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#26 |
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Senior Member
Join Date: May 2005
Posts: 2,038
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That's not brilinear filtering. Brilinear filter doesn't create breaks/hard transitions. It's trilinear, but one stage seems to be filtered bilinearly. Because the neighbouring stage is filtered trilinearly, and the bilinear stage isn't undersampled, the break doesn't appear as hard as with typical bilinear/bilinear transition, but it can be noticed in specific situations. I don't think it's a cheat, R8xx GPUs have enough texturing/filtering power (in fact more than R7xx - ALU:TEX ratio remained the same, but R8xx SPs are loaded higher because they perform interpolation). I think it can be a result of some change in TMUs' architecture... maybe a HW bug?
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Sorry for my English. But I hope it's better than your Czech |
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#27 | |
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Senior Member
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Quote:
BTW, i am just upoloading SGSSAA-vids, the banding's still there, the overall image appearance is much nicer though.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#28 | |
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Member
Join Date: Jun 2006
Location: Germany
Posts: 284
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Quote:
The only strange thing is the darker color in the smaller mips. Could also be a driver bug.
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3DCenter Filter Tester |
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#29 |
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Regular
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Does renaming the tester to commonly-benchmarked games lead to variations in filtering?
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Can it play WoW? |
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#30 |
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Member
Join Date: Jun 2006
Location: Germany
Posts: 284
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It didn't when I last tried on RV770. I suspect they do the app detection more intelligent by now.
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3DCenter Filter Tester |
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#31 |
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Member
Join Date: Sep 2005
Location: Rage3D
Posts: 301
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#32 | |
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Member
Join Date: Sep 2005
Location: Rage3D
Posts: 301
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#33 |
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Member
Join Date: Jun 2006
Location: Germany
Posts: 284
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There are more than enough AF quality comparision videos to find online. I'm sick of having to justify myself every single time. The problem is that ATI is doing everything they can to hide this. They confuse the users with a nonfunctional "A.I." on/off switch that doesn't do anything nowadays and "fixes" problems in synthetic tools by driver detection.
I tell you the facts: ATI is using brilinear filtering and is undersampling the line of anisotropy. You would be suprised how much samples you can save with some textures without much visual impact. If you don't believe them then I couldn't care less. Oh and btw. I am the author of the tool we are talking about, so I should know one or two things about anisotropic filtering. And yes I like to have strong opinions about that subject, because it just plainly annoys me like hell that we are still talking about that issue in the year 2010 while computational power skyrockets. I had hopes that Microsoft will specify the filter algorithm for D3D11, but it didn't happen, so they have no way to force it with WHQL.
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3DCenter Filter Tester Last edited by Novum; 08-Jul-2010 at 01:00. |
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#34 |
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Member
Join Date: Sep 2005
Location: Rage3D
Posts: 301
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Whoa dude, I wasn't saying you needed to justify yourself, just asking for clarification.
Nevermind then, I'll leave it alone... |
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#35 | |
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Member
Join Date: Jul 2004
Location: England
Posts: 442
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#36 | |
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Senior Member
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4x SGSSAA: http://www.youtube.com/watch?v=MDx0V_Er2WA http://www.youtube.com/watch?v=zLkd1O8233k 8x SGSSAA: http://www.youtube.com/watch?v=sp2bB2LXp08 http://www.youtube.com/watch?v=WGYs-6MEnOg I am still not decided, where i can upload the original files.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#37 | ||
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Senior Member
Join Date: May 2005
Posts: 2,038
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Quote:
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I can't imagine why would it ATi use to increase performance. Why would they use full-quality trilinear for all stages except one, which would be bilinear? Wouldn't it be better to undersample all stages slightly and equally (as on RV7xx) than to perform high quality filtering on most stages and cripple the last one?
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Sorry for my English. But I hope it's better than your Czech |
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#38 |
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Member
Join Date: Jun 2006
Location: Germany
Posts: 284
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I can't see how that fits to the screenshot. After fiddeling with the tester I can almost reproduce the results by using bilinear filtering without AF. There is something very strange happening here.
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3DCenter Filter Tester |
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#39 | |||
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Senior Member
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We already know that TC officially was scaled back to 8 kiB per quad-TMU, don't we? Quote:
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We shouldn't rule out the possibility of a driver bug also. Maybe it's just that. --- Did you realize that this strange banding occurs in Novum's filter tester only on anisotropys higher than 2:1, i.e. starting from 4x AF? Ah, no. It's there also at 2x. If you drop texture scale to 0.1, it's clearly visible.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! Last edited by CarstenS; 08-Jul-2010 at 21:53. |
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#40 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
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#41 |
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Senior Member
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Yeah, there are a couple of entries that seemingly deal with Aniso, also the X1K-option of AreaAniso. But when i last tried it, it didn't have any apparent effect. Maybe they just forgot to delete them?
There are other interesting options, though: ExportBumpMappedTex, ExportCompressedTex and ExportCompressedTex_DEF. Maybde Dave can tell us more?
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#42 | |
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Senior Member
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DX8 improved this as apps had to query for formats, but there was still the occasional app that would take the first 32-bit format they found and assume it had the properties they needed. Fortunately, these issues are very rare nowadays, but people using really old apps can still have issues.
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I speak only for myself. |
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#43 |
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Senior Member
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Ah-ha! Thanks a lot OpenGL guy, that'll save me some time; assuming in the first place google would have even returned that information.
Since you didn't write something wrt to the "banding issue" discussed in this thread, i take it you're not ready/allowed to share additional insights into that?
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#44 | |
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PM
Join Date: Dec 2002
Posts: 1,370
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#45 | |
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Member
Join Date: Jun 2008
Location: Torquay, UK
Posts: 909
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I agree though, ATI needs to at least level field with nVidia in this regard. Giving an option in driver to enable some kind on HQ Aniso, even with 50% performance drop, would be welcome because some older games I play wouldn't care! |
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#46 |
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Registered
Join Date: Mar 2007
Posts: 40
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So is ATI sacrificing image quality to increase performance or is this a software/hardware limitation?
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#47 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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If it's a hardware limitation then they've sacrificed IQ to save transistors. If the hardware is capable of good filtering then they've sacrificed IQ to increase performance. Doubtful that we'll ever know which is the case.
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#48 |
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Senior Member
Join Date: May 2005
Posts: 2,038
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What kind of cheating would it be, if this result is caused by HW bug?
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Sorry for my English. But I hope it's better than your Czech |
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#49 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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A hardware bug that they haven't managed to fix since R600?
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#50 |
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Senior Member
Join Date: May 2005
Posts: 2,038
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The issue which is discussed in this thread (hard mip-map transition) appears only with R8xx GPUs.
__________________
Sorry for my English. But I hope it's better than your Czech |
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| anisotropic filtering, broken, image quality |
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