Adaptive - Anti-Alising in cat 5.9 ?

Discussion in '3D Hardware, Software & Output Devices' started by tEd, Sep 29, 2005.

  1. SlowJoeBlow

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    I'm a noob,let's get that out of the way :oops: I have a 9700 Pro..Got the New ATT and 5.9's..but before i got the new ATT I did the regedit thing, that I'm really a noob at, ASTT_NA = 0, created ASTT=1 strings, I have the AAA tab on, and what i want to know..from 9XXX user's, is how do I verify, that AAA is truely enabled?

    Thanks :grin:
     
  2. SlowJoeBlow

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    MuFu If ya got the time can ya e-nail me at wkirby20032003@yahoo.com and let me know how ya set up your 9700Pro?
    Thanks
     
  3. Killer-Kris

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    I can report that it also works on a 9500Pro, though there's really no reason it shouldn't.
     
  4. digitalwanderer

    digitalwanderer Dangerously Mirthful
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    Well, except for the fact that I've had a friend of mine tell me point blank that R300 hardware would NEVER support aa on transparent textures. (True story, I was bugging 'em about GTA:VC at the time. :oops: )
     
  5. Colourless

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    Just noting I updated FSAAViewer again with a bug fix... Get from the link in my sig
     
  6. Killer-Kris

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    I mainly meant that if it was working on 9700s and 9600s it should obviously work on 9500s.

    From what Humus has shown, and what others said I always thought it was a little weird that Ati never allowed us to force any sort of transparency AA before now.
     
  7. KimB

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    Well, the R300 has been out for what, four years now?

    If the hardware was designed to be capable of AA on alpha test surfaces, you'd think they would have done it by now.

    I'm willing to bet that instead all that we're seeing is ATI re-sending drawcalls on alpha test surfaces with different pixel centers. This could be tested easily by drawing a few alpha test surfaces with monstrous vertex programs (enough to make the benchmark completely vertex limited), and comparing between using and not using dynamic supersampling.

    If ATI is indeed using this method, then I expect it to have performance issues in places where lots of draw calls are used, such as with foliage, especially grass.
     
  8. Colourless

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    Most of the performance problems with lots of Draw call is due to direct3d itself and the way the data is transfered from the runtime to the drivers. Chances are the drivers would be resending 'decoded' instruction so the hit would be much lower than doing multiple DrawPrimitive calls.
     
  9. martrox

    martrox Old Fart
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    Absolutely kills performance in WOW....at 6X FSAA/16xAF everything on at 1680X1050 on Dell 2005....... It's the damn trees! They must be all Alpha textures, runs great when few trees are onscreen. Running AMD64 939 3000+@ 2650, X850XT @540/575.
    However, it look incredible.........dropped to 4XFSAA/8XAF and it still kills pefromance, hate to drop resolution but will give it a try.......;)
     
  10. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
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    In World of WarcraftTransparency Super Sampling causes performance to drop into the 20 FPS from 90 FPS on 7800GTX cards in SLI. Ironically. Transparency Multisampling suffers no hit worth mentioning in WoW((not even -1%)) and really looks almost as good. Honestly aside from HL2 too I have still preferred transparency multisampling for most games which are still GPU limited on my setup because the performance tradeoff is pretty much non existence.
     
    #130 ChrisRay, Oct 1, 2005
    Last edited by a moderator: Oct 1, 2005
  11. KimB

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    That's true, but there's still going to be a hit from rendering more geometry and having more bus traffic. Depending on the application, this may or may not be an issue.

    Fences, for example, are typically just a few large quads, and so wouldn't be affected by this at all. But take a game like FarCry that has huge numbers of alpha tested foliage, and it may start to become an issue.

    It is always conceivable, of course, that the extra vertex shader processing and bus bandwidth usage will be overshadowed by the extra fillrate usage, but this won't be the case for occluded pixels.
     
  12. martrox

    martrox Old Fart
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    Well...tried lowering the resolution and it still kills performance at 1280x720...and looks absolutely fuzzy on the 2005 LCD. So it's a no go on WOW for me, I'm afraid. Looks like I need a new Videocard (or 2!*) ......;)

    *especially if I get a Dell 2405........
     
  13. Bouncing Zabaglione Bros.

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    That may be the case for older ATI hardware, but we don't yet really know if the R5x0 has hardware support for this feature that minimises any framerate impact.

    Regardless, it's still pretty nice for customers with older cards to have this feature as an option.
     
  14. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
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    Well my 7800GTX SLI setup crashes((Performance wise)) with transparency SS. It seems like a game issue. Though if you had an Nvidia card transparency multisampling is a good option.

    *Edit* Made a correction to make sure people didnt think my computer crashed with Transparency SS. :p
     
    #134 ChrisRay, Oct 1, 2005
    Last edited by a moderator: Oct 1, 2005
  15. martrox

    martrox Old Fart
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    I plan on getting a 7800GT/GTX and a X1800XT.......I have a SLi MB, and will get a Crossfire MB when they are available. I'll play with both, read the comparison reviews and then decide which way to go.......
     
  16. Xmas

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    Transparency multisampling is possible since NV20 (and a somewhat flawed variant of transparency supersampling, too). You'd think it takes less than four years...

    And why do you think NVidia is doing anything different? Because it's not available on NV40 and earlier? Well, NVidia doesn't have programmable sample positions, so they had to add some changes in hardware.
     
  17. RejZoR

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    Too bad we can't use this feature in OpenGL games :(
    There is so many Quake 3 based games that render outdoor scenes (FAKK2 for example).
     
  18. martrox

    martrox Old Fart
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    Works in World of Warcraft.......and that's OpenGL........!!!!!!
     
  19. bloodbob

    bloodbob Trollipop
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    Ahh so ATI was lying when they said they could do SSAA ( and well advertised )?
     
    #139 bloodbob, Oct 1, 2005
    Last edited by a moderator: Oct 1, 2005
  20. Kynes

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    WoW is DirectX9
     
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