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#126 |
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Junior Member
Join Date: Mar 2002
Posts: 46
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>>Sorry, should've been more elaborate. Yes, I do know exactly what >>the code change does and I don't think he was/is aware of the side >>effects on performance. My "useless" statement was with regard to >>performance and not image quality. I should've been a bit more >>verbose about that. What I meant to say is that using AntiDetector is >>useless for performance comparisions.
>>-- Daniel, Epic Games Inc. No offense, but it's likely you may not know what the code change is doing. The app detection in NV drivers seems to occurs at context create time and/or createshader time. All the script is doing is disabling a "positive" app/shader detect from hapenning. Basically you are running the driver in fully API compliant mode when you run the script. Granted some of the app detects and shader detects are being used for working around application or hardware issues. But that doesn't make the script invalid for performance measurements |
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#127 | |
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Junior Member
Join Date: Aug 2002
Location: Raleigh, NC
Posts: 88
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One example from our engine - we have a hashing function as well and if you were to mess with it you'd end up uploading resources all the time.
-- Daniel, Epic Games Inc. Quote:
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#128 | |
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Member
Join Date: Mar 2003
Posts: 278
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#129 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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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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#130 | |
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Member
Join Date: Sep 2002
Posts: 559
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-FUDie
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Ph.D. - Piled Higher and Deeper |
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#131 |
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Senior Lurker
Join Date: Feb 2002
Posts: 1,326
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Mr Vogel, would you mind pointing out some specific issues you see/anticipate with UnWinders AntiDetect "hack"?
I am with you on the statement that one cannot use it for realistic performance comparisons, however, you must also admit that higher IQ will be reflected in performance, and as such, some of the performance drop is most surely coming from the increased IQ (else, why would nvidia lower it in the first place?). I also dont quite understand your comment about a simple cube map being a more scientific approach - approach to what? I dont understand. |
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#132 | |
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
-FUDie
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Ph.D. - Piled Higher and Deeper |
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#133 | |
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Senior Member
Join Date: Jul 2002
Location: BelleVue Sanatorium, Billary, NY. Patient privileges: Internet access
Posts: 2,694
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Quote:
That's why I brought up the issue of how the ATi drivers seem almost unaffected by the anti-detector code. Nobody is saying that anti-detection software is the "perfect" approach--of course it's not. But right now it's about the only approach to ferret out whether or not an IHV is hacking his drivers to return inflated benchmark scores that are incongruent with average-case 3D game performance as supported in those drivers. I agree that other, better methods are needed. One thing I can think of that would really be nice is to see Epic code in its own "anti-cheat" software, directly into the game engine, so that if the game calls for full trilinear either the driver provides it or the game doesn't run (until you set it for bilinear.) That would be nice--but very difficult to do, I'm sure. But there it is. If developers were doing their part we wouldn't have to worry about UW's anti-detection scripts...right?.... |
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#134 |
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Junior Member
Join Date: Jul 2003
Posts: 39
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So what are we saying about the anticheat detector exactly?
It removes all app specific code paths and makes all cards run an api industry standard rendering code? It doesnt make any/little difference when running on ati cards. It makes a huge difference to nvidia cards. My real questions are - is this programme biased in any way towards ati cards? is anybody here compitent to know exactly why we see these results? if they are can they prove it? |
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#135 |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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The anti-detector is not biased, just one IHV (starts with a N and ends with a A) has 70 references in its drivers for 'optimizations'.
I can't see how anyone can argue without those scripts, Nvidia users could not get full trilinear AF something the 44.03 driver is supposed to do when selecting 'quality'. |
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#136 | |
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Senior Member
Join Date: Jul 2002
Location: BelleVue Sanatorium, Billary, NY. Patient privileges: Internet access
Posts: 2,694
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Quote:
But you know, nVidia hacking its drivers to substitute a performance trilinear mode for full trilinear, even when UT2K3 calls for full trilinear, was something I did not anticipate. With lack of corrective action coming from nVidia, or from the game developers of the affected software, what else can you do besides something like "Anti-Detector"...? As DV points out there are other ways to investigate the problem apart from AD, but none of them that I'm aware of do anything to solve the problem in actual game play as AD does, imperfect as it is. Perhaps if game developers "develop" more of a sense for what their markets want they'll be of more assistance here. The relationship between 3D IHV's and 3D software game developers is certainly symbiotic. But both of them depend more on their market customer base than they do on each other. Possibly it may take developer pressure on nVidia to correct their present course--as nVidia seems fairly deaf to its (potential) customer base on these issues. I'll tell you I haven't seen conduct like this on the part of an IHV since I bought the V1 long years ago. I've never seen the like. |
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#137 |
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Junior Member
Join Date: Mar 2002
Posts: 46
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>>One example from our engine - we have a hashing function as well >>and if you were to mess with it you'd end up uploading resources all >>the time.
