I tried the search button for a few times but I did not find anything, so I guess I just post straight away.
In the anandtech review of the radeon Hd5870, it says in the AF-section:
"As you can see, the MIP maps in our venerable D3D AF Tester are perfectly circular, the hallmark of an angle-independent implementation. With angle-independent filtering, this effectively marks the end of the filtering arms race. AMD has won, and should NVIDIA catch up in the future the two would merely be tied. There’s nowhere left to go for quality beyond angle-independent filtering at the moment."
I have no idea which AF-Tester you actually used, but take a look at this:
1xAF 2xAF 4xAF 8xAF 16xAF





Settings: Win7 64Bit - HD5850/Cat 10.6 - AF via application - LODBias 0, ALU Rendering perfect - A.I. off - MipMap HQ
I used this AF-Tester: http://www.3dcenter.org/download/3dcenter-filter-tester (sorry, but it's from a German community)
It's also observable in games:
ati: http://www.megaupload.com/?d=6Y5ARKBI
nv: http://www.1filesharing.com/download/0WMNHK0G/TmForever%20gr__n%20B4%20AFx16HQ-2.avi
(please compare the nv-clip with the ati anisotropic clip)
Settings:
ATI: Win7 64Bit - HD5850/Cat 10.6 - 1680x1050 - 4xMSAA via application, box filter - 16x AF via application - ingame maxed out, no postprocessing - A.I. off - MipMap HQ
NV: Win7 64Bit - GTX 275/197.45 - 1680x1050 - 4xMSAA via application - 16x AF via application - ingame setting "best graphics" - driver HQ
Or:
ati: http://h-4.abload.de/img/ut3-amdjk0rr.jpg
nv: http://h-3.abload.de/img/ut3-nvidiajt33y.jpg
Someone else brought this up as well:
http://alienbabeltech.com/main/?p=12648&page=2
Or you might wanna take a look at the thread at 3DCenter
http://www.forum-3dcenter.org/vbulletin/showthread.php?t=482069
EDIT: Look through the first 4 pages to find more information on it. Seems to be a flaw in the AF algorithm. It might just be bug???
In the anandtech review of the radeon Hd5870, it says in the AF-section:
"As you can see, the MIP maps in our venerable D3D AF Tester are perfectly circular, the hallmark of an angle-independent implementation. With angle-independent filtering, this effectively marks the end of the filtering arms race. AMD has won, and should NVIDIA catch up in the future the two would merely be tied. There’s nowhere left to go for quality beyond angle-independent filtering at the moment."
I have no idea which AF-Tester you actually used, but take a look at this:
1xAF 2xAF 4xAF 8xAF 16xAF





Settings: Win7 64Bit - HD5850/Cat 10.6 - AF via application - LODBias 0, ALU Rendering perfect - A.I. off - MipMap HQ
I used this AF-Tester: http://www.3dcenter.org/download/3dcenter-filter-tester (sorry, but it's from a German community)
It's also observable in games:
ati: http://www.megaupload.com/?d=6Y5ARKBI
nv: http://www.1filesharing.com/download/0WMNHK0G/TmForever%20gr__n%20B4%20AFx16HQ-2.avi
(please compare the nv-clip with the ati anisotropic clip)
Settings:
ATI: Win7 64Bit - HD5850/Cat 10.6 - 1680x1050 - 4xMSAA via application, box filter - 16x AF via application - ingame maxed out, no postprocessing - A.I. off - MipMap HQ
NV: Win7 64Bit - GTX 275/197.45 - 1680x1050 - 4xMSAA via application - 16x AF via application - ingame setting "best graphics" - driver HQ
Or:
ati: http://h-4.abload.de/img/ut3-amdjk0rr.jpg
nv: http://h-3.abload.de/img/ut3-nvidiajt33y.jpg
Someone else brought this up as well:
http://alienbabeltech.com/main/?p=12648&page=2
Or you might wanna take a look at the thread at 3DCenter
http://www.forum-3dcenter.org/vbulletin/showthread.php?t=482069
EDIT: Look through the first 4 pages to find more information on it. Seems to be a flaw in the AF algorithm. It might just be bug???
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