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Thread: SAPPHIRE 3850
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17th August 2011 12:14 #1
SAPPHIRE 3850
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SAPPHIRE ULTIMATE HD 3850 512MB GDDR3 PCI-E,
2 8400, 500 .
, (antialiasing) , - . Task Manager . , , Assassin's Creed Brotherhood DiRT3, . 65 .
, , ?
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17th August 2011 13:33 #2Banned
Join Date: Apr:2006
Location: anywhere
Posts: 1,907
DirectX
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17th August 2011 19:17 #3
, :
Microsoft Windows 7 Ultimate 6.1.7601
2011-08-17
--------[ DirectX - ]---------------------------------------------------------------------------------------------
[ Primary Display Driver ]
DirectDraw:
DirectDraw display
DirectDraw Primary Display Driver
aticfx32.dll (8.17.10.1086)
ATI Radeon HD 3800 Series
Direct3D:
16, 32
Z- 16, 24, 32
Multisample Anti-Aliasing Modes MSAA 2x, MSAA 4x, MSAA 8x
1 x 1
4096 x 4096
Unified Shader Version 4.1
DirectX DirectX v10.1
Direct3D :
Additive Texture Blending
AGP Texturing
Anisotropic Filtering
Automatic Mipmap Generation
Bilinear Filtering
Compute Shader
Cubic Environment Mapping
Cubic Filtering
Decal-Alpha Texture Blending
Decal Texture Blending
Directional Lights
DirectX Texture Compression
DirectX Volumetric Texture Compression
Dithering
Dot3 Texture Blending
Double-Precision Floating-Point
Driver Concurrent Creates
Driver Command Lists
Dynamic Textures
Edge Anti-Aliasing
Environmental Bump Mapping
Environmental Bump Mapping + Luminance
Factor Alpha Blending
Geometric Hidden-Surface Removal
Geometry Shader
Guard Band
Hardware Scene Rasterization
Hardware Transform & Lighting
Legacy Depth Bias
Mipmap LOD Bias Adjustments
Mipmapped Cube Textures
Mipmapped Volume Textures
Modulate-Alpha Texture Blending
Modulate Texture Blending
Non-Square Textures
N-Patches
Perspective Texture Correction
Point Lights
Point Sampling
Projective Textures
Quintic Bezier Curves & B-Splines
Range-Based Fog
Rectangular & Triangular Patches
Rendering In Windowed Mode
Scissor Test
Slope-Scale Based Depth Bias
Specular Flat Shading
Specular Gouraud Shading
Specular Phong Shading
Spherical Mapping
Spot Lights
Stencil Buffers
Sub-Pixel Accuracy
Subtractive Texture Blending
Table Fog
Texture Alpha Blending
Texture Clamping
Texture Mirroring
Texture Transparency
Texture Wrapping
Triangle Culling
Trilinear Filtering
Two-Sided Stencil Test
Vertex Alpha Blending
Vertex Fog
Vertex Tweening
Volume Textures
W-Based Fog
W-Buffering
Z-Based Fog
Z-Bias
Z-Test
FourCC :
ATIC
AYUV
DXT1
DXT2
DXT3
DXT4
DXT5
EAPI
GET4
INST
M2IA
NV12
NV21
R2VB
RESZ
SORT
SYV2
TES1
TESS
UYVY
YUY2
YV12




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