scheda aggiornata il 17/08/2009
Descrizione
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.