In addition to addressing reported glitches, the patch will remove support for DX10.1, since we need to rework its implementation. The performance gains seen by players who are currently playing Assassin’s Creed with a DX10.1 graphics card are in large part due to the fact that our implementation removes a render pass during post-effect which is costly.This statement raised a whole new set of questions: What exactly is the "costly" render pass that's being removed in DX10.1? Does it impact image quality or just improve performance? And what are Ubisoft's motives for removing the DX10.1 code path?
TR: First, what is the nature of the "costly" "post-effect" removed in Assassin's Creed's DX10.1 implementation? Is it related to antialiasing? Tone mapping?So we have confirmation that the performance gains on Radeons in DirectX 10.1 are indeed legitimate. The removal of the rendering pass is made possible by DX10.1's antialiasing improvements and should not affect image quality. Ubisoft claims it's pulling DX10.1 support in the patch because of a bug, but is non-commital on whether DX10.1 capability will be restored in a future patch for the game.
Beauchemin: The post-effects are used to generate a special look to the game. This means some color correction, glow, and other visual effects that give the unique graphical ambiance to the game. They are also used for game play, like character selection, eagle-eye vision coloring, etc.
TR: Does the removal of this "render pass during post-effect" in the DX10.1 have an impact on image quality in the game?
Beauchemin: With DirectX 10.1, we are able to re-use an existing buffer to render the post-effects instead of having to render it again with different attributes. However, with the implementation of the retail version, we found a problem that caused the post-effects to fail to render properly.
TR: Is this "render pass during post-effect" somehow made unnecessary by DirectX 10.1?
Beauchemin: The DirectX 10.1 API enables us to re-use one of our depth buffers without having to render it twice, once with AA and once without.
TR: What other image quality and/or performance enchancements does the DX10.1 code path in the game offer?
Beauchemin: There is no visual difference for the gamer. Only the performance is affected.
TR: What specific factors led to DX10.1 support's removal in patch 1?
Beauchemin: Our DX10.1 implementation was not properly done and we didn't want the users with Vista SP1 and DX10.1-enabled cards to have a bad gaming experience.
TR: Finally, what is the future of DX10.1 support in Assassin's Creed? Will it be restored in a future patch for the game?
Beauchemin: We are currently investigating this situation.
Assassins Creed 1.02 DX10 |
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Assassins Creed DX10 |
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![]() Temple - DX10 1920x1200 - 2.9MB | ![]() Temple - DX10.1 1920x1200 - 2.8MB | ![]() Temple - MS Pix 1920x1200 - 2.2MB |
Assassins Creed beta DX10 |
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Assassins Creed DX10 |
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原帖由 看看看看 于 2008-5-12 13:29 发表
PCIZLLA官方揭露了DX10废柴本质,用的就是cho提供的截图点
http://www.pczilla.net/bbs/a/a.asp?B=1&ID=927
原帖由 shu0202 于 2008-5-12 15:33 发表
DX10.1为AMD提供了优秀的抗锯齿方案,能够使NV在DX10下的抗锯齿优势荡然无存,这就是真相。根本就不是什么渲染错误的问题。DX10级别能够提供非常准确地渲染效果,DX10.1也一样,出现错误除非刺客信条是个未完成品。
Assassins Creed beta DX10 |
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Assassins Creed DX10 |
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Assassins Creed 1.02 DX10 |
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原帖由 Edison 于 2008-5-14 22:58 发表
快报:
最新1.02 patch中,AMD RADEON HD 3000家族的鸟笼AA失效,RADEON HD 3870X2帧率从之前的44+fps下跌至31fps。
截图已经在处理中。
原帖由 westlee 于 2008-5-15 20:36 发表
我倒是觉得这个比较像是ubi的问题,用了dx10.1的代码以后发现postfx的效果不正确,又不想花大力气去修正,结果就简单的屏蔽了之。
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