a 2D image of colors You have a 3D model, that looks like a thing - e.g. In short, the graphics pipeline for getting "pretty pictures" on a screen is, with some hand-waving to simplify things: A 4K texture, does not require a 4K monitor.
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