nV GTX260+ vs ATI 4850 IQ comparison

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Cookie Monster

Diamond Member
May 7, 2005
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Originally posted by: BFG10K
8xS = 4xRGMS + 1x2 OGSS
8xSQ = 2xRGMS + 2x2 OGSS.

There's not much point in using the latter as it's almost as slow as 16xS but it provides visibly inferior edge AA because of the low amount of unaligned samples.

Ah thanks for the explanation. So if I follow the pattern correcrtly, 16xS is 4x RGMS + 2x2 OGSS.

Originally posted by: biostud
who actually notice the difference when they play the games?

Me! AA often removes edge crawling due to the aliasing, which sticks out like a sore thumb.
 

SirPaulie

Member
Jan 23, 2009
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Thanks for that -- nice read and nice to discuss.

My findings are that with a moving screen prefer nVidia very much so but some are not sensitive to this and understandable.



 

BFG10K

Lifer
Aug 14, 2000
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Originally posted by: thilan29

According to some poster at XS, you were an AEG member before??!!
Heh, what a load of nonsense.

I?ve said it before and I?ll say it again: at no time have I ever been affiliated with any IHV, and every piece of hardware I?ve owned has been purchased with my own money.

Where the heck did he dig that out from?
He either made it up, or someone is feeding him false information.
 

BFG10K

Lifer
Aug 14, 2000
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Originally posted by: Cookie Monster

So if I follow the pattern correcrtly, 16xS is 4x RGMS + 2x2 OGSS.
Yep, and 32xS is 8xSGMS + 2x2 OGSS. :thumbsup:
 

SirPaulie

Member
Jan 23, 2009
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There was nice data in that Computerbase.de article.

The hit to use the CSAA feature is quite small -- especially with x16Q -- so if an end-user desired to have more edge quality the hit isn't too large. ATI has done a great job with x8 AA performance but not with the CFAA filters with x8 AA though over-all. This doesn't get raised too much except for the quality aspect of x24 AA.

In many of the modern titles used by Computerbase.de, nVidia's mixed modes offer comparable performance to the x24 setting from ATI and would rather use the x8sQ or x16s settings if possible over just traditional edge AA abilities. Another aspect of these mixed modes is they scale very well with Sli -- settings that may be out-of-reach with a single GPU may not be for Sli. Another point is there are so many titles that performance isn't a problem and to have these hybrid modes over-all are so very welcomed. Not sexy or flashy; not about performance bragging; doesn't probably help sell 3d cards but as a tool for an end-user to try to pour on IQ? Very welcomed indeed. Very pleased that nVidia allows end-users to use them and don't have to.

There is an extreme amount of flexibility from nVidia when it comes to finding the right setting for an individual and not locked in or forced to use a setting. There is this choice of extreme edge AA or extreme hybrid modes depending on title or tastes from nVidia.

Most of Computerbase.de's findings are similar to some gamers but not to many gamers because the data isn't offered too much. Very nice read that many sites don't touch.

 

evolucion8

Platinum Member
Jun 17, 2005
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It was a nice comparison in computerbase article, but it also lack of some other ATi's anti aliasing settings like 2xFSAA with Narrow tent which is like 4x FSAA and 4xFSAA which is like 6x FSAA, also doesn't have the 2xFSAA Wide Tent which is like 6x, and 4xFSAA which is like 8x along with AAA combinations of Performance and Quality.
 

josh6079

Diamond Member
Mar 17, 2006
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BFG, I was wondering if you could do a specific 260 comparison using Enemy Territory: Quake Wars.

Since it's an OpenGL title that implements an alpha texture antialiasing method within its settings, could you check to see if the "Smooth Foliage" setting enables a type of alpha-AA that still resembles their transparency AA in D3D? (e.g., smoother edges and blurrier overall) I'm just curious as to if there's any difference between TrAA and the "Smooth Foliage" coupled with different AA modes since the level of polygon AA applied dictates the degree of alpha AA under this setting. I'd assume it's the a little different image quality, and it may not be applied to all alpha textures like TrAA through the driver would; it may just provide it to foliage.
 

schneiderguy

Lifer
Jun 26, 2006
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Originally posted by: josh6079
BFG, I was wondering if you could do a specific 260 comparison using Enemy Territory: Quake Wars.

