MATRA
1st Folding then Sex
O problema disto é que está mal optimizado no que respeita aos gráficos.
Com o sistema que eu tenho, ver o meu sistema, não se desculpa que o jogo corra mal com os gráficos esticados e se eu tenho que reduzir o detalhe gráfico estou a tirar o sal ao jogo.
É mais um jogo da nova geração mal optimizado infelizmente.
É verdade . Esperemos que a BIS resolva isso, porque como um user do forum oficial disse, isto é um problema do motor do jogo mesmo.
The GeForce 7900 GTX, for example, has 24 pixel shaders and 8 vertex shaders, the reason being that modern games are biased more towards pixel work than vertex. However, there can be problems with this fixed approach. ArmA is a good example
Consider a typical scene in Oblivion, such as a cave; the geometry required to create the cave is relatively simple, and there are only two or three character models for a couple of goblins, plus a few objects such as chests. To make these objects look good, the GPU has to calculate HDR lighting effects, reflections and so on, which require complex pixel shader calculations. Here, the 7900 GTX's balance of pixel shaders to vertex shaders makes sense.
However, when you go outside in ArmA, the balance changes. With the draw distance on full, there's more terrain to generate, plus a huge amount of vegetation, all made up of vertices. The 7900 GTX's fixed and unbalanced hardware architecture means that it finds the outdoor scenes much harder.
With a unified architecture like the 8800 GTX, there's no distinction between pixel and vertex pipelines. There are only stream processors, and each processor, Nvidia claims, 'is capable of being dynamically allocated to vertex, pixel, geometry, or physics operations'. The benefit is clear, since with a unified architecture, each part of the GPU can be kept busier for longer regardless of the type of scene being rendered. For example, instead of the vertex pipes lying largely idle when a 3D scene is geometrically simple, they can be reconfigured to work on whichever task the game throws at the GPU. The GPU's dispatch and control logic dynamically assigns work to the stream processors, and this occurs automatically so that game developers don't need to worry about it.
To keep all the processors busy, the work needs to be split into small chunks. Nvidia calls this 'thread granularity' (a term borrowed from ATi), and states that the 8800 GTX has 32-pixel granularity, as opposed to 48 for ATi's X1900-series. Despite borrowing the term from ATi, Nvidia still has its own name for it, which is GigaThread.
It's important to point out that each stream processor is a scalar processor, so it isn't equivalent to a single pixel shader, which operates on vector or scalar instructions (or a combination of both) although rarely with 100 per cent efficiency. Nvidia says that its 128 scalar processors can deliver up to double the performance of a GPU with 32 GeForce 7-series pixel processors, although this is, of course, a theoretical figure.
The main reason for these changes is that the 8800 GTX is the first DirectX 10, Shader Model 4-compatible GPU. DX10 is a massive leap forward from DirectX 9c and has a unified instruction set, which offers game developers much greater flexibility and resources. DX10 also adds a new feature called geometry shaders, which is a powerful new method of quickly generating geometry, without burdening the CPU. Geometry shaders can be used for many purposes, from simply adding extra detail (fur, for example) to generating particle effects.
So this means that even if you have an 8800 GTX it will be Directx 9 that will hold back the "thread granularity" and the new geometry shaders from making full use of this 8800 GTX card. Unless BIS recodes the game to take advantage of DX10 the problem with poor FPS on high end systems will never go away on the 7900 GTX's fixed and unbalanced hardware architecture. The 8800 GTX's un-used features means that it finds the outdoor scenes much harder to render also.