Smurfie said:My favorite game currently is City of Heroes, which the 6800s seem to do a lot better in.
Me too, but.... the 6800 has real texture shimmering problems in COH, the IQ of the X800 just blows the 6800 away - and I own both cards!
Smurfie said:My favorite game currently is City of Heroes, which the 6800s seem to do a lot better in.
Why do you say performance on ATI is less? The benches seem to indicate otherwise!Scali said:So both quality and performance on ATi is less.
How do you say the quality is less? :|madshi said:Why do you say performance on ATI is less? The benches seem to indicate otherwise!Scali said:So both quality and performance on ATi is less.
I haven't been catching up on the 3DMark05 articles on the Net but in such articles, which I presume is the ususal shootouts amoingst vid cards involving ATI and NV cards, is DST disabled?digitalwanderer said:How do you say the quality is less? :|madshi said:Why do you say performance on ATI is less? The benches seem to indicate otherwise!Scali said:So both quality and performance on ATi is less.
Reverend said:I haven't been catching up on the 3DMark05 articles on the Net but in such articles, which I presume is the ususal shootouts amoingst vid cards involving ATI and NV cards, is DST disabled?
The depth maps DST or R32F are both sampled using Percentage Closest Filtering (PCF). If the
hardware supports DST and hardware accelerated PCF, a single bilinearly filtered sample is taken. The
non-DST rendering path uses four point samples. These two implementations produce a bit different
rendering, which can be seen in close inspection, by magnifying parts of frames with some shadow
artifacts, and comparing these side by side. In theory, the bilinear filtering is of higher quality than point
sampling, but in point sampling, the samples are taken from a larger area, and so in some cases point
sampling can produce a smoother looking rendering.
One could argue that the DST and hardware accelerated PCF implementation vs. the non-DST and point
sampling code paths do not produce comparable performance measurements, since the resulting
rendering shows slight differences. 3DMark05 was designed with the firm belief that those two are indeed
comparable, and in the fact that it is the right way to reflect future 3D game performance. Our study has
proved that over a dozen of the biggest game developers are using DST and hardware PCF for dynamic
shadow rending in their latest or upcoming titles. So if DST and hardware PCF are supported, they should
be used in depth shadow map implementations, because that is what is done also in the latest and future
games. However, if the benchmark user wishes to compare exactly identical rendering performance
across different architectures, DST can be disabled in the benchmark settings, and the dynamic shadows
are then always rendered using R32F depth maps and four point sample PCF.
Whitepaper explains PCF, not DST.Pete said:Yep, definitely read Rys' article. It's also explained in the whitepaper:
The depth maps DST or R32F are both sampled using Percentage Closest Filtering (PCF). If the
hardware supports DST and hardware accelerated PCF, a single bilinearly filtered sample is taken. The
non-DST rendering path uses four point samples. These two implementations produce a bit different
rendering, which can be seen in close inspection, by magnifying parts of frames with some shadow
artifacts, and comparing these side by side. In theory, the bilinear filtering is of higher quality than point
sampling, but in point sampling, the samples are taken from a larger area, and so in some cases point
sampling can produce a smoother looking rendering.
One could argue that the DST and hardware accelerated PCF implementation vs. the non-DST and point
sampling code paths do not produce comparable performance measurements, since the resulting
rendering shows slight differences. 3DMark05 was designed with the firm belief that those two are indeed
comparable, and in the fact that it is the right way to reflect future 3D game performance. Our study has
proved that over a dozen of the biggest game developers are using DST and hardware PCF for dynamic
shadow rending in their latest or upcoming titles. So if DST and hardware PCF are supported, they should
be used in depth shadow map implementations, because that is what is done also in the latest and future
games. However, if the benchmark user wishes to compare exactly identical rendering performance
across different architectures, DST can be disabled in the benchmark settings, and the dynamic shadows
are then always rendered using R32F depth maps and four point sample PCF.
Well, FM can't possibly explain every 3D tech in a 3DMarkXX whitepaper. That should be in a separate document ("3D Dictionary"). A few days ago, after I read the whitepaper, I suggested how it can be improved for better clarity and understanding. Maybe we'll have an updated 3DM05 whitepaper in the future, shrug.Pete said:You're right, Rev. You can guess PCF's function by its name and FM's description of its use, but no real explanation of either feature in the whitepaper.
Scali said:You should be able to clearly see a difference in quality on the shadow edges. As I say, on my Radeon 9600Pro they look considerably more grainy than on the 6800LE.
FutureMark seems to claim that both methods sometimes look better and sometimes worse. Hexus shows a case where ATI looks better. Scali seems to have found situations where NVidia looks better, but I've not seen screenshots of that yet.trinibwoy said:Scali said:You should be able to clearly see a difference in quality on the shadow edges. As I say, on my Radeon 9600Pro they look considerably more grainy than on the 6800LE.
So why is Hexus all in a huff and a puff about image quality being lower with DST enabled?
digitalwanderer said:Damn it, I just bit the bullet and actually bought a 3dm2k5 license....there goes my rep.