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#5376 |
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Registered
Join Date: May 2007
Posts: 19
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yeah, it might just help if we had some small bitmap comparisons. i'm sure the professional analysts will have this, but we're all tired of waiting on this arbitrary nda to lift and having to resort to all manner of enthusiast benching which we appreciate all the same.
anywho, about this nda ending on the 14th, can we expect sites to update at midnight eastern time or what? anyone know which official tech sites stay most current? |
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#5377 | |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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Quote:
![]() The XT shot is messed up, probably mostly by compression - you can see the jpeg artifacts.
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"Complexity is easy; simplicity is difficult." Last edited by Geeforcer; 13-May-2007 at 06:23. |
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#5378 |
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R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
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I think people may end up finding that the blur is not just a compression thing.
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Nzone
SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#5379 |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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Is this the tent filter in action? I notice BECCA had it enabled in earlier sshots, but he didn't say one way or the other with the 3DM06 ones.
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#5380 |
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Casual Member
Join Date: Feb 2002
Location: switzerland
Posts: 2,088
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Looks very blurred , which i'm a little surprised. Though being no expert shouldn't the correct weightening of the samples with a tent filter minimze the blur effect.
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f@h name griswoold |
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#5381 |
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Regular
Join Date: Mar 2007
Posts: 8,986
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I would imagine a wide tent would have a blurrier effect than the narrow tent. And thus far I haven't actually seen a shot of the 12x setting with the narrow tent. He supposedly did that with the Doom 3 screens, but honestly I see no difference in those so I'm rather doubting it's actually being applied in Doom 3.
There have been shots of the 16x setting with the wide tent and that does tend to be noticably blurrier. Enough so that if that actually proves to the be case in actual review coming up, it wouldn't be a setting I'd probably use. Regards, SB |
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#5382 |
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Monochrome wench
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Ow, the XT images are really badly jpeg artifacted and the GTX ones aren't. It's not a fair comparison at all.
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#5383 |
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Registered
Join Date: May 2007
Posts: 19
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everyone look at the file sizes. one is over 600kb and the other is over just 100k
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#5384 |
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Senior Member
Join Date: Jun 2005
Posts: 1,320
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So far HD-2900XT disappointed me, especially 6 months late and no answer to G80-GTX.
R600XT 320 stream processors could not win over 128 stream on G80-GTX. Hmmm.... probably because 16TMU's and 16ROP's Last hope driver improvement!
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What is the meaning of life? - Why I'm here, I know my past, because I return to the past but I'm going forward to see my future, to find the truth, meaning of the existence and purpose. |
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#5385 |
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Member
Join Date: Dec 2004
Location: Melbourne, Australia
Posts: 233
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I know JPEG artifacts when I see them. The 2900XT shot, when zoomed in, is far blurrier due to massive JPEG artifacting. The reason you don't notice it that much when zoomed out is because that's what JPEG is designed to do.
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#5386 |
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Rock Star
Join Date: Oct 2002
Location: Canada
Posts: 961
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#5387 |
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Senior Member
Join Date: Feb 2003
Location: Sofia, BG
Posts: 1,136
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offtopic, but it would be great if there was a way to see what JPEG quality setting was used when saving a shot
Wild guess: 80 for XT shot and 90-100 for 8800
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"There are three types of lies - lies, damn lies, and statistics." |
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#5388 |
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Naughty Boy!
Join Date: Sep 2006
Location: Far far away
Posts: 961
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I try it, original .bmp size 3.932.216 byte, than i convert to .jpg, quality 65% file size 126.013 byte (xt picture size 126.125byte), quality 98% file size 635.662 byte (gtx picture size 643.841byte).
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#5389 |
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Junior Member
Join Date: May 2007
Location: SWEDEN
Posts: 32
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The last pic must be more compressed, you clearly see those squares on XT, not a single one on GTX.
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#5390 | |
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Member
Join Date: Aug 2005
Location: Sheffield, UK.
Posts: 483
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I would like to ask about this explanation made by Kinc on Nordichardware.com as he posted here...
http://www.nordichardware.com/forum/-vp21040.html#21040 This is what he said... Quote:
I am just a noob reading on this board and thus having got no good basic about how memory and bus will be ultilized. But I just would like to ask if this might be a reason happened that even AMD/ATi themself haven't expected before hand (yes, GDDR4 spec would sound awlsome in the paper anyway)... Regards,
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Love is like sane, just hold it firm not hold it tight... |
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#5391 |
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Senior Member
Join Date: Jan 2007
Location: TDO, Germany
Posts: 1,222
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So, we may find that the 1GB version that we think will arrive in June/July will have GDDR3? Interesting.
Is there a particular time B3D is aiming for to get their first piece out on the R600?
