You are talking about the graphics engine and ignoring gameplay.
LOL, just as I expected.
First it was best possible reproduction.
Then it was best possible reproduction and mathematically provable.
Then it was best possible reproduction, mathematically provable and available.
Then it was best possible reproduction, mathematically provable, available and in realtime.
Now it's best possible reproduction, mathematically provable, available, in realtime with good gameplay.
I'm sorry, please point out where gameplay is mentioned in your original comment "best possible reproduction"?
How can you even continue with this ridiculous charade?
Gameplay is why I buy games- I buy hardware for rendering. I have no clue how your are equating gameplay with graphics
:roll:
So your original demand for "best possible reproduction" doesn't apply to games then? Or does it only apply to games with poor gameplay?
Using this new twisted logic of yours you've excused Sacrifice for not having HDR because it has good gameplay and hence doesn't need to follow your "best possible reproduction" rule above. I would then guess you aren't concerned about filtering quality in that title either? For that matter why even blast ATi for the W-Buffer issue when IQ clearly doesn't matter in Sacrifice as it has good gameplay?
Or are you telling us Sacrifice
doesn't have good gameplay, which is why you are so concerned with its IQ?
I can't wait for your new rule addendum for this one. I'm guessing it'll be "best possible reproduction, mathematically provable, available, in realtime with good gameplay except in cases where I BenSkywalker deem to overrule all previous rules whenever it suits me".
Show me a part that has the power to make it playable.
Excuse me? You're the one that has been advocating "best possible reproduction" and now you're turning it around like I made the original comment! That's rich, really rich.
You made the claim and I refuted it by pointing out it wasn't playable. You then produced some flawed benchmarks which I again refuted by pointing out they really couldn't be used to prove anything in the context of your original comment. Now we've come full circle and you're making it sound like I made the initial claim when it was actually
you who made it.
Where have I suggested that I want rendering at sub playable speeds?
By demanding "best possible reproduction" and when it was pointed out it wasn't viable because it was unplayable you ended up accusing me of demanding unplayable speeds when in fact
you made the inference. I've been saying right from the start it's unplayable and in fact this is the main basis for refuting your demand for "best possible reproduction"
What I have been saying that SLId GTXs have the power to handle it.
They
DON'T have the power to handle best possible reproduction which is 2048x1536 with 16xAA. You are now backpedaling because it's been pointed out how flawed your reasoning is.
All over the place in HL2 and lots of them used in FarCry too.
Alpha textures in general are far and few between. You're blowing this way out of proportion just like the optimized AF, not to mention that you're so concerned with alpha aliasing but then turn around and start peddling low/middling resolutions in a feeble attempt to advance your cause.
It is real AA as is MSAA- it is not real FSAA. Mip mapping is real AA.
What the heck are talking about? If mip-mapping is real AA then what purpose does the concept of MSAA/SSAA even serve? Why even invent it?
The only parts offering it have very poor texture filtering at best.
Show me where "best possible reproduction" states texture filtering only. Or is this another "addendum" on your part?
Let me see, that would now make it "best possible reproduction, mathematically provable, available, in realtime, with good gameplay and only AF"?
I don't see how you couldn't possibly understand why that negates any miniscule advantage that anything north of 4x AA @20x15 would provide.
Miniscule advantage? Does that mean you'd have to be d@mn blind to not see aliasing at 2048x1536 with 4xSAA?
And is that miniscule according to your eyes or according to mathematics? And is the gameplay good? :roll:
I never once said anything like it is OK if the game is completely unplayable in fact that is why I am suggesting the $1K plus setup as the option where solid rendering would be viable on today's games.
Nonsense. Your original comment "I want best possible reproduction" has absolutely nothing about performance nor does it have anything about gameplay. These are both two backpedals that you've been forced to perform after it has been pointed out how ludicrous your initial stance was.
You have also shown us 4xSSAA low resolution benchmarks in an effort to prove who knows what. How that scenario factors into "best possible reproduction" I'll never know and I suspect you won't either.
Not remotely close to the best, I was rendering using higher sampling then that with stochastic sampling patterns ten years ago.
Hang on, I thought you stated pre-rendering doesn't count? So which is it Ben? Are we using pre-rendering or not? Or do we only use it when it suits you?
You find numbers with 4xS in use at high res- I can't.
That's your problem, not mine. You asked for best possible reproduction yet you can't find anything of substance to back it up.
The point of posting those was your insinuation that the performance hit for SSAA and AF was cumulative which it isn't.
But it is. Not only that but I never really made the insinuation until after you posted the benchmarks.
Obviously I was clearly indicating when you WERE CPU bound you had overhead to spare.
You won't be CPU bound in
my situations, much less in the "best possible reproduction" situations of
yours.
Running 1600x1200 in D3 without AA(and with hack job AF) the 7800GTX is still largely CPU limited and pushing just under 90FPS.
1600x1200? There you go again. How is 1600x1200 even a factor when by
your definition it's a
LOW resolution and therefore
not best possible reproduction?
Since 2048x1536 testing was so incredibly commonplace prior to the launch of the GTX.
So you don't have any 2048x1536 numbers, yet you feel you can somehow inductively prove what exactly from low resolution numbers? OTOH I've demonstrated slideshows on even 7800 SLI setups in such situations that you claim are viable. In response to this you turn around and start producing middling/low resolution scenarios like the quote above even while continuing to blast optimized AF for not meeting your demand for "best possible reproduction".
Anisotropic is a function of the sampling units- it does not require any additional fillrate.
A function of
texture sampling units and hence it consumes texel fillrate (or rather did on old cards, now it takes it from shader units). One of the reasons the NV25 took such a large performance hit with AF was because it reverted to a x1 part when AF was used. It also consumes memory bandwidth due to texel sampling requirements and that is a fact. So again you're making a mountain out of a molehill; the two methods don't stress the card
that differently and for all intents and purposes
are cumulative.
The numbers I linked to directly refute there being a cummulative hit
Excuse me? Your
own numbers show a cumulative performance hit.