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#1 | |
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Junior Member
Join Date: May 2004
Posts: 10
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http://www.gamespot.com/news/2004/06...s_6099873.html
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#2 |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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This is basically a summery of the whole filtering affair with nothing new. Move along, move along.
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#3 | |
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Junior Member
Join Date: May 2004
Posts: 10
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#4 |
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Naughty Boy!
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basicly ati is not looking at say farcry and seeing how they can lower image quality or advance feature sto speed up the rendering. They just have this one method that is the same on every gaem.
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#5 |
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pifft
Join Date: Jun 2003
Location: oregon
Posts: 1,274
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that "news" from gamespot was complete yellow journalism. What a croc of a headline and first paragraph. Guess when they aske BB they decided to run with it.
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but but but.... dang |
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#6 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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EDITED BITS: Sorry Dave
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#7 |
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,458
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welcome to last weeks news posted for the 100th time?
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#8 | |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,651
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#9 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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There's really nothing about ATI's "adaptive trilinear" that makes it more valid to use in benchmarks than nVidia's. They may have some algorithm that selectively disables the method for "optimal image quality," but it's still the same filtering algorithm.
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April 20, 1979 - America must never forget. |
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#10 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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I think it comes down to if it's noticeable or not, and I ain't in a position to judge both yet so I'm not going to....but I haven't been able to tell between ATi's trillinear or tryllinear so far and I have been trying.
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#11 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
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April 20, 1979 - America must never forget. |
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#12 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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Quote:
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#13 | ||
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Regular
Join Date: Jun 2003
Posts: 6,160
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Quote:
Is this quote even related to ATI trilinear optimisations? IIRC, this is a quote from last year when Nvidia was trying to justify their shader replacement policy and how they *never* cheated on application detected benchmarks. Is Gamespot just coblling together old quotes from unrelated subjects in order to try and sensationalise a molehill into a mountain? Well I suppose you have to do something when your "news" is a month behind everyone else... |
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#14 | ||
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Registered
Join Date: Apr 2002
Posts: 198
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While in motion its definatly noticable. |
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#15 |
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Senior Member
Join Date: Nov 2002
Posts: 4,164
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could you link that conclusion? i can't seem to locate it and i find it a bit odd that they would claim it is noticeable just now when it has been going on for over a year.
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#16 | |
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Senior Member
Join Date: Dec 2002
Location: Under a Crushing Burden
Posts: 4,290
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You bought horse armor didn't you? |
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#17 | |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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There are some graphics algorithms that rely on a linear gradient across mip-map levels. zeckensack suggested using a trilinear texture lookup in a texture with different shades of grey to get a number that could half compensate for ps2.0's lack of gradient instructions (and it could be faster too depending on what you want to do with it). I also remember reading about a caustics algorithm (from NVidia's developer site, I think) that uses trilinear filtering to get the shade of light correct. You take a mesh and displace the vertices to the locations a ray of light would have refracted, and render the mesh to a lighting texture. If the resulting triangle is small it should be bright, and vice versa. Finally, some depth of field algorithms use texldb to vary the blurriness, though I'm not a big fan of this method. There could be some vaguely noticeable differences in how the effect behaves. At least ATI's method doesn't give you any different results here, because they check if it's just an ordinary box filtered mip-map chain or not. However, ATI is potentially missing out on a lot of speed boosts because they're not applying it universally. What do you think? Should ATI just go ahead and do like NVidia? |
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#18 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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1. By default, the driver should always render exactly as the application suggests.
2. The driver may have additional options that enhance image quality or performance, that are user-selectable.
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April 20, 1979 - America must never forget. |
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#19 |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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Oh, so you're of the opinion that NVidia should also make normal trilinear default, and then offer the optimizations as a driver option? That's a bit of a surprise to me, but I was probably being presumptuous about your stance on this issue.
Maybe I'm being cynical, but I seriously doubt that will ever happen. If there are enough textures in upcoming games where ATI can't check for box filtering, I'm sure they'll also revert to NVidia's method of globally applying the optimization by default. |
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#20 | |
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Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
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Trolls find me soo tastey :P |
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#21 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Bloodbob, you could really stand to be a mite more careful when posting. The mispellings can get very distracting.
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April 20, 1979 - America must never forget. |
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