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Trade Steam games with other B3D members Last edited by bigtabs; 13-May-2007 at 10:21. |
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#5392 | |
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Junior Member
Join Date: Sep 2006
Location: North West UK
Posts: 81
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Quote:
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#5393 |
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Senior Member
Join Date: Apr 2004
Posts: 1,046
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HL2: LOST COAST FAA@4x , FA@16x , HDR@ful l 8,37
2900XT/8800GTS: 1600x1200 med:130/126 1920x1200 med:113/112 |
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#5394 |
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Senior Member
Join Date: Apr 2004
Posts: 1,046
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Splinter Cell: Double Agent AA@4x in game , FA@16x in CCC.
And this tweak X:\Program files\Ubisoft\Tom Clancy's Splinter Cell Double Agent\SCDA-Offline\System [Graphics] bEnableHDR=True bTrilinearFiltering=True bSpecularLighting=True bVerticalSync=False bHighQualityVisualFX=True [WinDrv.WindowsClient] WindowedViewportX=1920 WindowedViewportY=1080 FullscreenViewportX=1920 FullscreenViewportY=1080 TextureDetail=UltraHigh SkinDetail=UltraHigh Brightness=0.000000 Contrast=0.000000 Gamma=0.000000 MipFactor=1.000000 UseJoystick=True CaptureMouse=True StartupFullscreen=True ScreenFlashes=True NoLighting=False DeadZoneXYZ=True DeadZoneRUV=False InvertVertical=False ScaleXYZ=1.000000 ScaleRUV=1.000000 MinDesiredFrameRate=10.000000 Decals=True NoDynamicLights=False SkinDetail=UltraHigh TextureDetail=UltraHigh NoFractalAnim=False Decals=True This route http://www.mediafire.com/?cnymd5mdihd Splinter Cell: Double Agent AA@4x in game , FA@16x in CCC. 2900XT/8800GTS: 1280x1024 min:24/-- med:38/-- max:57/-- 1600x1200 min:18/-- med:28/-- max:42/ no AA, FA@16x in CCC , all maximun 1600x1200 min:40/-- med:57/-- max:87/-- And the 8800 GTX and 1900 XTX in this route .. http://i4.photobucket.com/albums/y11...o/sc4i1600.jpg |
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#5395 |
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Member
Join Date: Apr 2003
Posts: 743
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Nice, keep the gaming benchies coming. Tired of 3dmark by now.
Only 27 hours left. |
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#5396 |
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Member
Join Date: Apr 2004
Posts: 894
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It seems the bus bandwith is 128 bits instead 512...
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#5397 |
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Senior Member
Join Date: Oct 2006
Location: Germany
Posts: 1,003
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HL2: LC? Is it the integrated VST (video stress test) or custom timedemo? If VST, there is (unfortunetly) no HDR lightning a la VALVe.
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Hail Brothers and Sisters! Coranon Silaria, Ozoo Mahoke Eta Kooram Nah Smech! Find Chuck Norris. |
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#5398 | |
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Senior Member
Join Date: Apr 2004
Posts: 1,046
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Quote:
edit / with HardwareOC Benchtools Bench 2.2 version HL2: LOST COAST & HardwareOC Tool v2.2v NO AA , NO AF HDR@full y all máximun. 2900XT/8800GTS: 1600x1200 med:137/-- 1920x1200 med:125/-- HL2: LOST COAST & HardwareOC Tool v2.2 AA@4x y FA@16x, HDR@full y all máximun 2900XT/8800GTS: 1600x1200 med:76/-- ![]() 1920x1200 med:64/-- ![]() ------------------------------------------------------------------------------------------------- Oblivion 8,37 OBLIVION, all maximun , FAA@4x y FA@16x , HDR -2900XT/8800GTS: Forest 1920x1200 12/15 1600x1200 16/18 1280x1024 19/23 This route http://img120.imageshack.us/img120/7...ncustombw9.jpg http://i4.photobucket.com/albums/y117/jonelo/ov1650.jpg Forest . night , raining 1920x1200 10/10 1600x1200 13/12 1280x1024 16/15 Last edited by Galduta; 13-May-2007 at 11:46. |
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#5399 | |
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Senior Member
Join Date: Jul 2004
Location: NY, NY
Posts: 2,680
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Quote:
Yes the XT does blur, anything above x8 has a slight to large blur effect. Last edited by Razor1; 13-May-2007 at 12:50. Reason: typo |
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#5400 |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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This is going to be interesting to watch. If I understand the process correctly this blurring should be easily noticeable with lower screen resolutions and/or higher-resolution textures where neighbouring pixels can have sufficiently different colors that any blending could really throw things off. I've never used Quincunx but I vaguely remember there being a camp that stood by it and others who denounced it as crap. Something tells me history will repeat itself
Anybody post CSAA vs CFAA shots yet?
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What the deuce!? |
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