FSAA and anisotropic filtering...

Bard09

Member
May 23, 2001
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I've just installed my fresh new Gainward Geforce 4400, so of course I'm eager to try out all the new bells and whistles of the card. About the various sorts of FSAA available (2x, Quinculx, 4x, and 4x Direct 3d) as well as the anisotropic settings (2x, 8x, etc)... which do you guys tend to enable more often for today's games? I love frame rates as much as the next dude, but I'm thinking leaving 2x FSAA on all the time might be chic to help smooth out the jaggeds. Does anyone do this? Or do you all go for the fastest game possible? And about anisotropic filtering, I'm still confused about its effects. Anyone toss me a link w/ a visual comparison between the different amounts of filtering? I'm a newb at all this visual quality stuff, my last card was a TNT2. Thanks!

-Bard09
 

vedin

Senior member
Mar 18, 2001
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My suggestion is that you turn on everything as high as it will go, and see if it runs smooth enough for YOU. I say you with emphasis because I've heard people here say they need everything from 30, to 120frames per second..it's all about what you care to look at. You should probably start with your newest/most demanding game with all the good stuff on, then turn it back one notch at a time until you're satisfied with it. Beauty really is in the eye of the beholder.
 

montego

Member
Dec 5, 2001
98
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Ok, Ill try to explain Anisotropic filtering as I understand it.
Im sure someone will correct me if Im wrong on something.

Ok, distant objects in 3d games are drawn with less detailed textures called mip maps, since they are too far away to see clearly anyhow.
The further away the object, the smaller & less detailed the texture(mip map) has to be.

Now with standard bilinear mip map filtering , the textures are smoothed out to give a better appearance, but you can see a slight but definate "change"
in the texture resolution where the smaller mip maps begin to appear & meet the higher rez mip maps. (ie: theres a noticeable drop in texture quality where the the less detailed textures meet the higher rez textures)


Trilinear filtering elimates the sudden change where the high rez textures & the low rez textures meet by "blending" the textures (mip maps) together to make the texture resolution change less noticable.


But with bilinear & trilinear filtering turned on, textures on objects that are at an angle to the camera tend to lose detail & look "blurry".

Thats where anisotropic filtering comes in.
Anisotropic filtering takes the angle of a texture into account & redraws the textures with appropriate changes to eliminate the "blurriness".

Anistropic filtering can also eliminate texture "shimmering" where distant objects seem to have a "noisy" appearence. (i hope that describes it right, its tough to describe without pics or actually seeing the "shimmering" effect in motion.

As far as the different settings for anistropic filtering. 2x, 4x, 8x

Im gonna speak from my experience experimenting with these settings in Nascar2002.

From what ive seen, the numbers indicate how far from the player the anistropic filtering takes place. (in front & to the sides of the players view)

At 2x anisotropic I can see a noticeable drop in texture resolution 2 rows of cars ahead & in the grandstands. (3 rows of cars ahead are blurry as are the grandstands especially when a car is viewed from an angle IE: youre in the bottom groove & the other car is in the high groove)

At 4x anisotropic filtering the drop in texture resolution is like 6 rows ahead & the grandstands are alot less blurry.
This looks alot more realistic in Nascar2002 as it seems to stop drawing the high rez textures at a normal distance from the players view.
Cuz like in real life, distant objects are not as sharp as objects directly in front of you.

At 8x anisotropic filtering, all distant oblects & grandstands have a nice "sharp" detail to them, but it does look a bit unrealistic due to the fact that in real life
distant objects are'nt as clear & sharp as objects right in front of you.

To be honest I have Anisotropic filtering disabled in Nascar2002 & I use Mip Map LOD bias settings to eliminate the blurriness cuz theres just to much of a performance hit in N2k2 with anisotropic filtering enabled. (I use rivatuner to adjust the mip map LOD)

As far as FSAA, I currently only use 4x FSAA in Nascar2002 at 1600x1200 cuz even at that resolution, the tops of the walls on the track tend to have jaggies.

2x barely improves the jaggies at all.

And quincunx seems to "blur" everthing on the screen, even the text in the game menus.


Other games Im currently playing like MOHAA & Jedi KnightII at 1600x1200 there seems to be no need for any FSAA whatsoever cuz the games look much better without any
"blurriness" that FSAA causes.

So, YES I use FSAA, but only in certain games cuz it helps some games look better, yet it "filters" the texture details to much in other games for my liking.

BTW: Im using a Visiontek GF4 Ti4600.

 

montego

Member
Dec 5, 2001
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Here is a link with pics showing anisotropic, bilinear & trilinear filtering.
Its a GF3, but it still explains what you want to know.

Guess I shoulda did a search b4 I typed all that crap. :D
 

BFG10K

Lifer
Aug 14, 2000
22,709
3,002
126
Raise up your resolution as high as it'll go (along with the games' details levels and image quality levels) and then use anisotropic filtering if you can't go any higher and you've still got fillrate to burn. Don't bother using FSAA.