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这就是传说中的神作GOW?与抵抗人类之画面对比(备份用)

gow采用的deferred rendering技术和msaa不怎么融洽,所以确定不会有msaa了。
UE3 works fine with the EDRAM, what it doesn't work well with is MSAA in general, because they do their shadows in screen space before the downsample, the cost of them is multiplied by the amount of AA.

They could probably downsample the Zbuffer and do the shadow processing in final screen space, but there would be artifacts because of Zbuffer averaging, and shadows would not be antialiased

I'm guessing they've tried this and the results are unacceptable.

这是一个网友发email给epic的人询问未来ue3是否讲加入predicated tiling,回答是引擎和msaa不合

Jacob- Will UE3.0 support predicated tiling to make use of 4xAA on Xbox 360?
Sweeney- Gears of War runs natively at 1280x720p without multisampling. MSAA performance doesn't scale well to next-generation deferred rendering techniques, which UE3 uses extensively for shadowing, particle systems, and fog.

http://www.beyond3d.com/forum/showthread.php?t=30734&highlight=Predicated+Tiling


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