It does less, so why shouldn't it be faster?
"At any angle the NV30 shows the same picture which depends only on the plane's inclination. The R300 copes only with the angles of 0 and 90 degrees and angles close to 45. At all intermediate angles (20, 30, 60, 70 etc.) the ATI's algorithm works much worse."
"At a low anisotropy degree the ATI's algorithm behaves similarly to the NVIDIA's one selecting MIP levels correctly according to the real distance (an ideal picture must represent circles), but at a higher anisotropy level the NVIDIA's and ATI's methods use different approaches. I must say that the NV30 works more correctly in case of longer distances (far tunnel end) and a high anisotropy level. "
Digit Life's review doesn't seem to agree with the popular opinion around here that ATIs AF implementation of AF is "superior" and yields "better IQ".
"First of all, I want to destroy the myth that ATI uses a variation of the RIP mapping and additional narrowed texture versions. Nothing of the kind - the anisotropic filtering works with the same source textures as the NVIDIA's one does, and no extra space or extra calculations are used. They have entirely different filtering algorithms. Firstly, the samples are selected one by one, without preliminary bilinear filtering. The filtering is indirect here - the algorithm decides from what MIP level it should take a sample; on the picture above small squares refer to samples from a more detailed MIP level, and bigger squares are from a rougher one. So, we can take much more samples using same computational resources and bandwidths, but the samples won't be originally filtered which may result in inferior quality."
BTW- check out the DOOM3 benches- at those framerates, no one will be running FSAA/AF, but look at how the 9700 is smacked down....
Do I care about 15fps at RTCW? No. Do I care about 15fps 39 vs 54 DOOM3? Err, yes.
"At any angle the NV30 shows the same picture which depends only on the plane's inclination. The R300 copes only with the angles of 0 and 90 degrees and angles close to 45. At all intermediate angles (20, 30, 60, 70 etc.) the ATI's algorithm works much worse."
"At a low anisotropy degree the ATI's algorithm behaves similarly to the NVIDIA's one selecting MIP levels correctly according to the real distance (an ideal picture must represent circles), but at a higher anisotropy level the NVIDIA's and ATI's methods use different approaches. I must say that the NV30 works more correctly in case of longer distances (far tunnel end) and a high anisotropy level. "
Digit Life's review doesn't seem to agree with the popular opinion around here that ATIs AF implementation of AF is "superior" and yields "better IQ".
"First of all, I want to destroy the myth that ATI uses a variation of the RIP mapping and additional narrowed texture versions. Nothing of the kind - the anisotropic filtering works with the same source textures as the NVIDIA's one does, and no extra space or extra calculations are used. They have entirely different filtering algorithms. Firstly, the samples are selected one by one, without preliminary bilinear filtering. The filtering is indirect here - the algorithm decides from what MIP level it should take a sample; on the picture above small squares refer to samples from a more detailed MIP level, and bigger squares are from a rougher one. So, we can take much more samples using same computational resources and bandwidths, but the samples won't be originally filtered which may result in inferior quality."
BTW- check out the DOOM3 benches- at those framerates, no one will be running FSAA/AF, but look at how the 9700 is smacked down....
Do I care about 15fps at RTCW? No. Do I care about 15fps 39 vs 54 DOOM3? Err, yes.
