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Wanderer
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加入日期: Dec 2001
文章: 85
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.
舊 2004-06-04, 09:59 PM #14
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