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[新闻] df最新文章:MLAA将来到pc/360

360上ssao,延迟渲染的多了去了,早期死亡空间就是延迟渲染,近的阿兰威客则是两个都齐了。


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Markus Mäki, Director of Development at Remedy Entertainment has explained Alan Wake's resolution rendering techniques.

"Modern renderers don't work by rendering everything to a certain final on-screen resolution, but use a combination of techniques and buffers to compose the final detail-rich frames, optimizing to improve the visual experience and game performance.

Alan Wake's renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions, color depths and anti-alias settings for different purposes. These are used for example for cascaded shadow maps from sun & moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers, menus and so on. In the end all are combined to form one 720p image, with all intermediate buffer sizes selected to optimize image quality and GPU performance. All together the render targets take about 80 MB of memory, equivalent in size to over twenty 720p buffers."



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引用:
原帖由 super666 于 2010-10-30 17:00 发表
PS3早已經現實SSAO,包括渲染延遲等等的DX10技術了。360想做到,還是先想怎麼解決帶寬問題先吧。
另外,ssao,延迟渲染都是dx9的。前者需要shader指令数量足够,后者是multi render target。


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