If the ATI card was actually doing bilinear on the whole screen, then the bilinear texture band would extend across the whole screen -- but it doesn't. The band is only evident on the one floor grate. The NV card is having problems rendering the top portion of the grate properly too, which suggests some kind of texture problem in the game.Or:
ati: http://h-4.abload.de/img/ut3-amdjk0rr.jpg
nv: http://h-3.abload.de/img/ut3-nvidiajt33y.jpg
To me, it pretty much seems like AF+bilinear instead of AF+trilinear (judging from the ati clips) or some kind of bug. It does not depend on whether you force AF via driver or application!
Here are the comparison shots, from TrackMania, the game I made the videos from.
ati: http://www.abload.de/img/tmu-amdjy2ye.jpg
nv: http://www.abload.de/img/tmu-nvidiajk2db.jpg
Nvidia, no rings, ATI visible rings!
I hope you're finally convinced that we're really facing a problem here! The more of you stop ignoring (yeah yeah, we all know it only occurs in extreme situations, so you can leave that out now) this, the more likely we will see this fixed in hd6xxx series.
techspot review of Singularity Also, I've had some nasty texture streaming issues with this game (on my GTX 480).
(Techspot) Upon first run we found it odd that the graphics on Singularity looked very low-res. Something was definitely wrong and because we were able to test the game before its official U.S. release we suspected it could be related to a driver bug. Eventually we learned that there is a bug with texture loading that is present in the shipping version of the game.
I think youre going to have to make a much better case than an isolated instance (or 2) of lousy filtering on a couple of grates and Trackmania (where something is evidently "broken" and thus is not representative of ATI's filtering quality) to make the case that ATIs filtering is generally inferior to NVs.Once again, my intention was not to call the ATI filters crap, but to point out that they are clearly inferior to Nvidia's filters on current hardware and no review bothers mentioning it.
nvidia.com
I´m using an GTX 480 with the 197.75 driver.
While playing warhammer online there are two major flickering issues.
First:
Texture-Flickering on Groundtextures. There are several modi in the nvidia controlpanel but non of them could fix the problem. Its completely unimportant which AA oder AF you are using. You will still get an angle dependent flickering. Only unsupported mods like 4xS can solve it.
But with the compromise of loss of vertical structurefiltering und most important gpu-heat and noise.
Second:
Clipping Failures:
So, as written in other threads i read, thats seems to be a nvidia-only problem. In short: Structures beneath upper elements are shinig through with the result that you get an intense flickering: Example: Chosen armor plus cloak
I just tried an ATI-HD5870 and I must say: At the moment the filtering is much better and more exact than the nvidia one.
In terms of performance i will stick with nvidia hoping that this broadband-flickering problem will be fixed, cause it seems that may games are suffering from this issue.
Best regards
Off-topic:
In case you're wondering. Someone with a bit knowledge in German language was not happy with my previous nick (too scatological). I can fully understand that someone could have easily misinterpreted it.
Games in which I observed the effect: TrackMania, Ut3, MirrorsEdge, Doom3, Prey, MaxPayne2, GTA4, Crysis, EliteForce2, HalfLife2, and I think there are many more, so I count at least 10 games, 8 more or less different engines and 3 APIs. I can show (and have shown) you screenshots if you like, many can be found in that 3DCenter-Thread I have linked to. Do you think they all have the same problem with the driver, on totally different engines and APIs, and why is it that it should only happen with games I have bought? Did you even follow the whole discussion here? Even with simple AFTesters, I could reproduce the banding (as I mentioned here in this thread!!!). Rare instances? Maybe, but not rare enough to believe that all the game developers did something wrong (apart from choosing bad content). A driver issue? Maybe, I never ruled that out, but unlikely imo. And that different texture thingy. Do you even believe this yourself? Why should it load a different texture with 16xAF when it loads the right texture with 2xAF and only "partly" loads the right texture with 4xAF? (ah yes, you probably didn't follow the discussion and thus don't know that it's not happening with 2xAF). I'm not the expert here, but from what I could see with my limited shader experience in source, something that strange wouldn't happen.I think you’re going to have to make a much better case than an isolated instance (or 2) of lousy filtering on a couple of grates and Trackmania (where something is evidently "broken" and thus is not representative of ATI's filtering quality) to make the case that ATI’s filtering is generally inferior to NV’s.
@Aristotelian:
So you're a native German speaker? There IS potential for misinterpretation in that previous nick, and 99% of all members in 99% of all communities I am a member of are probably aware of it, and most communities are English communities.
My language levels are 'native' in a few different languages, but I don't like to give too much information about myself out online. What do you have against the publishers?
There was nothing to misinterpret. So no.
@Aristotelian:
So you're a native German speaker? There IS potential for misinterpretation in that previous nick, and 99% of all members in 99% of all communities I am a member of are probably aware of it, and most communities are English communities.
