Darji
Gesperrt
- Seit
- 11 Aug 2006
- Beiträge
- 55.296
Nein wird es nicht zumal es 2011 eh ne neue Box geben wirdCortana schrieb:Doch.
Ich wette:
2010/2011 kommt Gears3 mit UE4 und zeigt am Ende dieser Gen, was geniale Grafik heisst.

Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: This feature may not be available in some browsers.
Nein wird es nicht zumal es 2011 eh ne neue Box geben wirdCortana schrieb:Doch.
Ich wette:
2010/2011 kommt Gears3 mit UE4 und zeigt am Ende dieser Gen, was geniale Grafik heisst.
Na gut.Darji schrieb:Nein wird es nicht zumal es 2011 eh ne neue Box geben wird![]()
Halo2 hat alles aus der Xbox1 geholt.shibby schrieb:Haben wir ja bei Halo² gesehen.
Cortana schrieb:1. Welche Spiele denn?
2. Ich dachte, die Xbox360 baut in jedem Spiel automatisch 2xAA ein?
Cortana schrieb:1. Welche Spiele denn?
2. Ich dachte, die Xbox360 baut in jedem Spiel automatisch 2xAA ein?
Zocker schrieb:Und mit Dir habe ich mal versucht zu diskutieren?![]()
![]()
Liquaron schrieb:Sei nicht so arrogant und erklär es ihm doch, wenn er es nicht besser weiß![]()
lol erst laberst du die ganze Zeit was von Tiling und disqualifizierst dich mit diesem letzten Absatz.Zocker schrieb:Nochmal zur Auflösung: Ja, der Framebuffer reicht für 720p ohne AA. Mit AA eben nicht mehr.
Taddl schrieb:lol erst laberst du die ganze Zeit was von Tiling und disqualifizierst dich mit diesem letzten Absatz.
Du hast keinen Schimmer was Tiling ist, richtig?
Ich hab auch keine Ahnung was Tiling ist.Taddl schrieb:lol erst laberst du die ganze Zeit was von Tiling und disqualifizierst dich mit diesem letzten Absatz.
Du hast keinen Schimmer was Tiling ist, richtig?
Cortana schrieb:Ich hab auch keine Ahnung was Tiling ist.
Bitte mal um Erkläung.
Nihilist schrieb:Disaster - Day of Crisis für Wii
Die Bilder die wir kennen bzw. das Bild welches wir kennen war ja uralt. Die haben jetzt alles umgeschmissen...
- das Spiel ist vorgerendert
- in die Kästchen klickt man mit der Wiimote
- man Kästchen zu Combos kombinieren
- das Spiel erstreckt sich über mehrere Jahreszeiten
- es gibt "Action"-Sequenzen wie bei Resi4 bei denen man schnell reagieren muß
Point and Click Adventure also, hier die Bilder
[removed pic from quote]
*MOD EDIT: Bilder waren doppelt vertreten*
*gähn*Zocker schrieb:Nein habe ich echt nicht. Aber Du ganz sicher.! Komm geh heim. Das wird mir echt zu doof. Mel@ce hat Ahnung, Du offensichtlich nicht.
http://www.beyond3d.com/content/articles/4/5Framebuffer sizes
No FSAA 2xFSAA 4xFSAA
640x480 2.3 4.7 9.4
1280x720 7.0 14.0 28.1
1920x540 7.9 15.8 31.6
MiB
As we can see, with these bit depths, all the resolutions will fit into the 10MB of eDRAM without FSAA and at 640x480 a 4x FSAA depth will stay within the eDRAM memory size, with these colour and Z depths. However, at HDTV resolutions nothing can fit into the 10MB of eDRAM with any mode FSAA enabled. Xenos was specifically designed to perform very well in these cases by dividing the screen into multiple portions that fit within the eDRAM render buffer space. This is similar to prior tile-based renderers, but with a much larger base tile and with additional functionality to optimize the tiling approach.
Tiling mechanisms can operate in a number of ways. With immediate mode rendering (i.e. the pixels being rendered are for the same frame as the geometry being sent) it is never known what pixels the geometry is going to be mapped to when the commands begin processing. This is not known until all the vertex processing is complete, setup has occurred and each primitive is scan converted. So if you wanted to tile the screen with an immediate mode rendering system, the geometry may need to be processed, setup and then discarded if it is found not to relate to pixels that are to be rendered in the current buffer space. The net result here is that geometry needs to be recalculated multiple times for each of the buffers. Another method for tiling would be to use Tile Based Deferred Rendering which processes the geometry and "bins" it into graphics RAM, saving which render "tile" the geometry affects as it does so - these mechanisms have traditionally operated by deferring the actual rendering by a frame in order to parallelise the geometry processing / binning and the rendering (you may wish to take a refresher on PowerVR's tile based deferred rendering process in our article here).
ATI and Microsoft decided to take advantage of the Z only rendering pass which is the expected performance path independent of tiling. They found a way to use this Z only pass to assist with tiling the screen to optimise the eDRAM utilisation. During the Z only rendering pass the max extents within the screen space of each object is calculated and saved in order to alleviate the necessity for calculation of the geometry multiple times. Each command is tagged with a header of which screen tile(s) it will affect. After the Z only rendering pass the Hierarchical Z Buffer is fully populated for the entire screen which results in the render order not being an issue. When rendering a particular tile the command fetching processor looks at the header that was applied in the Z only rendering pass to see whether its resultant data will fall into the tile it is currently processing and if so it will queue it, if not it will discard it until the next tile is ready to render. This process is repeated for each tile that requires rendering. Once the first tile has been fully rendered the tile can be resolved (FSAA down-sample) and that tile of the back-buffer data can be written to system RAM; the next tile can begin rendering whilst the first is still being resolved. In essence this process has similarities with tile based deferred rendering, except that it is not deferring for a frame and that the "tile" it is operating on is order of magnitudes larger than most other tilers have utilised before.
There is going to be an increase in cost here as the resultant data of some objects in the command queue may intersect multiple tiles, in which case the geometry will be processed for each tile (note that once it is transformed and setup the pixels that fall outside of the current rendering tile can be clipped and no further processing is required), however with the very large size of the tiles this will, for the most part, reduce the number of commands that span multiple tiles and need to be processed more than once. Bear in mind that going from one FSAA depth to the next one up in the same resolution shouldn't affect Xenos too much in terms of sample processing as the ROP's and bandwidth are designed to operate with 4x FSAA all the time, so there is no extra cost in terms of sub sample read / write / blends, although there is a small cost in the shaders where extra colour samples will need to be calculated for pixels that cover geometry edges. So in terms of supporting FSAA the developers really only need to care about whether they wish to utilise this tiling solution or not when deciding what depth of FSAA to use (with consideration to the depth of the buffers they require as well). ATI have been quoted as suggesting that 720p resolutions with 4x FSAA, which would require three tiles, has about 95% of the performance of 2x FSAA.
Er soll uns bitte in den nächsten drei Minuten mit eigenen Worten erklären was Tiling bedeutet.
Frenck schrieb:Jetzt kriegen auch die Xbots ihren fairen Anteil an Zocker-Ownage![]()
It's a Freespace 2 stand-alone game, but it definitely doesn't play like FS2. For starters the bottom pic up top is ingame. It feels exactly like the dogfights from the TV series. Sound effects are taken directly from the show, but the voice acting is totally original and doesn't suck for a change. it also has a working 3rd person camera (I remember FS2 having one but back then it was HUDless and therefore useless). some of the maps contain huge asteroids and planetscapes. the demo includes 3 campaign missions and a dozen multiplayer modes. there are bots available so all MP modes can be played offline as well