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ATI forces bilinear in Doom3?

Leon

Platinum Member
Interesting comparison (images from Firingsquad review).

Wonder if there is any differences in performance using application forced AF vs quality AF in the ATI control panel. Theoretically, when app request AF, best quality AF should be used - and clearly this doesn't happen here.

Leon
 
there isn't any noticeable performance hit between forced quality AF or HQ in D3. but 9700pros aren't capable of brilinear...
 
Theoretically, when app request AF, best quality AF should be used
No - the app also needs to request trilinear and by default Doom III asks for bilinear. You'll have to change it through the console/config to change it.

Then there's the general trilinear optimizations from ATi but AFAIK those can be disabled through a registry key.
 
Originally posted by: BFG10K
Theoretically, when app request AF, best quality AF should be used
by default Doom III asks for bilinear. You'll have to change it through the console/config to change it..

Nope. If you go into your doom config, you'll see this line is default:
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"

Trilinear is default.
 
I told you all, ATI is teh cheating haxorz .........

LOL oh well. I think we all know Doom3 isn't going to be ATIs forte'. I'm sure they're just trying to keep their users playing at decent fps. If I had a choice between bilinear and pauses, I know what I'd take.
 
Well, I haven't noticed anything with older generations. Maybe it's an ATI bug with their filtering?
 
So what is new here? ATi adaptive trilinear is not exactly late breaking news. It is the same on D3 as any other game.

What FS had to say about it
A year ago the gaming community called on NVIDIA to provide the capability to turn off their brilinear filtering in GeForce FX, it?s now time for ATI to do the same in their control panel. If there?s one thing we?ve noticed in the past 12 months, gamers don?t like hardware vendors forcing IQ on their users, which is why ATI needs to provide a way to disable their filtering optimizations in the control panel. Fortunately ATI?s optimizations look pretty good (which is why the outcry hasn?t been as large as NVIDIA?s brilinear), as you can see here (all shots taken with beta CATALYST 4.9 driver)
 
Originally posted by: oldfart
So what is new here? ATi adaptive trilinear is not exactly late breaking news. It is the same on D3 as any other game.

What FS had to say about it
A year ago the gaming community called on NVIDIA to provide the capability to turn off their brilinear filtering in GeForce FX, it?s now time for ATI to do the same in their control panel. If there?s one thing we?ve noticed in the past 12 months, gamers don?t like hardware vendors forcing IQ on their users, which is why ATI needs to provide a way to disable their filtering optimizations in the control panel. Fortunately ATI?s optimizations look pretty good (which is why the outcry hasn?t been as large as NVIDIA?s brilinear), as you can see here (all shots taken with beta CATALYST 4.9 driver)

Well said
 
So what is new here? ATi adaptive trilinear is not exactly late breaking news.

ATi's PR line has been that any application that explicitly requests trilinear gets full trilinear, that is not happening in D3.
 
ya it is something really weird happening, looks like trilinar on all the stages but the first one which looks like crap.
 
Now that you mention it I have seen a few mip-map issues in D3. I'd most likely chalk them up to yet another ATi driver glitch.
 
Originally posted by: oldfart

What FS had to say about it
A year ago the gaming community called on NVIDIA to provide the capability to turn off their brilinear filtering in GeForce FX, it?s now time for ATI to do the same in their control panel. If there?s one thing we?ve noticed in the past 12 months, gamers don?t like hardware vendors forcing IQ on their users, which is why ATI needs to provide a way to disable their filtering optimizations in the control panel. Fortunately ATI?s optimizations look pretty good (which is why the outcry hasn?t been as large as NVIDIA?s brilinear), as you can see here (all shots taken with beta CATALYST 4.9 driver)

I wish FS would get a clue. They?re such a NV lackey. If you examine a set of mipmaps produced by ATI?s ?Trylinear? versus NV?s Brilinear, the Bri on the 6800 is easy to spot and is certainly not doing the same level of filtering/blending.

With the FX series NV was so far behind technically the R300 they reduced IQ drastically to try and keep up in the benchmarks. The problem is that they pushed their Tri so far towards Bilinear that it became an IQ problem that people could spot. They couldn?t have such lousy filtering for the 6800 so they had to ratchet things back towards the quality side of things (newer drivers apparently have better Brilinear). But they are still pushing filtering very close to the point where it is an IQ problem -- that?s why NV had to put a OFF switch for their Trilinear optimizations. On the other hand ATI?s adaptive-Tri is so close in quality to the old Tri their really isn?t any point in putting a switch on the control panel to turn it off. You won?t get better IQ with the old Trilinear like on the 9800.

Originally posted by: BFG10K
Now that you mention it I have seen a few mip-map issues in D3. I'd most likely chalk them up to yet another ATi driver glitch.
If you use the ATI CP to set AF -- apparently this fixes the problem.🙂 The problem is on application-preference. Doom has it?s own AF and on application-preference it?s setting/requesting AF -- and it?s not working correctly with ATI cards. So the problem lies with how Doom is requesting/doing AF (game bug).
 
Originally posted by: BenSkywalker
So the problem lies with how Doom is requesting/doing AF (game bug).

Do you by chance still have that bridge for sale?

You don't believe that? It's been agreed upon in other threads that Doom 3 doesn't correctly apply AF... only forcing AF in the control panel does it correctly and completely. It's talked about pretty heavily in that thread at Beyond3D about increasing performance in Doom 3 on ATI hardware.
 
You don't believe that?

Anisotropic is a seperate call from trilinear. Gl_linear_mipmap_linear predates ATi having any OpenGL support by a considerable margin. It's not a game bug.

only forcing AF in the control panel does it correctly and completely.

Forcing AF in the control panel gives you tri for one mip transition and bi for the rest.
 
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