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  1. #1
    Registered User jen6en's Avatar
    Join Date: Aug:2004
    Location: .
    Posts: 15

    SAPPHIRE 3850

    ,

    SAPPHIRE ULTIMATE HD 3850 512MB GDDR3 PCI-E,
    2 8400, 500 .
    , (antialiasing) , - . Task Manager . , , Assassin's Creed Brotherhood DiRT3, . 65 .
    , , ?

  2. #2
    Banned
    Join Date: Apr:2006
    Location: anywhere
    Posts: 1,907
    DirectX

  3. #3
    Registered User jen6en's Avatar
    Join Date: Aug:2004
    Location: .
    Posts: 15
    , :

    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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