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PCDVD數位科技討論區
(https://www.pcdvd.com.tw/index.php)
- 顯示卡討論區
(https://www.pcdvd.com.tw/forumdisplay.php?f=8)
- - 間諜遊戲要出新作了!!!
(https://www.pcdvd.com.tw/showthread.php?t=211380)
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引用:
沒錯… 這次cat3.4的驅動程式,雖然在測試程式上高了一點,可是從很多遊戲的實測結果效能並沒有什麼增加,雖然解了部分bug,不過好像也生出了一些bug…雖然我玩的遊戲中並沒有遇到問題,不過從rage3d中大家的反應來看,應該是還差強人意啦…ati還要再加加油才行! |
Dany Lepage
Lead Programmer Splinter Cell 2 Splinter Cell, running in projector mode, runs the same code on NV2x/3x and R2xx/3xx chips. This mean they are all using the same PS 1.1 code. It certainly not fair to compare ATI's cards running in projector mode against NV cards running in shadow maps mode. The results, visually are different enough. In that respect, the only acceptable way of using SC as a benchmark is to make sure ATI/Nvidia's cards are rendering ~the same thing. I notice that some people were arguing about DirectX standards and such. Here is my take on this: With DX8 hardware, NVidia was the standard, they got the xbox contract and had their first DX8 part ready a long time before ATI did. NV20 was the standard for DX8, whatever was in it. Whatever features ATI was coming up with (like PS 1.4) didn't matter much from my perspective. With DX9, this is the exact opposite, R300 is the standard. My hope is that Microsoft will stop supporting "vendor extensions" like PS 1.4 and 2.0+ and just make the PC a console that gets a new API every 2 years (evolve much faster than a console anyway). As for the D3DFMT_D24S8, well, yes, it's a vendor extension but like I said, NV20 is standard for DX8. Anyway... |
http://www.beyond3d.com/forum/viewt...ighlight=shadow
(1)Quoted by pcchen Stencil shadow volumes Pros: robust (with Carmack's reverse and infinite planes), simple to implement, widely supported by display hardwares (requires only stencil buffer) Cons: eats lot of fillrate (except for tilers), hardware accelerated shadow volume generation is complex or slow, hard edges, handles geometry only (no alpha textures) Shadow buffers Pros: simple to implement, hardware accelerated (few or no CPU intervention), can mimic soft shadows Cons: not so robust, requires special hardware support, need different kind of textures for different kind of lights (directional vs point) (non-prioritized) projected shadows Pros: hardware accelerated (few or no CPU intervention), can mimic soft shadows Cons: not robust, need different kind of textures for different kind of lights (directional vs point) (2)Quoted by Reverend After some discussion with Ubisoft re Splinter Cell, we (i.e. me and my Ubi contact/programmer) agree on the following : Quote: Most people agree that there are 4 major shadow rendering techniques in computer graphics at the moment : (1) stencil shadow volume, as will be used by Doom 3 (2) shadow buffers, as used by Splinter Cell in its GF3/4Ti/FX "version" (3) shadow projectors (projected textures), as used by the Radeon cards in Splinter Cell (4) ray tracing-based, which is not used in real-time computer graphics (far, far too slow). Ubi says that the Splinter Cell projected texture algorithm is certainly one, if not the most, complex implementation of this algorithm in a game ever |
引用:
哪會這麼嚴重.... splinter cell確實是ATI顯示卡在光影上出不來,geforce3以後可以 這差異頗大的,Splinter cell的光影特效相當漂亮 至於開了反鋸齒,兩家顯示卡都會有不正常的現象 不過以SC的畫面品質,一般玩家預設等級開個1024*768就夠了 所以這方面ATI與Ubi雙方的確都還有努力的空間 Btw,那幾張圖片據說是過場動畫,而不是即時運算的內容 |
回覆: 回覆: 間諜遊戲要出新作了!!!
引用:
UBi要不要支援?很有趣的問題....:) 其實最好的話不就是將等級雷同的的顯示卡都應有同樣的畫面表現嗎? 如果可以做,為什麼不做到最好?其中原因就有不少討論空間了 |
回覆: 回覆: 回覆: 間諜遊戲要出新作了!!!
引用:
如果記得沒錯的話,在間諜遊戲網站上應該就有說了: 因為這個遊戲也推出xbox版,所以nvidia的產品會跑得比較好。 但是相同的其他xbox移殖過來的遊戲也不見得就一定跟ati的不太合…所以在下個人認為這只是ubi願不願意做,而不是能不能做的 |
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引用:
Mgs2pc起初也頗不合,最後Konami也是解決掉 如果有明確的解決方案,為何要給ATI玩家次等的享受呢? |
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引用:
我個人是沒有玩過這款遊戲,我只能說說我的看法: 關於這遊戲的光影效果,我記得曾在賣場的包裝盒上看到,這應該遊戲製作小組特別編寫的特效引擎,而由於遊戲屬於XBOX的移植作,故NV卡能呈現出效果,並不讓人感到意外. 至於ATI卡的部份遲遲無法解決,個人猜想,應該是製作小組考量成本問題,或許整個引擎必須大幅編譯,才可能讓ATI的卡也能呈現出,迫於2代的研發進度,所以就不解決了,反正遊戲又不是不能玩,加上使用ATI卡的人口,不及NV..... |
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引用:
事實不是你所說的 請看我在上面所貼的,如果你對 Splinter Cell有疑問,可去Beyond3d(http://www.beyond3d.com/forum/viewforum.php?f=21&sid=)可以請教Splinter Cell的首席製作人"Dany Lepage" |
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