BFG10K
Lifer
- Aug 14, 2000
- 22,709
- 3,005
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Yes but it's displaying them in a way that no game does. I've never seen any game that has a single, flat, high-contrast colour wheel in the middle of the screen. Have you?It is displaying what the anisotropic filtering implementations are doing.
No, it's evident if every game looked exactly like the colour wheel did. The colour wheel is designed to bring out the absolute worst case scenario and to remove all other factors. Games are nothing like that.The excessive bowing and improper mip transitions are simply proof of what is evident in game.
Absolutely.Do you understand what the test is doing?
On a theoretical level maybe as the problems it displays do not exist in 99% of gaming situations. When I use my Radeon in actual games 99% of all surfaces are razor sharp as far as the eye can see, regardless of the polygon angle. I can see slightly less filtering in maybe 1% of situations if I stop playing properly and go specifically looking for them but really, that's just a dumb nitpick to even bring them up.It is displaying how the AF implementation is working, and it does an extremely good job at it.
I'm sorry, I don't know what else to say except you are very much the minority. Like I said before, the 9700 Pro with 16x performance looks better to me than the Ti4600 did at 8x standard. The textures are sharper, cleaner and crisper for much longer distances and the colour saturation and richness are fantastic. Also the texture rendering quality looks much better on the 9700 Pro while going back to NV2X boards makes feel like I'm dealing with plastic rendering as they lack realism and depth.Me too. I spent my $200 on a R300 powered board and was shocked at how poor the texture filtering was.
With good reason I might add. You must be seeing something that no-one else sees in order for you to criticise it so heavily. And I can't for the life of me fathom what that could be as I don't see the problems you're referrring to.Listening to people all over they raved about how great it was.
No, it's a known problem on Ti4xxx boards that they only utilise one texture unit when performing anisotropic filtering, thus heavily crippling performance. In fact my Ti4600 used to be slower than my Ti500 on occasion when both using 8x anisotropic.Was there a configuration issue, or a driver problem previously with the Ti boards?
Yeah, and I used to get 108 FPS on my Ti4600 (IIRC). Now try those settings on Q3DM9 with yourself and all six bots in the outside area and watch the framerate hit an unplayable 30 FPS at times.Running Q3 16x12x32x8 without AA I hit 100FPS, far removed from what I would call a slideshow.
Again it's just one demo. If you turn on 2x anisotropic it'll cut your framerate in half in the starting corridor outside of your cell. And you can forget about using 8x.For RTCW, running a Ti4200 @stock speeds(mine is @290/560) 1280x1024 8xAF averages over 60FPS according to Digit-Life (Link).
I've played/tested more than half of those games and I never spotted any mip-map transitions at all. In fact when I first got my Radeon 9700 Pro I was always checking the colormip levels in games just to make sure that I was indeed using performance mode as it looked unbelievably good.With noticeable mip banding? UnrealII, SS, SS:SE, Mafia, NOLF, NOLF2, Half-Life, CounterStrike, Blue-Shift, UT, Unreal, JKII and Sacrifice for mainstream games off the top of my head.
Uh, that's exactly the whole point. With 16x anisotropic the first mip-map boundary is pushed so far back that it's really irrelevant what happens after it. That's the beauty of Radeon chipsets: just leave it at 16x and forget about it. On the R300 the 16x setting produces razor sharp images as far as the eye can see, unlike pre-R300 boards which seem to drop to straight bilinear on the lowest mip-map level outside of the range of anisotropy. That is something that I don't like as it's clearly visible if the area you're looking at is quite large.Pretty much the only circumstance I didn't see noticeable mip banding is if I was playing games in which the AF was agressive enough to push the mip transitions back beyond visible range(Quake3 for example).
If you're griping about mip-map lines because you're using very low levels of anisotropy then you're completely going about it the wrong way. Either crank it up to 16x (which is what any sane person would do) or run quality anisotropic instead if they bother you so much, as that way you'll get normal trilinear filtering being applied outside of the region of anisotropy. And with a 9700 Pro/9800 Pro it'll probably still be fast enough to use 16x quality anistropic so you win both ways. Personally I don't see any real difference between the two so I use performance to get the whiplash speed that comes with it.
It is. It'll solve anything except LOD/sharpness, which is exactly where anisotropic filtering comes in. Even very bad texture aliasing can be solved by the extra physical pixels that high resolutions provide. You think you've got bad texture aliasing? Then try 1600 x 1200 or 1792 x 1344 and get back to me.You can say the higher resolution is a way to solve anything,
No, I mean move it back to 0.0 as you obviously don't like the Radeon's negative default. Personally I like it because I run at very high resolutions and they naturally counter the texture shimmering/sparkling that an aggressive LOD can produce.Adjusting the LOD bias is a hack, you can do it on any board and you introduce rather severe texture aliasing adjusting it.
I disagree with that comment as each level of resolution clearly reduces texture aliasing, along with many other things as well. And you don't need anisotropic filtering at all to achieve this.No, transformation is not the main reason for texture aliasing nor is it directly associated with it(unless you are doing something horribly wrong).
Didn't I just say that high resolutions will cure texture aliasing?Aliasing can be eliminated in terms or perceptible to a typical person running a resolution of ~8,000x8,000(upper limits of human perception for a typical viewing area) or a sampling that is comparable to such resolution.
You might eliminate mip-mapping but you won't eliminate texture aliasing as long as your resolution is too low. If you run at 640 x 480 (for example) you can run whatever filtering modes you like and you'll still have problems, problems to which the only real cure is high resolutions. FSAA can help but it's not a true fix as it doesn't provde more physical pixels like high resolutions do. If you had an infinite resolution (or at least high enough so that the naked eye can't see the pixels) you could draw anything you liked and never have any artifacts since you'd essentially match the relative precision offered inside the video card.Running ~64x anisotropic filtering on the NV2X style boards you should be able to pretty much eliminate mip mapping altogether, although obviously the performance hit would be staggering.
By far the best method is to increase the anisotropic filtering and resolution as high as possible and the 9700/9800 boards really excel in this area. That is reality, not results from a colour wheel.
1600 x 1200 x 32 and in most cases even 2x anisotropic was unusable. And no, I never use FSAA or shadows.What settings were you running?
The Radeon is running 16x quality which is 128 tap sampling at the strongest level. The Ti4600 is only running 64 tap filtering. Also don't forget performance mode is available on the Radeon and if you use it you'll probably double the Ti4600's scores and it'll still look much better too.Check the Digit-Life article I posted a link to above, the Ti4600 with max AF is faster then the 9500Pro with max AF running Quake3 1600x1200.
And finally, the 9500 Pro is out-running the Ti4600 in the other anisotropic benchmarks, even with quality enabled.
