EasyRaider
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Gollum said:(...) Just my opinion of course...
And my opinion too
Gollum said:(...) Just my opinion of course...
Tagrineth said:Supersampling > *
Especially 3dfx's solution
And 3dfx had a pretty fun method of combining AA and AF such that if AA is on, AF has negligible (<1FPS) performance hit... (works on V4/5 too, with Aquo's ICD) Up to 4x Aniso per AA sample, so 4x AA results in instant free 16x Aniso on everything
Tagrineth said:Supersampling > *
Especially 3dfx's solution
And 3dfx had a pretty fun method of combining AA and AF such that if AA is on, AF has negligible (<1FPS) performance hit... (works on V4/5 too, with Aquo's ICD) Up to 4x Aniso per AA sample, so 4x AA results in instant free 16x Aniso on everything
Randell said:pfft for a card that couldnt do proper trilinear without a massive perfromance hit, you really beleive it has a hardware supported AF routine? Dont beleive those LOD bias adjustments = true AF.
which is why Kyro cards look like Bilinear when they use Tri + S3TC in Quake-engine games
Oh, and 3dfx themselves would've used 3dhq's current method of AF... take the AA subsamples and re-jitter them for new texture 'samples'.
Tagrineth said:It CAN do Trilinear sampling, thank you. Even 3dfx exposed true trilinear in Direct3D.
Chalnoth said:I'd say that with any modern video card (GeForce4 Ti, Radeon 9700), there's essentially no reason not to run with both enabled. This will become even more the case in the future. I almost always run with 8-degree aniso and 2x MSAA on my Ti 4200.
However, when turned off, AA is easier to spot for me than aniso.
No it can't.It CAN do Trilinear sampling, thank you. Even 3dfx exposed true trilinear in Direct3D.
Ailuros said:which is why Kyro cards look like Bilinear when they use Tri + S3TC in Quake-engine games
I beg your pardon? It's technically true trilinear wether TC is enabled or not and the difference is immediately detectable, between plain bilinear. It just doesn't show the smooth colour transitions trilinear should when you expose colormiplevels in q3a.
Oh, and 3dfx themselves would've used 3dhq's current method of AF... take the AA subsamples and re-jitter them for new texture 'samples'.
Ailuros said:In what exactly? Spectre and upwards were to be capable of adaptive 128-tap anisotropic filtering. Care to elaborate what purpose it would served if you get already 2xLevel aniso equivalent texture filtering via Supersampling? (assuming you meant for V5 class cards).
I never really bought that supposed "Feline" implementation, but that's just me.
EasyRaider said:But 8-degree aniso is slooooow (with GF4). I only use it when I've got fillrate to burn. Any degree at all is too much in UT2003.
Yes, they were to be capable of true Aniso, but they would've also provided effectively free Aniso with multisampled AA via re-jittered subsamples.
Ailuros said:You can optimize just the base textures (ie texturing stage 0), and leave the remaining three on Levelx1. I don't care if someone might call it illegitimate or a "cheat", it works for me as a good balance between IQ and performance.
I run it in 1024x768x32 with 4xOGMS in Convolution Mode and optimized 4xLevel aniso.
Some us some evidence, please, instead of making us rely on what you believe you heard.Chalnoth said:It kind of makes me wonder, however, whether or not ATI does something similar. That is, whether or not they disable texture filtering entirely for certain texture stages. I believe I heard something alluding to that a couple of months ago, but nothing concrete.