- Joined
- Nov 4, 2005
- Messages
- 11,870 (1.73/day)
System Name | Compy 386 |
---|---|
Processor | 7800X3D |
Motherboard | Asus |
Cooling | Air for now..... |
Memory | 64 GB DDR5 6400Mhz |
Video Card(s) | 7900XTX 310 Merc |
Storage | Samsung 990 2TB, 2 SP 2TB SSDs, 24TB Enterprise drives |
Display(s) | 55" Samsung 4K HDR |
Audio Device(s) | ATI HDMI |
Mouse | Logitech MX518 |
Keyboard | Razer |
Software | A lot. |
Benchmark Scores | Its fast. Enough. |
1764000 points for one color, at one pixel depth, times 32 bit color? 56448000 bytes of color information, accurate position to within one pixel on a one dimension surface? Another 1764000 bits at 4 byte depth, 705600 bytes for location information. Lets assume a standard screen size at 1680 X 1050 of 22" diagonal.
What is a pixel depth, lets say that we want detail to speck size to the same as a pixel height. .282 mm
Every time you want to draw or render a scene with that level of precision and you add one pixel depth at .282 mm, you add another.
7,059,200 bytes. Lets say you want to render 2000 pixels deep. you would be able to see
14,118,400,000 bytes to render a depth of 56.4 cm or 1.85 feet that you could see into the game. Great for a game where you have a flashlight and its batteries are dieing. Bad for games where you want to have a real world render.
That is just one frame, no physics, no AA, object scaling. anisotropic filtering.
Add 60 times that of render and display at all new calculated depth. 847 104 000 000 bytes.
The problem with this is that EVERY pixel must be mapped, they use this for high detail single image objects as it does have high detail, it does have accurate rendering when on a single predefined machine. It is a horrible idea for any sort of 3d gaming or real time rendering.
What is a pixel depth, lets say that we want detail to speck size to the same as a pixel height. .282 mm
Every time you want to draw or render a scene with that level of precision and you add one pixel depth at .282 mm, you add another.
7,059,200 bytes. Lets say you want to render 2000 pixels deep. you would be able to see
14,118,400,000 bytes to render a depth of 56.4 cm or 1.85 feet that you could see into the game. Great for a game where you have a flashlight and its batteries are dieing. Bad for games where you want to have a real world render.
That is just one frame, no physics, no AA, object scaling. anisotropic filtering.
Add 60 times that of render and display at all new calculated depth. 847 104 000 000 bytes.
The problem with this is that EVERY pixel must be mapped, they use this for high detail single image objects as it does have high detail, it does have accurate rendering when on a single predefined machine. It is a horrible idea for any sort of 3d gaming or real time rendering.