Since it's an OpenGL title that implements an alpha texture antialiasing method within its settings, could you check to see if the "Smooth Foliage" setting enables a type of alpha-AA that still resembles their transparency AA in D3D? (e.g., smoother edges and blurrier overall) I'm just curious as to if there's any difference between TrAA and the "Smooth Foliage" coupled with different AA modes since the level of polygon AA applied dictates the degree of alpha AA under this setting. I'd assume it's the a little different image quality, and it may not be applied to all alpha textures like TrAA through the driver would; it may just provide it to foliage.

hardocp iq comparison
 

BFG10K

Lifer
Aug 14, 2000
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Originally posted by: SSChevy2001

4870 @ 1600x900 8xADAA
FYI - last time I checked, AAA/TrAA does not function properly in Crysis as it renders alpha textures in a non-standard way compared to other games.

It doesn't work in the Stalker games either.
 

SSChevy2001

Senior member
Jul 9, 2008
774
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Originally posted by: BFG10K
Originally posted by: SSChevy2001

4870 @ 1600x900 8xADAA
FYI - last time I checked, AAA/TrAA does not function properly in Crysis as it renders alpha textures in a non-standard way compared to other games.

It doesn't work in the Stalker games either.
Here's 2 ss I've taken one with 8x ADAA and with 8xAA. Maybe I'm wrong, but it looks to be working.

Crysis Warhead 8xAA

Crysis Warhead 8xADAA
 

schneiderguy

Lifer
Jun 26, 2006
10,801
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Originally posted by: SSChevy2001
Originally posted by: BFG10K
Originally posted by: SSChevy2001

4870 @ 1600x900 8xADAA
FYI - last time I checked, AAA/TrAA does not function properly in Crysis as it renders alpha textures in a non-standard way compared to other games.

It doesn't work in the Stalker games either.
Here's 2 ss I've taken one with 8x ADAA and with 8xAA. Maybe I'm wrong, but it looks to be working.

Crysis Warhead 8xAA
http://i41.tinypic.com/2crx2cy.jpg

Crysis Warhead 8xADAA
http://i42.tinypic.com/30iu7nm.jpg

That's weird, I don't remember it working before, and AFAIK it TRAA doesn't work on nvidia cards

8xAA + AAA set to "quality"

sexy :)
 

BFG10K

Lifer
Aug 14, 2000
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It's possible Warhead renders alpha textures normally, or that ATi have implemented a driver workaround.

In the original game on nVidia parts, you can get some TrAA but it's intermittent and only works on certain parts of the scene. It'll work in one area but as soon as you change your view even slightly, it?ll stop working there but start working elsewhere.
 

josh6079

Diamond Member
Mar 17, 2006
3,261
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Originally posted by: schneiderguy
hardocp iq comparison

I saw that, but I couldn't quite tell if it still had the same kind of features that TrAA had in D3D, (i.e., smoother edges and a little blur). Their screenshots didn't zoom in really.

...wait a tick...I could just save the images and zoom in on them myself...:eek:

Err... nvm BFG...
 

SSChevy2001

Senior member
Jul 9, 2008
774
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Originally posted by: thilan29
How do you set ADAA in ATT? Is that adaptive AA?
Goto Direct3D -> Settings -> and select Adaptive anti-aliasing, but make sure Anti Aliasing is Application Controlled and the Filter is set to Box.

This will only work in work in DX9 so make sure you load with -dx9 setting. Once your in Crysis just set your AA level ingame and that's it's you now have ADAA.
 

evolucion8

Platinum Member
Jun 17, 2005
2,867
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Crysis Warhead in DX10 when the tent filters are used, the game looks so blurry with some rainbow effect, seems that's engine related because in other games like Half Life 2, the blurrying is almost unnoticeable with the naked eye.
 

BFG10K

Lifer
Aug 14, 2000
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The tent filters suck in general because they visibly blur the image; stick to box or edge-detect on ATi.