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PS3 新開發工具 PLAYSTATION Edge 的展示(内有简单翻译)

A typical case of "TG— others— TG"


Obviously, someone can't agree with the opinion of RSX.
引用:
nAo:The article contains a few innacuracies and the old RSX sucks at VS is plain wrong...

Heavenly Sword does not use any SPUs to do vertex shading and/or to pre cull primitives though..

We use SPUs to cull a coarse representation of objects in the scene, while EDGE culls at triangle level. Yep..they check every single triangle
And a dev of the 3rd party has tried Edge
引用:
patsu:  joker454, are you guys using SPURS ? How do you partition your work amongst the SPUs ? (assuming you can talk about it).

joker454:Yup we're using spurs which is great. I can't get into the details of how divide work though, partly because of nda's, and partly because it's still a work in progress.


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引用:
原帖由 saytesnake 于 2007-4-4 19:00 发表

至少2008.不过本人较为期待"天剑"这款游戏,这游戏画面很强的,个人认为.
天剑并未使用这文所说的技术,按照主创人员的说法,在画质上他们主要做的是深挖RSX的潜能


nAo:The article contains a few innacuracies and the old RSX sucks at VS is plain wrong...

Heavenly Sword does not use any SPUs to do vertex shading and/or to pre cull primitives though..

We use SPUs to cull a coarse representation of objects in the scene, while EDGE culls at triangle level. Yep..they check every single triangle



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