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AMD Catalyst 9.8 Windows XP 32
В своем блоге Ian McNaughton опубликовал ссылки на новые драйверы под названием Catalyst 9.8. Ссылки на официальном сайте появятся скорее всего в понедельник. Catalyst Control Center в этих версиях драйверов имеют поддержку только английского языка. Русский язык будет позже. Как обычно, поддерживаются видеокарты начиная от HD 24xx до HD48xx.
Не остался новый драйвер и без нововведений:
Так же заявлена о впечатляющем повышении производительности в некоторых играх:
- Battleforge DirectX 10/DirectX 10.1 performance improves of up to 50% with the largest gains in configurations using ATI CrossFireX™ technology.
- Company of Heroes DirectX 10 performance improves of up to 77%.
- Crysis DirectX 10 performance of ATI CrossFireX technology in dual mode improves of up to 10% and quad mode performance improves of up to 34%.
- Crysis Warhead DirectX 10 performance of ATI CrossFireX technology in dual mode improves of up to 7% and quad mode performance improves of up to 69%.
- Far Cry 2 DirectX 10 performance of ATI CrossFireX technology in dual mode improves of up to 50% and quad mode performance improves of up to 88%.
- Tom Clancy’s H.A.W.X. DirectX 10/DirectX 10.1 performance of ATI CrossFireX technology in dual mode improves of up to 40% and with quad mode performance improving of up to 60%.
- UnigineTropics OpenGL performance improvements of up to 20%.
- UnigineTropics DirectX 10 performance of ATI CrossFireX technology in quad mode improvements of up to 20%.
- World in Conflict DirectX 10 performance improvements of up to by 10%.
Не остался новый драйвер и без нововведений:
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Support for OpenGL Shading Language 1.30 and 1.40.
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Instanced rendering with a per-instance counter accessible to vertex shaders (GL ARB draw instanced).
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Data copying between buffer objects (GL EXT copy buffer).
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Primitive restart (NV primitive restart). Because client enable/disable no longer exists in OpenGL 3.1, the PRIMITIVE RESTART state has become server state, unlike the Nvidia extension where it is client state. As a result, the numeric values assigned to PRIMITIVE RESTART and PRIMITIVE RESTART INDEX differ from the NV versions of those tokens. o At least 16 texture image units must be accessible to vertex shaders, in addition to the 16 already guaranteed to be accessible to fragment shaders.
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Texture buffer objects (GL ARB texture buffer object).
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Rectangular textures (GL ARB texture rectangle). o Uniform buffer objects (GL ARB uniform buffer object).
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SNORM texture component formats.