黑手党2的GPU-PX和CPU-PX的速度对比,GPU-PX的效率高出很多!
E6600 3。2GGTX260+(默认625/2100)
1920X1080 AA关闭(高分辨不开AA也很精细) 其他全开+PX最高
令人震惊的是,如果在控制面板里把显卡的GPU加速能力关闭,换成CPU运算,在砖墙崩裂的瞬间只有个位数的的FPS!
大家先看看1920X1080下PX最高 CPU运算=10FPS
打开GPU-PX后=25。9FPS,比CPU运算提升了1。5倍,最重要的是。BENCHMARK里面砖墙崩裂的瞬间都保持平滑的流畅度,没有丝毫的滞钝!
出门后的速度,可以接受,毕竟当遇到激战的时候最高物理效果出来的依然拥有20多FPS“本钱”,全程流畅度可保证!
最后强烈建议大家更新259。31驱动配合最新的PX驱动,效果非常好!
回复 3# 8848hy 的帖子
真的吗?效果会更好? 其实在开启PX=HIGH 后BENCHMARK的平均FPS还不能完全反映真实速度,因为,某些人BENMARK用CPU测试PX HIGH最后平均FPS还算过得去,接近20甚至超过20,那是此BENMARK的开头和结尾部分高FPS凑出来的“平均” FPS,因为有些人的机器配置特别好,在开头和结尾的FPS非常高,中间部分体现物理效果的激战,墙壁一迸裂FPS很低,而我这个,有截图,自己看中间一段激战墙壁崩裂的FPS,我的测试BENMARK在体现物理效果中间部分的FPS铁别稳定,开头和结尾FPS反而不突出,这就是GPU PX(中间体现物理效果的激战时候FPS高)和CPU PX(开头和结尾的FPS相对非常高,中间部分FPS相对低甚至是10FPS)的巨大差异!!回复 5# 8848hy 的帖子
你说的有些道理,我不过我测下来开头,结尾和当中激战的帧数差别不大 259。31 官網沒有 驱动精灵也没有..... OpenGL 4.1 support. New July 2010 Quick Links: [*]Release Notes[*]FAQ[*]Downloads Windowsdriver version 259.31 and Linux drivers version 256.38.03 provide fullsupport for OpenGL 4.1 and GLSL 4.10 on capable hardware. This driveralso supports several new OpenGL extensions for both 4.1-capable GPUsand older GPUs. The driver download links are at the bottom of thispage.OpenGL 4.1 Driver Release Notes You will need any one of the following Fermi based GPU to get access to the OpenGL 4.1 and GLSL 4.10 functionality:
[*]Quadro Plex 7000, Quadro 6000, Quadro 5000, Quadro 5000M, Quadro 4000[*]GeForce GTX 480, GeForce GTX 470, GeForce GTX 465, GeForce GTX 460
For OpenGL 2 capable hardware, these new extensions are provided:
[*]ARB_debug_output[*]ARB_ES2_compatibility (also in core OpenGL 4.1)[*]ARB_separate_shader_objects (also in core OpenGL 4.1) For OpenGL 3 capable hardware, these new extensions are provided:
[*]ARB_get_program_binary (also in core OpenGL 4.1)[*]ARB_robustness[*]ARB_viewport_array (also in core OpenGL 4.1)[*]GLX_EXT_create_context_ES2_profile[*]WGL_EXT_create_context_ES2_profile[*]GLX_ARB_create_context_robust_access[*]WGL_ARB_create_context_robust_access For OpenGL 4 capable hardware, these new extensions are provided:
[*]ARB_shader_precision (also in core OpenGL 4.1)[*]ARB_vertex_attrib_64bit (also in core OpenGL 4.1) The OpenGL 4.1 and GLSL 4.10 specifications, and all ARB extension specifications, can be downloaded here: http://www.opengl.org/registry/
For any bugs or issues, please file a bug through the developer website: https://nvdeveloper.nvidia.com/
OpenGL 4.1 on NVIDIA Hardware FAQ 1) How do I start using OpenGL 4.1 in my code base? In order to use OpenGL 3.0 and later versions, an application should "opt in" to use these versions. There is a new context creation call CreateContextAttribsARB (for WGL and GLX defined in the WGL/GLX_ARB_create_context extensions) that you should use in order to request a context that supports OpenGL 3 or OpenGL 4.
For OpenGL 3.2, and later versions including OpenGL 4.1, you additionally will have to indicate what profile you want the OpenGL context to support. Either the "Core" or the "Compatibility" profile.
2) I hear about deprecation and removing functionality from OpenGL. What is going on? Together with OpenGL 3.0, the OpenGL ARB introduced a deprecation mechanism. Deprecation means that a feature is marked for removal from a future version of the OpenGL spec. It is not actually removed yet from OpenGL 3.0, but this means that future versions of OpenGL will remove features. Several features are marked as deprecated in the OpenGL 3.0 specification (but none are removed).
