If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 | |
|
Member
Join Date: Jun 2002
Location: Calgary, Alberta
Posts: 143
|
From [H]Ocp:
Quote:
|
|
|
|
|
|
|
#2 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,990
|
http://www.beyond3d.com/forum/viewtopic.php?t=4043
The issues has been evident since GF4 anyway, so why they didn't know about this until now is beyond me. I'd guess that this only applies to 2X and Quncunx, given whats in that thread. |
|
|
|
|
|
#3 |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Man, the parallels between this and the VSA-100 launch just get more and more creepy!
|
|
|
|
|
|
#4 |
|
Senior Member
Join Date: Mar 2002
Posts: 3,786
|
Soon we'll have to do FSAA comparisons with a magnifying glass and a digital camera...
|
|
|
|
|
|
#5 | |
|
Senior Member
|
From [H]Ocp:
Quote:
|
|
|
|
|
|
|
#6 |
|
Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
|
The Author of Hypersnap has never been aware there was a need for a Nvidia post filter caption, I've emailed him before on this as I got a copy.
Since Hypersnap is capable of capturing 3DFX's post filter maybe worth a shot to try it..its a very good screen capture utility and there is a trial version. |
|
|
|
|
|
#7 | |
|
Member
Join Date: Feb 2002
Location: Bay Area, California
Posts: 702
|
Quote:
Seriously, I was baffled to see razor-sharp screenshots of the GF4 with Quincunx on all the major websites, yet firing up a game of Everquest or Tribes2- the huds and text were extremely difficult to read and blurry. Sure enough, taking some screenshots myself (and the debates that ensued on this forum) showed the framebuffer snapshots did not truly represent the final on-screen image quality. How sites could say how much sharper and better Quincunx was based on screenshots only illustrates reviewers need to spend more time on reviews. Had they actually played the games and paid attention to the on-screen, in game IQ, it would have stood out like a sore thumb how different the screenshots are from in-game. Can't say I blame HardOCP or Anand on this front though. Given TWO (2) days to pack as much information, benchmarks and html as they did is just uncanny. I'd really like to know what caffeine/taurine supplements they use and where I can get some. |
|
|
|
|
|
|
#8 |
|
Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,883
|
Actually, I believe the problem with AA *is* the post filtering.
As for AF... I think nVidia is simply trying to make people think the problem is the same. However, I don't think that's the case. In reality, they probably made their algorithm too aggressive. So, they're going to make it less aggressive in a future revision, increase the performance hit, and no one will notice it because overall performance will have increased with more mature drivers. Uttar |
|
|
|
|
|
#9 |
|
Member
Join Date: Feb 2002
Location: /home/rb/Switzerland
Posts: 402
|
I, too, wonder what NV actually meant by stating "The GeForceFX's technology applies filters that effect AntiAliasing and Anisotropic filtering after the frame has left the frame buffer. " Filters? Like, blur filters? Or were they just too lazy to explain the GF4-like "sampling" that happens after the framebuffer?
*puzzled* 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 |
|
|
|
|
|
#10 |
|
Member
Join Date: Mar 2002
Location: Bristol, UK
Posts: 781
|
So are the need for speed screenshots on hardocp ok and the its the ut2003 shots where the AA isnt showing?
|
|
|
|
|
|
#11 |
|
Junior Member
Join Date: Sep 2002
Posts: 60
|
I'm sure it's possible that the FSAA on the FX is better than the screenshots would indicate, especially if they borrowed some ideas from 3dfx(who also did AA like that as I recall). However, the reviews I read still said that in games the 9700 appeared to do 2xFSAA a good deal better than the FX. I'll be interested to see how this plays out, but I'd place my money on ATI still coming out the winner when it comes to FSAA quality.
|
|
|
|
|
|
#12 |
|
Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
|
Its still OGMS vs RGMS.
|
|
|
|
|
|
#13 | |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Quote:
|
|
|
|
|
|
|
#14 | |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
Quote:
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
|
#15 |
|
Member
Join Date: Apr 2002
Posts: 445
|
Lol, so the following statement could be taken as true?
