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Lordcolus
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加入日期: Jul 2001
您的住址: 地球
文章: 834
Hmm...我大概沒有說明清楚問題的所在
如果我的英文沒有問題的話
大意大概是這樣

引用:
The highly-anticipated Half-Life 2 game will have a major bug with current DirectX 9.0 hardware resulting in impossibility in enabling Full-Scene Anti-Aliasing, a popular feature that dramatically improves image quality in games. Apparently, there is a limitation in DirectX 9.0 and/or DirectX 9.0-compliant hardware that will not allow the function to be enabled on certain graphics cards if the workaround is not found.

According a Valve officials quoted in forums at HalfLife2.net web-site, there are problems with the way that current hardware implements FSAA. If you enable it, you will see a lot of artifacts on polygon boundaries due to the way that current graphics processors sample texture subjects with FSAA enabled.

Valve continued that this is a problem for any application that packs small textures into larger textures. The small textures will bleed into each other if you have multi-sample FSAA enabled.


目前Half-Life2和DX9.0和DX9.0相容顯示卡
在相容性上面有些問題
如果你在遊戲中使用FSAA的話
將會產生大量的斑點或是畫面破碎的現象
而這問題產生的原因在於
當較小的材質紋理組合成較大的材質紋理時
由於目前大多數顯示卡採用的多重取樣FSAA
使得這些較小的材質紋理會互相混雜

引用:
The developers of the legendary Half-Life game said that drivers are not likely to solve the problem, however, it still can be solved for graphics cards based on VPUs from ATI Technologies, such as RADEON 9500-, 9600-, 9700- and 9800-series. As for NVIDIA GeForce and GeForce FX-series, there are practically no chances to find a workaround, according to Valve.


據Valve表示
這樣的問題無法用更新Driver來解決
但對於ATi 9500 9600 9700 9800系列
仍然有解決的辦法
而nVidia的FX系列目前則是無解

引用:
Some industry sources indicated that the problem with such FSAA is a known one and is to be addressed in DirectX 9.1 and next-generation graphics processors with Pixel Shaders 3.0 and Vertex Shaders 3.0, such as ATI Technologies�s code-named R420 and NVIDIA�s code-named NV40 VPUs and derivatives. Both next-generation products will come later than the Half-Life 2 that is expected to be available by October.


但這個問題在下一代的DX9.1
引入了Pixel Shaders 3.0和Vertex Shaders 3.0之後
也就是ATi的R420以及NV40世代的晶片
可以獲得解決
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舊 2003-07-19, 05:39 PM #4
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