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Disable Multiple Render Targets?


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#1
Lucas78

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 First of all, sorry if this has already been answered, but it seems the search function of the forums is borked, I cannot get any result :(

In the config menu,what "Disable Multiple Render Targets" do ?

By default, I have it unchecked.

Thanks B)

#2
ccconda

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I'm not really sure. I didn't see any obvious difference in-game... Anyone?

#3
Draconus Kahn

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I found this post on Gamespot's DAO forum from DeadReckoning19:

"I am trying to tweak the hell out of the Dragon Age Origins config file, and this is the only one that throws me off, considering it's a new techinque and one I am not familar with. While mostly used in DX 10/10.1, it can be used in Direct X 9.0 aswell.

Here is a defination I came across after looking....

"Since I saw someone in another discussion giving a loose description about a graphics rendering technique where separate images are combined to complete a final image, it reminded me about Multiple Render Targets. Thus, it may be time to cover this graphics rendering topic (MRT) that may become popular in upcoming PC games. Posted Image

With multiple render targets, several images can be rendered independently in a single pass, storing different data in each. One target might be for the diffuse color, another for normal vector, another for specular intensity, another for depth/z, and so on.

After all the images or targets are rendered, they are combined using some per-pixel algorithms to produce a final frame to display. This process of rendering separate components into separate images and then combining in screen space is called Deferred Shading.

Multiple Render Target is possible with DirectX 9.0 hardware.

NVIDIA Deferred Shading Video using Multiple Render Targets
ftp://download.nvidia.com/developer/Movies/NV40-LowRes-Clips/Deferred_Shading.avi

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Multiple Render Target (MRT) technology: MRTs allow for deferred shading, a technique where the lighting of a scene can be done after rendering all of the geometry, eliminating multiple passes through the scene. Photorealistic lighting can be created while avoiding unnecessary processing time for pixels that do not contribute to the visible portions of an image.

http://www.nvidia.co..._cinefx3.0.html
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Ok, so I know what it means now, but what does it DO in Dragon Age Origins is my question. Does it a feature that makes things look better at the sacrifice of performance (AA or AF) or is it used to enchance the performance? MRT is very new, and to be honest, I think this is the first game I have come across recently where I could manually disable it.
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PSN - ZombieLover84"

It seems like this is a new technology. From what I can gather (the part about it reducing processor time), it's a performance enhancing option. Leave it on.

If you have weird graphic anomolies, or something similar, take it off.