This may explain ShootMyMonkey's information on Tomb Raider Underworld's back buffer (1024x576) and depth-buffer (1040x576) dimensions, but may be tied to a particular rendering technique they are also using.Į.g. The padding required for 32-bits-per-pixel formats is 80×16 for 1× antialiasing, 80×8 for 2× antialiasing, and 40×8 for 4× antialiasing." "Render targets must be padded to certain dimensions based on the multisample mode. Total = Back-Buffer(s) + Z-Buffer + Front-Buffer(s)įor Xenos, the back buffer and z-buffer must fit within the 10 MiB (10*1024*1024 bits, 8 bits/byte) to avoid tiling. Z-Buffer = Pixels * FSAA Depth * Z Depth (usually 32-bit depth)įront-Buffer(s) = Pixels * Output Colour Depth (this is what you see, almost always resolved to 8-bit per component rather than 10-bit or 16-bit) There may be more new settings available.įrame Buffer Calculations & Memory Consumptionīack-Buffer(s) = Pixels * FSAA Depth * Rendering Colour Depth (may include multiple render targets for deferred rendering techniques)
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |