BFG won't care about previous drivers, becuase he's in nVidia's camp, which means his response will be on the order of, oh well it doesn't matter becuase they fixed it
anywho..
jpprod, I read the FAQ on Bilinear and Trilinear filtering and I noticed that the largest problems that they make are simply blurring of textures in the distance (like the ground, not a wall), to reduce aliasing. my question is, how would those things look WITHOUT that filtering effect for far off pixels? I mean, in most 3D games I doubt you'd think things worse at all, only in flight sims (and even then Flight sims tend to have really bad aliasing anyway, though I don't know if I've tried Anisotropic filtering on a flight sim before).
could you run Anisotropic WITHOUT bilinear and trilinear? you said Anisotripic filtering increases Aliasing, how is that so? I mean, it can't pull more detail out of a texture than what exists, so I'm assuming we generally don't see all of a texture's detail anyway (to prevent aliasing effects).
generally today I look upon FSAA as the solution to Aliasing in textures, though now with Smoothvision the effectiveniss of FSAA on textures might not be enough (considering how badly trilinear and bilinear filtering blur things).
btw, I've looked at ALOT of the screenshots (some from the thread BFG10K pointed out above), and have to say that in general in 3DMark2001 with the 7191 drivers for the Radeon, it looked better than even the reference images (due to less blurring) esp in the Dragothic scene. of course, this is IMHO, and it was only a picture, so aliasing effects can't really be scene. also due to less agressive blurring (I don't know what exactly it's caused by, perhaps less agressive mipmap thingys?), I couldn't really see any of those mipmap borders (probably partly due to no motion, but generally I can spot a mipmap border in a picture pretty well).
There maybe a correlation between the performance gains of ATi's latest drivers and the degradation in image quality.
granted the 7206 drivers make 3DMark2001 look blurrier than even the GF3 does (again from the screenshots) and no doubt that's the reason why it gained performance in all but the nature scene (I attribute that to the fact that they mention their pixel shader performance was increased).
does that mean you're forced to use those drivers? hell nVidia users aren't always using the latest ones, becuase they get problems with them, which are often fixed in later updates.
In case anyone missed it, this thread proves that ATi are using a Quack trick in 3DMark to imrpove performance at the expense of performance. - I think you mean, performance at the expense of quality
umm, really, can you tell me where in that thread someone actually went into a hex editor to find 3DMark mentioned in the drivers? perhaps again you should think about the blanket statement you just made, and try to think about other Direct3D games. have you seen any comparisons in image quality in them (comparing 7191's to 7206's)? I haven't (I think), so I can't say that you're wrong in saying that ATi changed filtering and LOD settings specifically in 3DMark 2001, but I'd have to say that what u're saying isn't proven.
what that thread DOES prove is that we all wish that ATi and nVidia had all of those options that are available to us in tweakers, available to us in their already built in control panel (ATi moreso becuase u can't even change/enable Anisotropic filtering in Directx, even with the two tweakers I've tried)
Interesting to note, on my Radeon LE in Counterstrike, (after disabling Truform due to nearly unacceptable framerates), with Trilinear filtering you see a blurred mipmap border, and ALOT of blurring, but with Anisotropic (and therefor bilinear as well) on (I think Very high) you see NO mipmap borders. I could take pictures and post them if you like (as soon as I figure out how to take pics with Half-Life). Bilinear filtering by itself I think left me with the specific mipmap borders (Though I can't remember for sure).
Also, with Star Trek Elite Forces, with Anisotropic filtering set to on and no matter what setting (High or Very High) in the drivers, I still see the mipmap borders, but with it disabled I don't see any mipmap borders and things look crystal clear (ie, not nearly as bad as with Anisotropic disabled in Half Life).
btw, I only enabled Anisotropic in the drivers for half-life (I don't know if it has it's own setting for that), however to enable trilinear (with Anisotropic disabled in the drivers) I had to use the command in the console, whereas with Star Trek, I think I had to enable it both in the drivers and the game in order for me to see anything different. Also I think Star Trek defaults to Trilinear when Anisotropic is disabled (otherwise I would have had bad problems with blurring still I think).
I could try posting some pics, though you'll have to give me time (I don't play these games much due to a 56k net connection :-( but play Star Craft instead

.
On the issue of why ATi didn't allow Trilinear and Anisotropic to be enabled, I don't know why, though I think I can safely assume it was a conscious decision on their part, becuase they knew that the original Radeon didn't have it, and some people (people like the Reverend) found that out. so, either they thought that the people buying these cards wouldn't know again (which would be a safe assumption, considering most people didn't know about this at all until recently, including me), or they truly thought that they could drop it and still maintain quality (which they may or may not have accomplished, but IMHO the Radeon's 7191 drivers certainly look VERY nice by default compared to GF3 by default, and I don't see mipmap borders in Half Life with Aniso enabled, and to destroy the borders in Star Trek I just disable Aniso).