- Učlanjen(a)
- 12.07.2000
- Poruke
- 6,934
- Poena
- 800
U tridu Unreal2 sam napisao da U2 endzin na najbolji nacin oznacava kraj ere ne preogramabilnih endzina... i pogresio!!
Ut2K3 koristi PixelShadere i samim tim spada u generaciju endzina koji koriste programabilne GPU-ove.
Evo izjave jednog od Epic-ovih baja po ovom pitanju:
"UT2003 uses PS 1.4 for terrain rendering which allows a shorter pixel shader program than using PS 1.1 though isn't a noticeable performance improvement (FWIW, it's 4 vs 7 instructions). In theory PS 1.4 would allow us to render 5 terrain layers at once though due to state change overhead caused by different triangulation (more, smaller batches) the sweet spot is rendering 3 layers at once which both the PS 1.1 and PS 1.4 codepath are capable of doing.
So, to sum it up, we do use PS 1.4 though it doesn't result in a noticeable performance improvement in normal scenarios. You can actually limit the engine to only use pixel shader version 1.1 if you want to play with that.
Zamislite kada bi programeri u potpunosti koristili PS1.4, koliko bi igrice bile lepse i sa vise detalja.
U svakom slucaju ovo objasnjava maxove utiske zasto je na R9500Pro Unreal2 toliko lepsi i igriviji nego na Ti4200/oc4400
Poz:wave;
P.S
Evo liste igara koje koriste PS 1.4 (R200/300) optimizacije:
Battlecruiser Millenium
City of Heroes (OpenGL)
Deus Ex 2
Doom III (OpenGL)
Everquest 2
Far Cry
Gun Metal
Independence War 2 via patch
Kreed
Legendary Adventures
Neverwinter Nights (OpenGL) via water patch
New World Order
Sea Dogs II
Stalker
Star Wars Galaxies Online
Thief 3
Tiger Woods 2003
Tomb Raider: Angel of Darkness
UT2003
Ut2K3 koristi PixelShadere i samim tim spada u generaciju endzina koji koriste programabilne GPU-ove.
Evo izjave jednog od Epic-ovih baja po ovom pitanju:
"UT2003 uses PS 1.4 for terrain rendering which allows a shorter pixel shader program than using PS 1.1 though isn't a noticeable performance improvement (FWIW, it's 4 vs 7 instructions). In theory PS 1.4 would allow us to render 5 terrain layers at once though due to state change overhead caused by different triangulation (more, smaller batches) the sweet spot is rendering 3 layers at once which both the PS 1.1 and PS 1.4 codepath are capable of doing.
So, to sum it up, we do use PS 1.4 though it doesn't result in a noticeable performance improvement in normal scenarios. You can actually limit the engine to only use pixel shader version 1.1 if you want to play with that.
Zamislite kada bi programeri u potpunosti koristili PS1.4, koliko bi igrice bile lepse i sa vise detalja.
U svakom slucaju ovo objasnjava maxove utiske zasto je na R9500Pro Unreal2 toliko lepsi i igriviji nego na Ti4200/oc4400
Poz:wave;
P.S
Evo liste igara koje koriste PS 1.4 (R200/300) optimizacije:
Battlecruiser Millenium
City of Heroes (OpenGL)
Deus Ex 2
Doom III (OpenGL)
Everquest 2
Far Cry
Gun Metal
Independence War 2 via patch
Kreed
Legendary Adventures
Neverwinter Nights (OpenGL) via water patch
New World Order
Sea Dogs II
Stalker
Star Wars Galaxies Online
Thief 3
Tiger Woods 2003
Tomb Raider: Angel of Darkness
UT2003