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April 10, 2006

丽台PX6600GT(PDH)居然还比不上ATI X1600Pro

今天我终于把X300给撤下来了,为了更好的测试一些程序,实在不得不拆机器装驱动费了些心思把干了这件活,好在DELL的机箱做的真是精巧,让我大大的节省了时间。
装好6600GT后,第一件事就是拿3DMARK05 v1.0.0做测试,除了CPU外,其它都选上了,结果很意外。
ATIX1600pro比6600GT高了734分,而且比6600GT多了'Max Vertex Blend Matrices
'的特性,可支持37个m相当于37个骨骼。6600GT则支持vertex texture fetch,这个是ATI所有系列都不具备的特性,但是我不晓得具体实用方面在哪,但C++说用途很广泛。

从硬件方面的比较如下:

x1600pro 12条渲染管线 5个顶点处理单元
6600gt 8条渲染管线 3个顶点着色单元

实际测试的填充率比较如下,左边是6600gt,右边的是x1600pro,可以看出x1600pro确实快很多:

Vertex Shader - Simple 37.6 MVertices/s 64.8 MVertices/s
Vertex Shader - Complex 25.1 MVertices/s 44.1 MVertices/s
8 Triangles 2.7 Triangles/s 5.5 MTriangles/s
32 Triangles 8.8 MTriangles/s 21.5 MTriangles/s
128 Triangles 26.5 MTriangles/s 84.2 MTriangles/s
512 Triangles 56.9 MTriangles/s 88.1 MTriangles/s
2048 Triangles 76.4 MTriangles/s 131.3 MTriangles/s
32768 Triangles 85.5 MTriangles/s 131.2 MTriangles/s

嗯...不过6600是前年年中的,x1600是去年年底的,这样的比较似乎也不太公平

April 04, 2006

该死的X300

X300

  1. 不支持动态分支 ( 软模拟 )
  2. 不支持动态循环 ( 软模拟 )
  3. 不支持数组下标访问 ( 软模拟 )
  4. 不支持同时两组shader同时使用数组下标访问(软模拟)的特性

Thanks for Chinese C++, Spanish Jocoboo

PS: ATI is too buggy for me

January 26, 2006

出发!去艾泽拉斯!

时间如光般流逝,转眼就迎来了狗年,在杭研的日子很快乐,用Jenny的话来说,真是亲切如家,在杭研,大家可以一起愉快的工作,也在一起愉快的聊天,游戏。在这里的工作充满了快乐与激情,希望在未来的日子,通过共同努力,能够打造一款3A级的产品,为了我们的理想,出发!

January 21, 2006

Nvidia's Cube map texturing (大卫翻译)

OpenGL Cube Map Texturing Copyright NVIDIA Corporation, 1999. Commercial publication in written, electronic, or other forms without expressed written permission is prohibited. Electronic redistribution for educational or private use is permitted. Abstract This web tutorial explains the motivation and purpose of hardware cube mapping. Examples of cube map textured scenes are shown demonstrating environment mapping, stable specular highlights, and "bump map" like per-pixel lighting effects. For programmers, OpenGL's multi-vendor EXT_texture_cube_map extension is described with links to working sample code. 此Web指南用于解释硬件CubeMapping的需求(动机和意图)。例子中的CubeMap贴图场景示范了环境贴图的过程,稳定的镜面高光,以及像逐像素效果的“Bump map”。OpenGL中的EXT_texture_cube_map提供了对例子编译的支持。 Introduction Hardware accelerated texture mapping is very common today. What once was reserved for only high-end workstations and flight simulators is now a standard feature in today's inexpensive PCs and home video games. The idea is simple. Locations on a flat 2D image (the texture map) are attached to vertices of a 3D model. When the 3D model is rendered, the texture image is "wallpapered" onto the geometry of the 3D model. When the 3D model animates or changes shape, the texture image stays stuck to the model. Here is an example: 硬件加速纹理贴图在今天已非常普遍。曾经只有高端工作站和飞行模拟器的特定性能在今日普通PC和家庭VideoGame已是标准特性。这思想很简单。找出被贴到3D模型每个顶点上的平面的2D图元(贴图),当3D模型被渲染,纹理图元被“墙纸”一样贴在3D模型上。当3D模型动画变化或被改变形状,纹理图元仍然保持在模型上。 ......... 点击下载完整版