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- 720p metro last light images 720p#
- 720p metro last light images 1080p#
- 720p metro last light images update#
- 720p metro last light images ps3#
Integer formats are essentially limited to the binary value. 10-bit mantissa, 5-bit exponent, and 1-bit sign (positive/negative). With FP16, RGB values are expanded greatly due to the floating point representation versus integer i.e. The RGB colour space ties brightness with the colour - the magnitude of the colour channels. Modern HW post-DX10-class support up to 8 MRTs and can be mixed between 32-bit and 64-bit size. 4 more "frame buffers" worth of memory and memory bandwidth consumption. For example, Killzone 2 makes use of 4 MRTs and the Depth/Stencil Buffer (Z-buffer).
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In the case of deferred lighting renderers with G-Buffers, the single framebuffer expands to Multiple Render Targets.
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In the above resolution, this means that the horizontal res must be in multiples of 80, and the vertical res must be in multiples of 8. 1024圆00, 2xMSAA, single render target FP10, 32-bit depth/Z-buffer 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)
720p metro last light images 1080p#
Games whose back buffers are rendered at strange resolutions must upscale the front buffer (at a cost of extra memory) to either 1280x720 (720p output) or to one of the acceptable 1080p resolutions.
720p metro last light images ps3#
720p metro last light images 720p#
720p metro last light images update#
I or other mods may update this thread as time goes. The other thread was getting to big for its own good, and as has been requested often enough, an easy-to-find compilation of discovered resolutions is needed.
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