The OpenGL 3.1 specification removed those features that were marked as deprecated in OpenGL 3.0.However, the OpenGL ARB has recognized that there is a need to provide both new functionality in future versions of OpenGL, and still support the removed functionality. To support that market need, the ARB_compatibility extension has been created. This single extension encapsulates all the removed functionality, and re-introduces that back into core OpenGL 3.1. The entry points and tokens in this extension have not changed. No "ARB" suffix has been attached, for example. Implementation of the ARB_compatibility extension is optional. Some OpenGL vendors might chose not to implement it. NVIDIA does support this extension across all its OpenGL 3 capable offerings. This means that if the ARB_compatibility extension name is present in the OpenGL extension string, that the OpenGL implementation supports a fully backwards compatible OpenGL 3.1.
Starting with OpenGL 3.2, the OpenGL ARB has introduced two profiles. The "Core" profile and the "Compatibility" profile. A profile is a well defined subset of the OpenGL specification. The "Core" profile builds on top of OpenGL 3.1 (without ARB_compatibility). The Core profile does not support any deprecated features. The Compatibility profile builds on top of OpenGL 3.1 including ARB_compatibility. The Compatibility profile has full support for all features, including the deprecated ones. Both profiles are available in our OpenGL 4.1 drivers.
NVIDIA recommends that developers always create a Compatibility profile context, to ensure full backwards compatibility of existing OpenGL code.
The OpenGL ARB provides two OpenGL 4.1 specifications, one each for the Core and Compatibility profiles. For the OpenGL Shading Language version 4.10, the OpenGL ARB provides only one document, with the Compatibility profile functionality integrated and clearly marked. These three specification documents can be downloaded from http://www.opengl.org/registry
3) What about the "old" context creation API, WGL/GLXCreateContext. Can I still use it? Yes. However, if you are writing new code we strongly recommend you use the new CreateContextAttribsARB API described in the WGL/GLX_ARB_create_context extension. The "old" CreateContext API will still function, and it will create an OpenGL 4.1 Compatibility profile.
4) Is NVIDIA going to remove functionality from OpenGL in the future? NVIDIA has no interest in removing any feature from OpenGL that our ISVs rely on. NVIDIA believes in providing maximum functionality with minimal churn to developers. Hence, NVIDIA fully supports the ARB_compatibility extension and Compatibility profile, and is shipping OpenGL drivers without any functionality removed, including any functionality that is marked deprecated.
5) Will existing applications still work on current and future shipping hardware? NVIDIA has no plans for dropping support for any version of OpenGL on our existing and future shipping hardware. As a result, all currently shipping applications will continue to work on NVIDIA's existing and future hardware.
6) What NVIDIA hardware will support OpenGL 3? The new features in OpenGL 3 require G80, or newer hardware. Thus OpenGL 3.0/3.1/3.2/3.3 is not supported on NV3x, NV4x nor G7x hardware. This means you need one of the following NVIDIA graphics accelerators to use OpenGL 3:
Desktop
[*]Quadro FX 370, 570, 1700, 3700, 4600, 4700x2, 4800, 5600, 5800, Quadro VX200, Quadro CX[*]GeForce 8000 series or higher; Geforce G100, GT120, 130, 220, GTS 150, GTS 250, GT310, 320, 330, 340, GeForce GTX 260 and higher, any ION based products. Notebook
[*]Quadro FX 360M, 370M, 570M, 770M, 1600M, 1700M, 2700M, 2800M, 3600M, 3700M, 3800M[*]GeForce 8000 series or higher 7) What NVIDIA hardware will support OpenGL 4? The new features in OpenGL 4 require a Fermi GPU. Thus OpenGL 4 is not supported on NV3x, NV4x, G7x, G8x nor GT2xx hardware. This means you need one of the following NVIDIA graphics accelerators to use OpenGL 4:
[*]Quadro Plex 7000, Quadro 6000, Quadro 5000, Quadro 5000M, Quadro 4000[*]GeForce GTX 480, GeForce GTX 470, GeForce GTX 465, GeForce GTX 460 8) Will functionality marked as deprecated be slow on NVIDIA hardware? No. NVIDIA understands that features on the deprecated list are critical to the business of a large part of our customer base. NVIDIA will provide full performance, and will support, tune, and fix any issues, for any feature on the deprecated list. This means that all the functionality in the ARB_compatibility extension and Compatibility profile will continue to operate at maximum performance.
Driver Downloads Windows desktop [*]Download for Windows XP (32-bit)[*]Download for Windows XP (64-bit)[*]Download for Windows 7 and Vista (32-bit)[*]Download for Windows 7 and Vista (64-bit) Linux [*]Download for Linux 32-bit (Right-Click to Save)[*]Download for Linux 64-bit (Right-Click to Save)[*]Download for Solaris (Right-Click to Save)[*]Download for FreeBSD 32-bit[*]Download for FreeBSD 64-bit
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