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AMD Catalyst 9.8 Vista/Win7 32/64

AMD Catlayst 9.8 Vista/Win7 32/64В 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.

По первой ссылке драйвер для 32х битных систем, по второй для х64.

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:

 

 

  • Support for OpenGL Shading Language 1.30 and 1.40.
  • Instanced rendering with a per-instance counter accessible to vertex shaders (GL ARB draw instanced).
  • Data copying between buffer objects (GL EXT copy buffer).
  • 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.
  • Texture buffer objects (GL ARB texture buffer object).
  •  Rectangular textures (GL ARB texture rectangle). o Uniform buffer objects (GL ARB uniform buffer object).
  • SNORM texture component formats.

 

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