scheda aggiornata il 17/08/2009
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Driver ATI Catalyst versione 9.8 per sistemi operativi Windows XP 32bit, versione ufficiale. Include il Catalyst Control Center con supporto alla lingua
inglese
Di seguito alcune delle note fornite a corredo con i driver:
This month we are seeing a massive performance increase with a whole host of games as
compared to the ATI Catalyst 9.7 driver. Detailed release notes are available for most of
the game optimizations; here are the highlights:
- 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 Clancys 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%.
This release of the ATI Catalyst driver provides OpenGL 3.1 extension support. The
following is a list of OpenGL 3.1 features and extensions added in ATI Catalyst 9.8:
- 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.