"HDAO performs a single full-screen pass that requires only a single sample depth buffer as input. The pixel shader samples many depth texels in a solid pattern around the pixel of interest. It actually collects twin pairs of depth texels that have a special relationship. These texels are then mirrored through the pixel of interest."
"Performance
HDAO is an expensive effect, and in particular the texturing burden is very high. To alleviate this cost, the Direct3D 10.1 gather4 instruction has been used to accelerate the sampling. Instead of reading a single sample at a time, we collect four. This greatly reduces the texturing overhead of the technique. Another benefit to working on four samples at a time is that the calculations can also be vectorized in a very natural way."作者: 苯苯小哥 时间: 2010-4-3 16:08
有点意思啊 咋480帧数涨上去了 5870基本没什么变化??? 以后测试这游戏 480又有必备设置。。。。。。。作者: 66666 时间: 2010-4-5 17:14
目前理论上所有DX11游戏都使用了ComputeShader,但是真正能用的好用的到位的估计也没几个作者: Sirlion 时间: 2010-4-29 23:17
这两张图都是dx11,但是给了gtx285的浅绿色……晕作者: Edison 时间: 2010-4-29 23:23
GTX 285 在这个测试中没有测试结果,所以你不会看到。作者: WG_Baby 时间: 2010-4-30 00:28
這個測試好多人都這樣開啊,能找到的都開極限去了,沒去研究減低畫質怎麼跑