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amd3dnow
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加入日期: Oct 2000
文章: 227
請問這是什麼意思?

Because of its unique AFR (Alternate Frame Rendering) architecture Rage Fury Maxx exhibits flashing/flickering with some games. There are special programming considerations for the Rage Fury Maxx in order to enhance game experience and ATI is currently working with game developers to ensure AFR support for future games and a fix for current games with such behavior.
These problems appear with certain specific actions by the game applications. A typical problem area is reusing portions of a previous frame to generate the current scene. An example of when such a precaution is necessary is during a game’s ‘Loading’ splash-screen that displays a progress bar throughout a scene or level loading operation. If the background is static, it is typically drawn once into each rendering surface in the flipping chain at the start of the loading sequence. Only the progress bar is updated during subsequent frames until loading has completed. Applications that expect a single instance of each rendering surface, that is those that do not account for AFR, will only update half of the rendering surfaces in the dual flipping chains. This will result in visible flickering when surfaces with stale background data are displayed. The solution is to draw the background twice as many times as originally intended, that is, four times when double buffering and six times when triple buffering.

Another example is games that update part of the screen infrequently, for example games with cockpits, dashboards, or game status information. Such games should ensure that these partial screens are updated for all applicable surfaces in the dual flipping chains.

In the meantime, disabling dual-chip mode under MAXX settings will resolve issues with such games
     
      
舊 2001-07-18, 11:58 AM #1
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