Why don't games support quad-linear filtering yet?

Fadardo

Member
Jun 10, 2007
99
0
0

I'm curious as to why no games or programs use quad-linear filtering with or without mip-mapping. This feature have been available in both hardware and drivers for mipmapping by Nvidia since the Geforce3 Ti series, and likely nearly as long by ATI. http://techreport.com/articles.x/3203/1
The xbox 1 was capable of perfroming quadlinear filtering as well, which makes sense since it had a geforce3 based gpu. Whether or not it was actually put to use is another question.


From what I've read there isn't to much dimminishing rate of return/ or performance penalty going from tri-linear to quadlinear filtering.

Here's an amazing quadlinear filtered image. You can see how well the colours blend together, the transition from one color to another is almost perfect.

http://graphics.idav.ucdavis.e.../return_jpg?pub_id=847
 

IdaGno

Senior member
Sep 2, 2004
452
0
0
Originally posted by: Fadardo

I'm curious as to why no games or programs use quad-linear filtering with or without mip-mapping. This feature have been available in both hardware and drivers for mipmapping by Nvidia since the Geforce3 Ti series, and likely nearly as long by ATI. http://techreport.com/articles.x/3203/1
The xbox 1 was capable of perfroming quadlinear filtering as well, which makes sense since it had a geforce3 based gpu. Whether or not it was actually put to use is another question.


From what I've read there isn't to much dimminishing rate of return/ or performance penalty going from tri-linear to quadlinear filtering.

Here's an amazing quadlinear filtered image. You can see how well the colours blend together, the transition from one color to another is almost perfect.

http://graphics.idav.ucdavis.e.../return_jpg?pub_id=847

best answer I could find

The biggest problem with palette textures is that if you use linear filtering, you multiply by two the number of memory transfers you need for a single texel fetch (32 fetches for quadlinear filtered 3D textures!) and you cannot initiate the LUT fetch until you have done the color index fetch, so the latency increases (unless you cache the palette onchip).

(I don't pretend to understand any of that.)