BenSkywalker
Diamond Member
- Oct 9, 1999
- 9,140
- 67
- 91
Okay then, but then you claim ATi's AF is broken even though AF has no spec.
Anisotropic Filtering has a definition- sampling in a square pattern doesn't hit that definition- in fact it is by definition the sole thing that makes it not anisotropic. Argue the English language on this one.
You basically claimed nVidia's shaders didn't really have a problem but it was the likes of Gabe and FutureMark involved in a giant conspiracy to make them look bad.
I never stated anything remotely like nVidia's shaders were not significantly slower then ATi's- I did state that Gabe was part of an *admitted* conspiracy against nVidia which has since been proven repeatedly. He was paid $6Million dollars to make ATi look good- that is public record. He claimed he was going to let independent reviewers and home users verify his results within a couple of weeks of shady day- he was a liar there too. You know you could point out that Core was on nV's payroll and was playing PR boy for them and you would be right- denying that Newell flat out lied time and time again to try and make ATi look good and nVidia look bad is delusional.
Sure, and on mathematical basis pre-rendering is superior to realtime rendering so are you going to stop playing games and just watch movies and cinematics instead?
Point filtering is faster then 16x AF. The point is that the current trend towards non filtering is regressive. What if MS introduced shader model 4.0 with a limit of four instructions per pixel and only 4bit per component accuracy- would you be talking about how much faster it is? Of course not, it would a moronic move aimed at lowering IQ for the sake of performance.
And again I'll ask which games you're playing right now and utilizing nVidia's "gift-from-the-gods" 8xAF? Tell me, if this scheme is so viable why has it gone the way of the Dodo?
Tell me which game SLId 7800GTXs couldn't handle 8xAF done properly on. If they offered it- I would be running them now.
That doesn't leave you with a lot of options then, huh? Either disable AF and go back to 1999 rendering quality, or stop playing games completely.
The GeForce was out in 1999- and its AF was certainly better at doing its job then anything released in the last couple of years. The problem is that we now have hardware that is more then powerful enough to do it the right way- they simply won't.
This shift is thanks to ATi's- 'who cares about IQ let's win some benches' mentality that has dragged the industry down. Not to let nVidia off the hook mind you, they have been all too willing to follow this time around which is a let down as they didn't slide down that slope in the 3Dfx days.
I challenge you to find any post where I praised this feature. I've slammed it multiple times and requested the likes of SSAA instead. T(emporal)AA is nothing more than a useless gimmick.
It's just like adaptive AF- only it tends to do more actual work.
and incidentally adding some shimmer depending on the settings you used.
Which games? I looked for it and didn't notice much difference at all(actually, I tended to spot a bit too much conservatism in their later drivers, not aliasing).
That's just utter nonsense. Name one other game where you can do something like using the left strafe key to go up (i.e towards the roof/sky).
D@mn near every space flight sim ever made.
Or how about rotating about x, y, z at the same time while moving backwards and upwards at a 45 degree angle?
Same as above, what on Earth do you think makes that any different from a typical space sim?
All child's play in the Descent series but basically impossible in any other game. Hell, most free-flight games like flight sims can't even do something as simple as flying backwards on the z axis.
Can you name me a singular space sim that doesn't? I haven't seen it that I can recall.