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标题: R600支持24 X Anti Aliasing [打印本页]

作者: 三毛妮    时间: 2007-4-24 15:11
标题: R600支持24 X Anti Aliasing
We reported most of the features about R600 and we still owe you the explanation how the heck 64 Unified Shader can make the 320 stream processors but lets just say its all about vec4+1. It is a very complex part. Anyway on the fun side R600 will support 24 X Anti aliasing.

It can support 8X MSAA (Multi Sampling Anti Aliasing) and combined with FSAA can result with Anti aliasing up to 24X. This should be exciting part as G80 can do only 16X and even the 16X kills the performance. ATI might be better off due to its 512 bit memory controller.  

This will only be interesting if you use more than one card in Crossfire as this is where such an Antialiasing could be useful.
作者: anglelo    时间: 2007-4-24 15:25
出不来,就算支持到100000000X都没用
作者: 胖默默    时间: 2007-4-24 15:31
什么时候出来啊...

都有点等烦了...
作者: zzhang    时间: 2007-4-24 16:51
很想有人解释一下这个24xAA是怎么在8xMSAA的基础上实现的?
作者: boa2005    时间: 2007-4-24 16:59
这些都是虚名 就像天上的浮云一样~
作者: goldman948    时间: 2007-4-24 17:00
YY大於实际吧,有时候觉得4X和16X都看不大出差异
作者: Edison    时间: 2007-4-24 17:10
就是TAA(X2)+SSAA(X2)+MSAA凑出来的?
作者: 来不及思考    时间: 2007-4-24 18:43
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作者: fineday    时间: 2007-4-24 18:51
原帖由 来不及思考 于 2007-4-24 18:43 发表

为什么要把alpha AA也算进去? :o

:unsure: AMD连64 4D+1D都能算成320SP,TAA为啥不敢算……

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btw,除非看幻灯片,否则估计没人能看出在动态画面中16X AA和24X AA有多少区别
话说静态截图对比16X AA和32X AA的区别我都要仔细分辨才能大概看到一丁点:wacko:

[ 本帖最后由 fineday 于 2007-4-24 18:53 编辑 ]




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