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#1 |
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Junior Member
Join Date: Jun 2002
Posts: 25
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http://www.digit-life.com/articles/parhelia/index.html
Pretty indepth parhelia review. The only thing that bugged me was they used the 8500, geforce4, and parhelia for the entire article.. but they left out the 8500 in the ansiotropic filtering tests. |
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#2 |
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Junior Member
Join Date: Jun 2002
Posts: 76
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Yeah, and they still insist that the 8500 is doing RIP mapping, which has been clearly demonstrated to not be the case.
In any case, the mere existence of different methods of anisotropic filtering only validates the demonstration of those methods even more. IMO, they're playing favorites here by not testing either the performance or image quality of the 8500's aniso. |
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#3 | |
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Junior Member
Join Date: Jun 2002
Posts: 76
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From the review:
Quote:
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#4 |
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Member
Join Date: Mar 2002
Location: Bristol, UK
Posts: 781
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Maybe someone should show them some alpha tested textures. (theres quite a few in JK2).
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#5 |
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Junior Member
Join Date: Jun 2002
Posts: 76
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Another thing I noticed is some strange artifacting in the closeup GF4 FSAA shots:
![]() It looks like they could just be compression artifacts, until you realize that no such artifacts are seen in the Parhelia shots, which you would expect to see if both shots were compressed at some point: ![]() And yet the Digit-Life reviewer says nothing of this glaring difference, but goes on to say how the Parhelia produces artifacts by missing certain edges. WTF? If he's not an nVidiot, he's certainly a piss-poor reviewer/technical journalist. |
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#6 |
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Senior Member
Join Date: Feb 2002
Location: Linköping, Sweden
Posts: 846
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I agree that the reviewer is sloppy to let through compression errors like that. Images should be saved in lossless format, be magnified, and then possibly be compressed. Never magnify a destroyed image when you have the original.
But OTOH, it's quite often that happens. So it certainly isn't anything special for this reviewer. And it's kind of funny that you call him a nVidiot when he shows images that makes a GF4 look bad in a unfair way. A small jpeg compression error lesson: Download |
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#7 | |
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Member
Join Date: Feb 2002
Posts: 123
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Quote:
I guess we'll just have to wait til someone does some test using DirectX 9.0 ( don't know who would venture and install the beta flying around ) |
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#8 |
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Member
Join Date: Feb 2002
Posts: 863
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The conclusion is incorrect on the vertex shaders
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#9 | |
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Junior Member
Join Date: Jun 2002
Posts: 76
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Quote:
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#10 |
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Senior Member
Join Date: May 2002
Location: germany
Posts: 1,217
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Concerning FAA, hop over to 3dcenter.de and check their FAA/FSAA comparison. It's mainly a series of pictures, but interesting to check out! The non-AAed edges with FAA can be VERY irritating to say the least. When looking straight on the edges of polygons, those that get AAed are clearly superior to 4xFSAA, no question, but if you don't look directly at them (e.g. focus on the edge of the picture) and then switch between FAA/FSAA, the difference is night and day, FAA really stands out negatively IMHO. It also made me wonder as to the method behing FAA again, wether the polygon setup in the test can have anything to do with the result?
Of course this is a synthetic test but still, plenty of screenshots in other reviews have similar problems. I'd love to personally see Parhelia in motion to really see just how irritating the introduced pixel popping really is, it might end up not really being noticable in most titles, which I hope. Damn why don't I know anybody who's spending that kind of cash on his GFX card? Personally I guess I'd rather have slightly worse AA that works on all edges 100% reliably, than better AA that completely ignores some seemingly random edges of the scene, but that's hard to say unless experiencing it first hand ... |
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#11 |
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Member
Join Date: May 2002
Posts: 116
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Those AA comparisons using FAA don't look like they were done right.
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#12 |
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Senior Member
Join Date: Feb 2002
Posts: 2,036
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[quote="Gollum"I'd love to personally see Parhelia in motion to really see just how irritating the introduced pixel popping really is, it might end up not really being noticable in most titles, which I hope. [/quote]
Why do you think there is pixel popping as oposed to the edge never being antialiased? I agree it would have been nice if an animation of the triangles would have been provided, because motion is the best way to evaluate antialiasing. |
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#13 |
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Junior Member
Join Date: Jun 2002
Posts: 76
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Some of the other shots definitely don't look compressed, but still show much more graininess from the GF4, even when comparing the same AA method:
![]() ![]() To me, this is interesting to note in and of itself and also interesting to note that it goes unmentioned. I usually don't get into these nVidia favoratism arguments, but to me its obvious that this is either sloppy testing or biased reviewing. |
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#14 |
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Senior Member
Join Date: Mar 2002
Posts: 3,786
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I had been waiting for the Digit-life article on the Parhelia for a long time, but this probably has the most incorrect information of any Digit-Life article that I've ever seen.
First, how can they say that about the Parhelia's vertex shaders? Why in hell would Matrox advertise 4 shaders and not get them working in the simplest of tests at launch? Second, have you ever seen such blatant disrespect for ATI's anisotropic filtering? The few caveats of ATI's implementation don't show up very often, and for the LAST time, it is NOT ripmapping. I want to make a program to clearly show this, but I haven't had the time to pretty it up. I think this article will give me the motivation to finish it ASAP. Leaving it out of the comparison, especially considering how horrible Matrox's quality is, is just wrong. Third, how can they say drivers will improve the situation for such simple tests? Even the crappiest drivers would not affect these sorts of tests. There are so many other completely baseless conclusions as well. Parhelia's seemingly high specs seem only to compensate for poor engineering. Even with the lower clock, its architectural advantages should have made it at least equal to the Ti4600. I suppose it has to do with Matrox having been out of the high performance 3D market for so long, so they didn't have the talent to take proper advantage of so many new technologies. It seems that they have an inefficient memory controller, but since their silicon isn't performing up to snuff for vertex related things, they have serious problems. On the bright side, R300 is not too far away. By then we'll forget all about Parhelia... |
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#15 | ||
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Senior Member
Join Date: May 2002
Location: germany
Posts: 1,217
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Quote:
It's really hard to say that without seeing it for real though, I'm trying to be very carefull about this and am well aware that the 3dcenter.de test was synthetic and probably exaggerated the possible differences a lot. Overall I got the impression that FAA works pretty well most of the time and looks marvelous, so until I got to check on my concerns I wont make a judgement on the whole thing, especially since its also a matter of personal preference. Quote:
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#16 | |
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Member
Join Date: Feb 2002
Location: /home/rb/Switzerland
Posts: 402
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Hi there,
Quote:
Link: http://www.3dcenter.de/artikel/parhelia_aatest/ It's yet another follow-up to the 3DC Parhelia first-look. The main point of interest (and why the article was written to begin with) is to show how the Parhelia deals with AAing polygon intersections. In short, intersections don't seem to be anti-aliased at all, on Parhelia. ta, -Sascha.rb
__________________
Sascha "nggalai" Erni, -.rb www.3dcenter.org | www.cgworld.de | www.nggalai.com "Size is not as important as fill rate or at least thats what I have been told. 8)" -jb, August 2002 |
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