Golden Member
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引用:
作者a1234957
記得DX10.1只有改進AA演算法(沒去找文件)
不過重要的還是軟體支援度
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http://www.anandtech.com/video/showdoc.aspx?i=3151&p=2
DX10.1主要是以更少的pass來跑同一個Scene, 外加Global Illuminatioin
引用:
作者TechReport
TR: Does the removal of this "render pass during post-effect" in the DX10.1 have an impact on image quality in the game?
Beauchemin: With DirectX 10.1, we are able to re-use an existing buffer to render the post-effects instead of having to render it again with different attributes. However, with the implementation of the retail version, we found a problem that caused the post-effects to fail to render properly.
TR: Is this "render pass during post-effect" somehow made unnecessary by DirectX 10.1?
Beauchemin: The DirectX 10.1 API enables us to re-use one of our depth buffers without having to render it twice, once with AA and once without.
TR: What other image quality and/or performance enchancements does the DX10.1 code path in the game offer?
Beauchemin: There is no visual difference for the gamer. Only the performance is affected.
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當然是遊戲支援最重要, 但有些就是支援過頭 Orz
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