But Nvidia's 4x AF and ATi's 16x AF are equal when you looking at this numbers.
I assume that you are using the default settings for this app? In which case, are there that many games that occur in a tube?
But Nvidia's 4x AF and ATi's 16x AF are equal when you looking at this numbers.
Do you know Half life 1?DaveBaumann said:But Nvidia's 4x AF and ATi's 16x AF are equal when you looking at this numbers.
I assume that you are using the default settings for this app? In which case, are there that many games that occur in a tube?
Quitch said:Then reviewers looked down on the framerate, and it was bad. So, along came IQ and it was good... nothing else mattered, a good IQ meant the card was good.
Where's the balance?
Well you're either a very, very, VERY silly little manchild or a complete "enthusiasts-of-one-brand-over-the-facts" with that attitude K.I.L.E.R.K.I.L.E.R said:I would rather play games at 1fps with NV's QCX mode and bilinear filtering than Ati's 6xAA and 16xAF at 60fps.
funnily, the "tubes" in half life 1 are really not very tube like (6 or 8 sided, IIRC), and might end up looking better on ATI hardware...Exxtreme said:Do you know Half life 1?
digitalwanderer said:Well you're either a very, very, VERY silly little manchild or a complete "enthusiasts-of-one-brand-over-the-facts" with that attitude K.I.L.E.R.K.I.L.E.R said:I would rather play games at 1fps with NV's QCX mode and bilinear filtering than Ati's 6xAA and 16xAF at 60fps.
EDITED BITS: I forgot that B3D's word filter blanks out fanboy, so I went and changed it to avoid offense.
Exxtreme said:This number is a sum of all filtered texels in this one 3d scene. Higher number means more texels are used... more work and higher image quality.
This image is with limited (Auto configured) testure memory and auto configured (4X) AF. The quality is worse than the 0X AF shot, not because of filtering, but because the game automatically lowers the level of mipmap detail in order to run on what it incorrectly detected was a 32MB video card (9800 PRO 128).
Quitch said:Isn't this "it does more work so it's better image quality" the same thing that was shot down in the trilinear argument, when it was pointed out that you could do work on texture levels that weren't visible, and while this would increase the workload, it wouldn't improve the image quality.
K.I.L.E.R said:I really do like QCX AA over ANY AA mode I have seen.
Bouncing Zabaglione Bros. said:K.I.L.E.R said:I really do like QCX AA over ANY AA mode I have seen.
At 1 fps as you previously stated?
StealthHawk said:Quitch said:Isn't this "it does more work so it's better image quality" the same thing that was shot down in the trilinear argument, when it was pointed out that you could do work on texture levels that weren't visible, and while this would increase the workload, it wouldn't improve the image quality.
I don't see how this is the same thing at all. NVIDIA's AF method is doing more work because it filters at all angles, while ATI does not. ATI is saving work by not using the maximum degree of AF at certain angles when those angles are present.
demalion said:AFAIK, ATI is not saving work by not using the maximum degree of AF at certain angles, but by the method they use to calculate samples. Not using the maximum degree of AF at certain angles is just another result of that method (alongside greater performance).
The performance difference between the GF AF and ATI's method is still apparent in scenes without surfaces at odd angles, and I don't recall the performance difference associating with the amount of "full AF" angle surfaces present in the scene.
demalion said:AFAIK, ATI is not saving work by not using the maximum degree of AF at certain angles, but by the method they use to calculate samples. Not using the maximum degree of AF at certain angles is just another result of that method (alongside greater performance).
The performance difference between the GF AF and ATI's method is still apparent in scenes without surfaces at odd angles, and I don't recall the performance difference associating with the amount of "full AF" angle surfaces present in the scene.