Zarolho
Power Member
CompoTech has spent nearly three years of data collection and research, in close cooperation with Microsoft. DirectX 7 and again following the lead of DirectX 9.0c. launched the world's first to support DirectX 10 and Unified Shader architecture graphics chip. codenamed G80 core of a new generation of high-GeForce 8800 family of products -- a formal stage.
«...However limited the application API; Every game software in the role of weapons and features. 3D is a procedural thing (Object). And each picture frame may occur hundreds of Object game. When transmitted to each Object DirectX 9 API programs, the re-sent-driven programming, After processors need to deal whit more also Objects increases the burden on the processor. and require more time and the resulting bottlenecks in the implementation, known as API Overheard. So manufacturers in the design of the effectiveness and quality of the game, they need to make their choice...»
«...And the new generation of DirectX 10 API Overheard light improvements Validation of a new mechanism to improve the design of the core, in DirectX 9 you need resources required to confirm moves of each Object in use However, DirectX 10 will be on the new Object and the action will only confirm that After using the Object, confirmed action will be omitted, which will substantially reduce the use of processor resources...»
«...The other hand, the number of additional DirectX 10 also functions will help designers save processor operating procedures. Texture arrays and include Predicated draw.
In DirectX 9 times. Multiple texture change moves the action is a waste of CPU resources, and the introduction of new DirectX10 Texture arrays. Texture allow up to 512 Array storage in the same framework, Shader procedures for a new direction and have a dynamic array indexing Texture. Drawing from the core even of the whole operation, to reduce processor load...»
http://translate.google.com/transla...&hl=en&ie=UTF-8&oe=UTF-8&prev=/language_tools
«...However limited the application API; Every game software in the role of weapons and features. 3D is a procedural thing (Object). And each picture frame may occur hundreds of Object game. When transmitted to each Object DirectX 9 API programs, the re-sent-driven programming, After processors need to deal whit more also Objects increases the burden on the processor. and require more time and the resulting bottlenecks in the implementation, known as API Overheard. So manufacturers in the design of the effectiveness and quality of the game, they need to make their choice...»
«...And the new generation of DirectX 10 API Overheard light improvements Validation of a new mechanism to improve the design of the core, in DirectX 9 you need resources required to confirm moves of each Object in use However, DirectX 10 will be on the new Object and the action will only confirm that After using the Object, confirmed action will be omitted, which will substantially reduce the use of processor resources...»
«...The other hand, the number of additional DirectX 10 also functions will help designers save processor operating procedures. Texture arrays and include Predicated draw.
In DirectX 9 times. Multiple texture change moves the action is a waste of CPU resources, and the introduction of new DirectX10 Texture arrays. Texture allow up to 512 Array storage in the same framework, Shader procedures for a new direction and have a dynamic array indexing Texture. Drawing from the core even of the whole operation, to reduce processor load...»
http://translate.google.com/transla...&hl=en&ie=UTF-8&oe=UTF-8&prev=/language_tools