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L14: Freak
Project Cars Developer Reveals Wii U Technical Information
Slightly Mad Studios, the development team behind Project Cars, have provided details of enhancements and improvements for the Wii U version of the game. The team released five brand-new builds of Project Cars last week, and here’s a look at the most recent changes.
-Wii U Thread Setup for RVM/Envmap and Phase3 rendering
-Wii U – tweaked Gamma down again
-HUD Mirror rendering optimised for WiiU – uses it own aliased targets for phase1/2/3, removing a texture copy. Increased Mirror resolution + all in MEM1
-Wii U Increased thread priority for RenderThreads
-Wii U – various command buffer call state fixes + redundant sampler setting caching
-Wii U warning fix (CarPreviewObject)
-Rain lighting corrected – ambient-and-shadow buffer alias created for particles shadowing
-Wii U shader parameter setting optimisations
-Support for rendercontext SlopeScale bias (polygon offset in GX2 speak) : fixes shadow z-fighting/motherships
Quelle
Slightly Mad Studios, the development team behind Project Cars, have provided details of enhancements and improvements for the Wii U version of the game. The team released five brand-new builds of Project Cars last week, and here’s a look at the most recent changes.
-Wii U Thread Setup for RVM/Envmap and Phase3 rendering
-Wii U – tweaked Gamma down again
-HUD Mirror rendering optimised for WiiU – uses it own aliased targets for phase1/2/3, removing a texture copy. Increased Mirror resolution + all in MEM1
-Wii U Increased thread priority for RenderThreads
-Wii U – various command buffer call state fixes + redundant sampler setting caching
-Wii U warning fix (CarPreviewObject)
-Rain lighting corrected – ambient-and-shadow buffer alias created for particles shadowing
-Wii U shader parameter setting optimisations
-Support for rendercontext SlopeScale bias (polygon offset in GX2 speak) : fixes shadow z-fighting/motherships
Quelle