1. Login on website
2. Go to the https://www.lfs.net/cars
3. Select car with yours skins
4. Open console (F12)
5. Click on any skin and wait about 1-2 minutes
6. Skin not loaded
GET https://www.lfs.net/get_skin.php?id=576481 504 (Gateway Time-out) merged88.js:596 GET https://www.lfs.net/ajax_misc.php?a=nextSessionCar 504 (Gateway Time-out) merged88.js:178
Open Linus bug 61904 (gcc bugzilla) was closed as a duplicate of bug 61801. 61801 existed in versions with gcc 4.5.0 on 4.8.3, 4.9.0 and 4.9.1 (but not to 4.9.0 error led to trimming constants in the code load_balance). Fixed since 4.8.4, 4.9.2, 4.10.0.
Scawen, i think what in 2005-2008 years nVidia GeForce 6600 was most popular videocard because all my friends and me was have this videocard
NVIDIA has ceased driver support for GeForce FX series. (SM20 only)
Windows 9x & Windows Me: 81.98 released on December 21, 2005
Windows 2000, 32-bit Windows XP & Media Center Edition: 175.19 released on July 9, 2008
Windows Vista & 7: 97.34 released on November 21, 2006
GeForce 6 seria support SM 3.0 and DX9.0c
the GeForce 6 seria started from 2004 and stop at 2006 years.
GeForce 7 seria support SM 3.0 and DX9.0c
the GeForce 6 seria started from 2005 and stop at 2007 years.
ATI Radeon R520 (X1300-1950) started from Oct. 2005, support SM 3.0 DX9.0c
ATI does not provide official support for any X1000 series cards for Windows 8;
the last AMD_Catalyst for this generation are the 10.2 from 2010 up to Windows 7
think you can safely turn shaders 3 versions without any problems
Last edited by denis-takumi, .
Reason : x1000 support
you can query for device capabilities reported by your card using the IDirect3D9::GetDeviceCaps method. This will give you a structure containing a lot of interesting information about what the hardware supports. The resulting structure called VertexShaderVersion and PixelShaderVersion
you can add "option" in grapthic settings
Shader Model: [2.0] [3.0]
(disable 3.0 if device not support this like z-buffer option)
P.S. you can make getting a shader version and send it to your server to keep track of statistics
Shader Model 3.0 appeared in 2004. It is 10 years ago!
- reduces resource consumption GPU in complex calculations thereby increasing the FPS
per pass can be applied to a object maximum four light sources. For comparison, the cards that support only 2.0 shaders, each light source requires one pass rendering.
it reduces the requirements for memory bandwidth and performance vertex shaders. And the number of processed triangles can be reduced up to 40%
You can compile TEST PATCH with SM 3.0 like TP with DX9