![]() ![]() Tessellation was not present at the time of our benchmarking (11/11/14), but should see introduction in the next major graphics patch. The difference can be seen most immediately with foliage (tall grass) or fences (skinny bars) that would traditionally flicker as the player moved the camera.įinally, Assassin's Creed Unity looks to implement tessellation in the near future. ![]() Nvidia's anti-aliasing technology samples the inside and outside of the pixels based upon samples from previous frames, providing an additional layer of filtering and eliminating some of the movement-based flickering. TXAA reduces “temporal aliasing,” which is the appearance of crawling or flickering edges when the screen is in motion. The resource cost can be thought of as slightly more expensive than MSAA 4X, but the output is similar (slightly better) in appearance. TXAA is nVidia's approach to anti-aliasing with an emphasis on higher quality filtering. MSAA 8X at 1920x1080 resolution would be sampling billions of times per second, a task that becomes intensely GPU-bound. Increasing MSAA sample rate is exponentially more expensive for the GPU, since we're increasing the per-pixel sample rate. With MSAA 4X, the GPU will sample each pixel four times, combine those data points, and determine the correct pixel color. MSAA, or multisample anti-aliasing ( explained in depth here), takes a certain count of color samples per pixel, then blends the colors together to smooth out object edges. On the front of nVidia-centric technologies, ACU hosts TXAA among the usual MSAA anti-aliasing options. It does this by shading each pixel in camera space, and then computing the penumbra size by analyzing the average distance to occluded objects.” “PCSS builds upon regular shadow mapping. ![]() To quote our review guide, because it states the functionality most concisely: PCSS also makes for smoother shadow casting upon dynamic objects, like characters passing through shaded sectors of the map. PCSS sharpens shadows as they approach the casting source, but then blurs the lines as shadows gain distance from the source (like a tree's leaf shadows vs. PCSS smooths shadows so that they're less perfect, similar in high-level concept to reducing the sharp, jagged edges of objects with anti-aliasing. Related to the world of lighting is the inclusion of PCSS, or Percentage Closer Soft Shadows. It is predicted by nVidia that HBAO+ renders approximately 30% faster than HBAO. HBAO+ saw improvements in its ACU implementation, especially centered around grass and leaf coverage and the interaction between foliage and light. HBAO+ and SSAO (both ambient occlusion technologies) create a deeper appearance to objects by following contours with shadows that change in intensity. The usual bombardment of lighting technologies makes a presence, too light is traced through numerous bounces, decaying in luminosity as the source grows increasingly distant. Smoke plumes billow from the occasional rooftop, fog hangs where appropriate, and mist can be seen low to the ground in some environments. Particle effects aren't quite as impressive as what we've seen in Lords of the Fallen's movement-responsive fog, but are still present and demanding. Soft bodies – cloth in flags and clothing, for instance – are physically interactive and respond to character movement and wind, further increasing demand on system resources. BENCHMARK TEST GPU GTX 970 VS GTX750 FULLAssassin's Creed often features several dozen NPCs rendered simultaneously, each with full collision detection and responses to player movement. Assassin's Creed Critical Review - A Slowing in Pace.Īssassin's Creed Unity Graphics TechnologyĪCU introduces some of the game industry's most complex NPC crowd programming, loading system resources heavily with demanding draw calls and CPU-intensive AI / pathing. BENCHMARK TEST GPU GTX 970 VS GTX750 PC
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