I've actually read through both the Beyond3D discussion and the one posted by BFG10K on his site, but came away unimpressed by what I saw. I saw no real indication that this was a "major" IQ problem affecting games and wrote the problem off as a bug in the AF tester being used.Games in which I observed the effect: TrackMania, Ut3, MirrorsEdge, Doom3, Prey, MaxPayne2, GTA4, Crysis, EliteForce2, HalfLife2, and I think there are many more, so I count at least 10 games, 8 more or less different engines and 3 APIs. I can show (and have shown) you screenshots if you like, many can be found in that 3DCenter-Thread I have linked to. Do you think they all have the same problem with the driver, on totally different engines and APIs, and why is it that it should only happen with games I have bought? Did you even follow the whole discussion here?
A fair point, so I went back and rechecked some of the screenshots posted. And I did find the issue you are relating to in some the screenshots posted -- although, even when you know what to look for, it's almost impossible to spot (unless you enhance the images). So, I'll post what I found and some brief comments.Why should it load a different texture with 16xAF when it loads the right texture with 2xAF and only "partly" loads the right texture with 4xAF?
Thats very interesting, and it must be a recent development because I remember SSAA working with older drivers in all of the Quake 3 games I tried, which included SoF 2 and Elite Force 2.Well, sgssaa for eliteforce 1,2 and for rtcw does not work with Cat 10.9 here, but it works with the OpenGL HD5Krelease driver. All guys from 3DCenter have the same problem, the tool has been extended specifically for re-enabling sgssaa in older OpenGL games (that's why the release driver files are included), so I have no idea why it works in jedi academy etc.
Yes, the tester app shows it happens on the base texture (i.e. before the mip-maps). The artifacts look like bilinear AF, but something else is actually the cause.Are you sure that it happens on the same mip-level?
These are not isolated cases; they happen in a large range of games, even in games that explicitly set trilinear like Doom 3.I think youre going to have to make a much better case than an isolated instance (or 2) of lousy filtering on a couple of grates and Trackmania (where something is evidently "broken" and thus is not representative of ATI's filtering quality) to make the case that ATIs filtering is generally inferior to NVs.
Most gaming sites never picked up that ATi's 4xxx series had noticeably more aliased AF compared to nVidia. Or that nVidia's G80 launch drivers sucked utter balls. Or that the G7x's default AF quality was unusably horrific. Or that the GTX470 isn't really much faster than the GTX285 overall.If these bilinear transitions were a common problem and not something broken in a few rare instances, you could be sure the gaming sites would be all over this like a dung beetle on a fresh pile of poop as a major IQ problem (as Im sure Nvidia would let them know about it).
These problems have been around since the September 2009 launch drivers (my article was written with CD drivers) and persist across different APIs, games and OSes (confirmed to happen with XP, Vista and 7).It may be that some recent optimizations have been pushed a little far, or perhaps ATI's AI was broken with a recent update and it is having problems on a few types of textures.
It's because they didn't know about it until Kyle brought it to their attention. If you read the article (or maybe it's in the discussion thread linked to it), the drivers had passed all of their internal testing with no issue. For some reason, certain hardware combinations wreak havoc with their drivers. This also might be why some things get "broken" again presumably after they were fixed in earlier driver revisions. I'm no driver or software guru by any means, but it would seem to me this would be their biggest area of focus - not to break anything after it's been "fixed." Releasing a driver that doesn't do much isn't great, but it isn't bad; releasing a driver that breaks things that were working previously will piss people off, as we've seen.Honestly i agree. There should be more critique from sites like Anandtech, Hardocp etc
Hardocps XfirevsSli reviews sure helped alot of people get a better gaming experiance in those 3 games.
It shouldnt be needed. AMD should have been doing that by its own accord. What exactly are those engineers/programmers doing after having released an entire series of cards. I mean yes, they probably are continously working on driver updates. But why didnt they see the huge potential for improvement until PRODDED by Hardocp and Kyle..?
Both, I've heard. Some say it's a cache limitation in the architecture. It will be very interesting to see if the 6xxx series brings about any changes.edit: and ofc i forgot the topic comment: Is this the case here aswell? Is it hardware or is it software?
That’s very interesting, and it must be a recent development because I remember SSAA working with older drivers in all of the Quake 3 games I tried, which included SoF 2 and Elite Force 2.
r.
EDIT2: Btw, just coming back from a flight through UT3. I bet you have not touched the map "Defiance", did you? I can perfectly reconstruct the UT shot in my first post. But I agree with you that 99% of all textures in UT do not have visible transitions, although I actually found another texture with the same problem (different to the one from the shot above).
Hint: Look for heavily shaded textures with VERY VERY high repetition frequencies. It's very likely that you can witness the "banding" on VERY VERY VERY fine grates, with a lot of contrast. As I said before, the visibility not only depends on the texture itself, it also depends on how it is shaded or lit.