enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Deep Learning Super Sampling - Wikipedia

    en.wikipedia.org/wiki/Deep_learning_super_sampling

    Rendered resolution dynamically adjusts in real time to achieve user-defined fps targets (e.g., 144 fps on a 144 Hz monitor). [ 22 ] ^ The algorithm does not necessarily need to be implemented using these presets; it is possible for the implementer to define custom input and output resolutions.

  3. First-person shooter engine - Wikipedia

    en.wikipedia.org/wiki/First-person_shooter_engine

    The development of the FPS graphic engines is characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a new engine.

  4. RDNA 2 - Wikipedia

    en.wikipedia.org/wiki/RDNA_2

    RDNA 2 contains a significant increase in the number of Compute Units (CUs) with a maximum of 80, a doubling from the maximum of 40 in the Radeon RX 5700 XT. [1] Each Compute Unit contains 64 shader cores. [7] CUs are organized into groups of two named Work Group Processors with 32 KB of shared L0 cache per WGP.

  5. RDNA 3 - Wikipedia

    en.wikipedia.org/wiki/RDNA_3

    RDNA 3 was designed to support high clock speeds. On RDNA 3, clock speeds have been decoupled with the front end operating at a 2.5 GHz frequency while the shaders operate at 2.3 GHz. The shaders operating at a lower clock speed gives up to 25% power savings according to AMD and RDNA 3's shader clock speed is still 15% faster than RDNA 2. [19]

  6. Torque (game engine) - Wikipedia

    en.wikipedia.org/wiki/Torque_(game_engine)

    Torque Game Engine Advanced (formerly known as Torque Shader Engine) was an expanded version of Torque Game Engine made to support advanced technologies including shaders, per-pixel lighting, and massive terrains. This version of the engine has been ported to Microsoft's Xbox and Xbox 360 console systems.

  7. High-dynamic-range rendering - Wikipedia

    en.wikipedia.org/wiki/High-dynamic-range_rendering

    FP16 blending is not part of Shader Model 3.0, but is supported mostly by cards also capable of Shader Model 3.0 (exceptions include the GeForce 6200 series). FP16 blending can be used as a faster way to render HDR in video games. Shader Model 4.0 is a feature of DirectX 10, which has been released with Windows Vista.

  8. id Tech 3 - Wikipedia

    en.wikipedia.org/wiki/Id_Tech_3

    The shader system goes beyond visual appearance, defining the contents of volumes (e.g. a water volume is defined by applying a water shader to its surfaces), light emission and which sound to play when a volume is trodden upon. [3]

  9. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.