well, acording to benchmarks, even quad-textured games like serious sam se, is running rather slow, when you consider that parhelia has 4 TMUs per pipe, it could be because of non-optimized drivers, but it isn´t performing like one would expect.
even pixel/vertex-shaders could need some optimizations regarding "simple" shader programs. I have been wondering about the performance too, either "something" is holding it back, or present applications don´t utilize parhelias features in a efficient way, because it has been optimized for other "less advanced" GPUs.
even pixel/vertex-shaders could need some optimizations regarding "simple" shader programs. I have been wondering about the performance too, either "something" is holding it back, or present applications don´t utilize parhelias features in a efficient way, because it has been optimized for other "less advanced" GPUs.
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