Good point...But the impact with disabling the hash detect seems to be higher in HW limited cases(with 4xAA 8X Aniso) than the default cases...So, I seriously doubt if the performance degradation is coming from inefficient resource loading. Also, the fact that the trilinear works fully in UT2003 and the shaders in 3dmark03 look higher precision indicates that this hash function is being used for a lot more than optimizing redundant resource loading |
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#138 | |
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Member
Join Date: May 2003
Posts: 274
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Quote:
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"Core and Eidos believe that Tomb Raider: AOD performs exceptionally well on NVIDIA hardware" |
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#139 | |
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Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
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#140 |
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Junior Member
Join Date: Jul 2003
Posts: 29
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I'm not familiar with UT2K3 but wouldn't it be possible to force bilinear (on purpose) in the driver or app, benchmark it, do it again with the same settings and Unwinder's script running and then compare the results to see if there's a difference in fps? You can isolate the performance difference between forcing trilinear via the script and any adverse effects it may have on legitimate optimizations. Would this work?
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#141 | |
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Junior Member
Join Date: Sep 2002
Posts: 60
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#142 |
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Junior Member
Join Date: Jul 2003
Posts: 29
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That's what happens when you use the Quality image setting, but what I'm wondering is what the Performance and High Performance settings do. Do these force bilinear or is it a lower form of hacked up tri?
I'm wondering if there's a way to force card and the game to do bilinear on everything (none of that quasi-trilinear stuff). It would seem obvious to me that the game would allow this since there are cards out there that only do bilinear (8500) but I want to make sure. If it is possible to do just bilinear filtering, than someone with a 5900 could test Unwinder's script to see if it disables something important to the performance of the game (see my previous post). Then, we would know if that hit on performance Dave B. noticed earlier is due to the 5900 being forced to do trilinear, if it's disabling something important and legitimate in the drivers or if it's a combination of both. Of course, I could be way off base here. Anyone care to comment? |
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#143 | ||
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Registered
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This question was asked on the Hardforums:
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#144 | |
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Retarded moron
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I promise I won't make smutty comments on the line. On a more serious note, Dave is only trying to educate people, I hope he does keep pushing that agenda.
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I eat coffee. |
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#145 | |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#146 |
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Member
Join Date: May 2003
Location: I exist
Posts: 459
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As I see it, the degree of performance differences revealed by using anti-detection scripts are irrelevant. I don't think anybody is saying that the whole performance drop is the result of disabling optimizations, whether valid or invalid. The whole point of testing with anti-detector is to ascertain which applications are being detected.
Clearly some or all of the performance discrepancy is from the dialing down of IQ in UT2003's case. Some of the performance drop may be a side effect of anti-detector. Unwinder (I think) has claimed otherwise, but he may be wrong, and DV may be right. But again, it is also clear that IQ is being affected by NVIDIA, and performance is also going up. This is very sensible logic, as it should be obvious that NVIDIA would not spend time hacking away IQ in one game which is highly benchmarked for reviews if there was no apparent and immediate gain. |
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#147 | ||
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,948
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As for phoning him - he's in the US and I'm in the UK, I'm not really bothered enough about not posting on their forums to waste money on it. Email will suffice. |
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#148 | |
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Member
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Quote:
Regardless of how you feel about AntiDetector, the fact remains that it seems to be the only way to get full trilinear in UT2003 on GeForceFX cards at present. If you are examining the image quality in that particular game in the way that [H] have, it seems prudent to me to use AntiDetector to show the game 'the way it's meant to be played' for comparison purposes.
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Elite Bastards |
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#149 | |||
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Retarded moron
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I thought you lived in the USA. Anyway, I can call you if you wish?
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I eat coffee. |
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#150 |
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Member
Join Date: Feb 2002
Posts: 137
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Heh, it's kinda amusing that Kyle closed a 21 pages thread(the UT2k3 filtering article) citing that it is too long and shoud be continued on another thread. He then closed that second thread when it barely hit second page.
Kyle is really working overtime in damage control the way he bans people, reply to post with mostly semantics, and close threads, and deleting countless post. I don't feel sorry for the poor bastard from what I heard of him and read from a few of his reply in those threads. He really had it coming. Kinda ironic that his site is getting so many hits for his FUD. |
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