"Screenshots can't begin to describe how good the 2x aa of the FX is." My feeble attempt at injecting some levity. I too thought it was fairly well known that screenshots of aa in action couldn't always be taken at face value. Quality in motion is another thing too but that leads us to subjective impressions which is a whole another can of worms. |
|
|
|
|
|
#16 |
|
Senior Member
Join Date: Aug 2002
Location: Miami, Fl
Posts: 1,036
|
According to Anand ( http://www.anandtech.com/guides/viewfaq.html?i=39 ) 2X MSAA is rotated grid.
|
|
|
|
|
|
#17 |
|
Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
|
|
|
|
|
|
|
#18 | |
|
Registered
Join Date: Jan 2003
Posts: 4
|
Quote:
Lincoln |
|
|
|
|
|
|
#19 |
|
Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
|
Yes but we have no problem capturing 4XS prior to this on Nv25, or any of the XS modes...on NV25 hardware.
Here: http://www.nordichardware.se/artikla...k/2003/nv25AA/ and here: http://www.beyond3d.com/forum/viewto...54&start=0 |
|
|
|
|
|
#20 |
|
Senior Member
Join Date: Aug 2002
Location: Miami, Fl
Posts: 1,036
|
I believe the capture problem on the FX affects only the 2X mode (correct me if I'm wrong).
|
|
|
|
|
|
#21 | ||
|
Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
|
Quote:
One 6x mode is 4xOGMS + 1.5x1 OGSS, the other is 2xRGMS + 1.5x2 OGSS. One 8x mode is 4xOGMS + 2x1 OGSS, the other is 2xRGMS + 2x2 OGSS. And I'm almost sure that the modes used on GFFX are the ones with 4x OGMS. At least the pics look like it.
__________________
Binary prefixes for bits and bytes |
||
|
|
|
|
|
#22 |
|
Senior Member
Join Date: Feb 2002
Location: CT
Posts: 2,024
|
The GF FX is not the GF 4. What was true for the GF 4, therefore, is not necessarily true for the GF FX.
Also, my current understanding is that the 2x RGMS component of AA is what is downsampled. Therefore...this would have an effect on 2x RGMS, and the 4xS, 6xS, and 8xS mode screenshots. This seems pretty reasonable. I presume other possibilities, like Quincunx being incorporated into all modes or some such, would have been noticed when viewed on screen, or are discounted for reasons I'm not thinking of at the moment. |
|
|
|
|
|
#23 |
|
Junior Member
Join Date: Aug 2002
Posts: 11
|
This is my understanding of the "_xS" modes:
2x RGMS + 1x2 OGSS- 4xS 2x RGMS + 1.5x2 OGSS- 6xS 2x RGMS + 2x2 OGSS- 8xS The last two are discussed (in German) here: http://www.3dcenter.de/artikel/2002/11-20_b.php Lincoln |
|
|
|
|
|
#24 | |
|
Member
Join Date: Mar 2002
Location: Bristol, UK
Posts: 781
|
Quote:
[speculation] The performance hit of the 8x mode in the gf fx also seems very high if its only 2x supersampling? A possible reason for these modes being used is that nvidia are having problems with the 2xMS in combination with supersampling (note 4xS and its artefacts) so they had to use the 4xMS in the (p)review drivers [/speculation] |
|
|
|
|
|
|
#25 | |
|
Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
|
Quote:
http://www.3dcenter.de/artikel/2003/01-17_b.php
__________________
Binary prefixes for bits and bytes |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| 3dfx Rampage ;) | Ante P | 3D Architectures & Chips | 219 | 26-Feb-2012 19:48 |
| New Catalyst Control Center is up | PatrickL | 3D Hardware, Software & Output Devices | 108 | 11-Sep-2004 19:03 |
| Chat Transcript: ATI's texture filtering algorithms | cho | 3D Architectures & Chips | 89 | 23-May-2004 05:06 |
| ATIs offical response to trilinear filtering algorithms | Zardon | 3D Hardware, Software & Output Devices | 1 | 18-May-2004 11:27 |
| New 3DMark03 Patch 330 | Nick[FM] | 3D Architectures & Chips | 429 | 05-Jun-2003 00:28 |