Citace:
In the beginning, everything looked perfect. The DX10.1 API included in Assassin’s Creed enabled Anti-Aliasing in a single pass, which allowed ATI Radeon HD 3000 hardware (which supports DX10.1) to flaunt a competitive advantage over Nvidia (which support only DX10.0). But Assassin's Creed had problems. We noticed various reports citing stability issues such as widescreen scaling, camera loops and crashes - mostly on Nvidia hardware.
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Let’s get this straight: On the one hand, the game was released, worked better on ATI hardware, supported an API that Nvidia or Intel didn't and still do not support and then game developer is releasing a patch that will kill that advantage.
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Assassin's Creed is an Nvidia-branded “The Way It's Meant To Be Played” title, and it didn't take long until rumors about a possible foul-play by Nvidia started surfacing. Some voices on Internet forums allege that Nvidia threatened Ubisoft and requested the developer to remove DirectX 10.1.
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We received a second reply from another game developer, who is currently a DirectX 10.1 title that fully compliant with DX10.0 hardware:
“Of course it removes the render pass! That's what 10.1 does! Why is no one pointing this out, that's the correct way to implement it and is why we will implement 10.1. The same effects in 10.1 take 1 pass whereas in 10 it takes 2 passes.”
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What we do not understand is the reason for an explanation that left more questions than answers.
Solution is simple: if you run ATI hardware, just don't patch the game (once that the patch comes out) and enjoy all the advantages of DirectX 10.1 - e.g. one pass less to render.
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