por MaXiMu » 26-07-2005 09:18
[quote="Snake_Eater"]XBOX 1.5 SOPORTARA SOLO 4 CONTROLES WIRELESS, Q GRACIOSO HASTA EN ESO SONY LOS SUPERA POR MUCHO, JAJAJ
PS3 SOPORTARA 7 DEVIDO A LA TECNOLOGIA BLUETOOTH,
XBOX 1.5 LOS UTILISARA CON FRECUENCIAS DE RADIO JAJAJAJA
ES GRACIOSO EN VERDAD.
TAMBIEN SOPORTARA UNA RESOLUSION HDTV DE 1080P ALGO Q LOS FANGAYS DE XBOX1.5 ENVIDIAN.
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For those of you with super-duper graphics cards, you will have come across a problem: you can't use Anti-Aliasing when using HDR lighting, for example in Far Cry. In these cases, it's a situation where you have to choose one or the other. Why is this, and when is the problem going to get solved?
"OK, so the problem is this. With a conventional rendering pipeline, you render straight into the final buffer - so the whole scene is rendered straight into the frame buffer and you can apply the AA to the scene right there."
"But with HDR, you render individual components from a scene and then composite them into a final buffer. It's more like the way films work, where objects on the screen are rendered separately and then composited together. Because they're rendered separately, it's hard to apply FSAA (note the full-screen prefix, not composited-image AA! -Ed) So traditional AA doesn't make sense here."
- So if it can't be done in existing hardware, why not create a new hardware feature of the graphics card that will do both?[/i]
"It would be expensive for us to try and do it in hardware, and it wouldn't really make sense - it doesn't make sense, going into the future, for us to keep applying AA at the hardware level. What will happen is that as games are created for HDR, AA will be done in-engine according to the specification of the developer.
"Maybe at some point, that process will be accelerated in hardware, but that's not in the immediate future."
- But if the problem is the size of the frame buffer, wouldn't the new range of 512MB cards help this?
"With more frame buffer size, yes, you could possibly get closer. But you're talking more like 2GB than 512MB."
http://www.bit-tech.net/bits/2005/07/11 ... iew/3.html
Resumen: nVidia no puede hacer HDR y FSAA a la vez, al menos por hardware (que su GPU no podra), pero quizas por software:
Lo que pasara es que como los juegos son creados para HDR, AA sera hecha "en-engine" o en el engine, de acuerdo a la especificacion del desarrollador. Vamos que los desarrolladores se tienen que hacer el AA en el engine
Otra vez "Sony" Con sus recortes de AA y efectos graficos cuando la XBOX360 soporta mayor resolucion con (AA) y HDR a 4x Sin bajon de framerate
Diciendo que la GPU de XBOX360 esta mas avanzada en tecnologia y efectos y resolucion de HTDV bastante aceptable en tema de FPS y buenos graficos
La PS3 puede hacer juegos a 1080p si o 1080p Pero el (AA) Es muy dificil de hacer que apenas ni se ve y el tema del framerate baja un 20% cuando el GPU de XBOX360 no se nota gracias al tener la EDRAM Directo al GPU y un ancho mas alto que el de PS3
Las cosas vencen por la novedad no por la potencia y esto lo ha dicho NVIDIA que al no poseer EDRAM y memoria unificada pos deberian tener minimo una grafica de de 2 GB En vez de 512 MB totales entre video y memoria convencional.