![]() There are many types of anti-aliasing designed to combat this unwanted phenomenon, and the majority of them fall into a category known as “multisample anti-aliasing” or MSAA. Aliasing is produced when a sharp edge is rendered to a monitor, which doesn’t offer sufficiently high pixels per square inch to properly express a smooth line. SFR divides each frame of a scene into proportional sections, and assigns a rendering slice to each GPU in AMD CrossFire™ configuration.2 The “master” GPU quickly receives the work of each GPU and composites the final scene for the user to see on his or her monitor.Īliasing, the nasty “jaggies” on the edges of 3D objects in a PC game, is the bane of gamers everywhere. In Civilization: Beyond Earth, Firaxis designed a “split-frame rendering” (SFR) subsystem. ![]() Pixel 3 civilization beyond earth image full#Mantle empowers game developers with full control of a multi-GPU array and the ability to create or implement unique mGPU solutions that fit the needs of the game engine. Thankfully, AFR is not the only approach to multi-GPU. Predicted frames in the queue may not be useful to the current state of the user’s movement or camera The game’s design might not accommodate a queue sufficient for good mGPU scaling Large queue depths can reduce the responsiveness of the user’s mouse input ![]() Parallelizing a game’s workload across two GPUs working in tandem has obvious performance benefits.Īs AFR requires frames to be rendered in advance, this approach can occasionally suffer from some issues: AFR renders odd frames on the first GPU, and even frames on the second GPU. ![]() With a traditional graphics API, multi-GPU arrays like AMD CrossFire™ are typically utilized with a rendering method called “alternate-frame rendering” (AFR). ![]()
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