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Advance Member
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Elite Member
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¦¬¨ì¡K¨º§Ú´N¤£¥h¤W½Ò¤F¡K¡K GeForce3·sÂÂDriver´ú¸Õ(¦³®t¶Ü?) 9800SE³n§ï²³æ±Ð¾Ç(Catalyst+RivaTuner)¡C¨p¤H¦¬Âà Magnifier.tw 2003-10-26¾Ù°T9800XT Preview2003-11-039700Pro/9800Pro/9800XT¤j¶°¦X! 2004-05-28ATi±j¤O±µ´ÎªÌ--Radeon X800Pro !2004-06-30DX9.0c±aµ¹¤FGeForceFX¤°»ò¼vÅT?(Far Cry) 2005-01-15X800XL²{¨¢wATI¤¤/°ª¶¥·s¾Ô±N¡I2005-02-17°Å¤£Â_¡B²zÁٶâw¡yCPU¡®Åã¥Ü¥d¡z«e¥@¤µ¥Í¹ý©³¸ÑªR¡I 2005-06-30[G70¨t¦C¤§1]7800GTX¯uªº«D¡y³Ì°ª¶¥¡zCPU¤£¥i¶Ü¡H more...... |
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Advance Member
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Power Member
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Major Member
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Technical and Performance FAQ 1.3.1 Is hardware anti-aliasing supported? No. Halo renders everything to multiple off-screen surfaces instead of directly to the D3D back buffer and hardware anti-aliasing is applied on the back buffer only. For Halo, we have to do this because some of the effects (such as the active camouflage or the zoom scope) require the back buffer as source data. ¤@°ï³¾¸Ü,¤Ï¥¿HALO´N¬O¤£¯à»PFSAA¬Û®e´N¬O¤F. |
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Major Member
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http://www.microsoft.com/games/halo/support.asp |
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