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-   -   ATI承認"優化"~ (https://www.pcdvd.com.tw/showthread.php?t=342232)

Wanderer 2004-06-04 07:09 PM

引用:
Originally posted by 宗毛
呃,我寫得還不夠清楚嗎?……「forced bilinear」
也就是說,CP開啟8XAF,但是遊戲中設置Bilinear


嗯, 我會錯意了! 不過用Colored mipmap的UT來看optimized後的差異準嗎? 連NV的卡都在Colored mipmap的UT中效能下降.

Candy 2004-06-04 07:52 PM

引用:
Originally posted by Wanderer
嗯, 我會錯意了! 不過用Colored mipmap的UT來看optimized後的差異準嗎? 連NV的卡都在Colored mipmap的UT中效能下降.


你又搞錯了,NV的效能差異是指優化ON/OFF的差異,有/無Colored mipmap並無變動~

意思是NV以開/關起動優化,而ATI要以Colored mipmap有/無來起動,一個明講,一個暗
來~

http://www.tomshardware.com/graphic...timized-08.html

L34RN3R 2004-06-04 08:32 PM

引用:
Originally posted by 宗毛
X800Pro stock 8XAF(form CP) forced bilinear @1600x1200
fps:85.9(normal)-->74.6(colored mipmap)
你認為有沒有超過5%呢?…

而且,除了UT2003/2004外…我不知道還有那個「引擎」的遊戲可以開colored mipmap耶…


quake3~ :D 又老又好玩.... *趴*

Wanderer 2004-06-04 09:59 PM

引用:
Originally posted by Candy
你又搞錯了,NV的效能差異是指優化ON/OFF的差異,有/無Colored mipmap並無變動~

意思是NV以開/關起動優化,而ATI要以Colored mipmap有/無來起動,一個明講,一個暗
來~

http://www.tomshardware.com/graphic...timized-08.html


請看清楚我的post, 我說的是在"UT"(Unreal Tournament)中用Colored mipmap, NV的卡一樣有效能下降的問題, Lars也有提到:

Quite a different story in UT2003/2004. Here, all cards suffer loss of performance. That, however, is due to the way in which it is implemented. Here's what Epic has to say about this:

xxx @ NVIDIA just pointed out that filling textures with a constant color/alpha might cause more pixels to be written to the framebuffer (passing alpha test), which could affect performance. Totally forgot about that one and I should probably change the code to leave the alpha channel alone for our next generation engine :)

Lars沒有在THG中post UT2004的數據, 但早在半個多月前就已經post在Beyond3D: http://www.beyond3d.com/forum/viewt...ghlight=#284811

所以最後他們是拿Call of Duty來比較normal/Colored mipmap.


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