[情報] DirectX 10~
轉貼自Gamespot 網站~主題是在迎接Windows 新一代的作業系統Vista
同時也談到了下一代的DirectX 10... 都是英文的= =
Here's a list of several new Direct3D 10 performance improvements
GameSpot was able to wrestle out of the DirectX 10 team:
New constant buffers maximize efficiency of sending shader constant data
(light positions, material information, etc.) to the GPU by eliminating redundancy
and massively reducing the number of calls to the runtime and driver.
New state objects significantly reduce the amount of API calls and bandwidth,
tracking, mapping, and validation overhead needed in the runtime and driver to
change GPU device state.
Texture arrays enable the GPU to swap materials on-the-fly without having to
swap those textures from the CPU.
Resource views enable super-fast binding of resources to the pipeline by
informing the system early-on about its intended use. This also vastly reduces
the cost of hazard-tracking and validation.
Predicated rendering allows draw calls to be automatically deactivated based
on the results of previous rendering - without any CPU interaction. This
enables rapid occlusion culling to avoid rendering objects that aren’t
visible.
Shader Model 4.0 provides a more robust instruction set with capabilities like
integer and bitwise instructions, enabling more work to be transferred to the
GPU.
The D3D runtime itself has been completely refactored to maximize
performance and configurability by the application.
跟DX9 最大的不同 我想就是 CPU 跟GPU 被完整的區隔了..變成兩個獨立的單元~
而且GPU 處理的所需儲存的資料也不再受顯示卡上記憶體大小的限制,而是可以
直接存取系統的實體記憶體囉~這真是一大福音阿! (文章我沒貼上來,請自行到下面的
網址觀看...)
GPU受CPU 的干擾也越來
越少~可以專心的處理影像資訊 文中也提到了SM 4.0...
7系列支援的SM3.0 已經能讓目前的遊戲表現的淋漓盡致...
真的不敢想像SM4.0 所帶來的震撼影像!!
請大家拭目以待吧~應該是今年的下半年會發表吧?????
原始文章在這邊 (我只轉貼一部份喲)
http://www.gamespot.com/features/6143883/p-4.html
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