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.