瀏覽單個文章
HardCorr
Golden Member
 

加入日期: Mar 2003
您的住址: 鳥不生蛋的地方
文章: 2,620
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


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.


當然是遊戲支援最重要, 但有些就是支援過頭 Orz
 
舊 2008-06-29, 08:09 AM #52
回應時引用此文章
HardCorr離線中