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Regular Member
![]() ![]() 加入日期: Dec 2001
文章: 85
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引用:
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. |
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Senior Member
![]() ![]() ![]() 加入日期: May 2001 您的住址: 數碼天堂
文章: 1,460
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引用:
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
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![]() SolidWorks上有無RealView的差別 3D Studio Max上預覽(Camera)的差別 Pro/E,CATIA,UG上有無線條反鋸齒(AA Line)的差別 此文章於 2004-06-04 07:57 PM 被 Candy 編輯. |
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Advance Member
![]() ![]() 加入日期: Oct 2001
文章: 373
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引用:
quake3~ 又老又好玩.... *趴* |
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Regular Member
![]() ![]() 加入日期: Dec 2001
文章: 85
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引用:
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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