I just wanted to confirm - but if you don't care: http://www.computerbase.de/artikel/...3850_rv670/8/#abschnitt_clive_barkers_jericho_xxx_ is making unfounded assertions, not me.
Jawed
I just wanted to confirm - but if you don't care: http://www.computerbase.de/artikel/...3850_rv670/8/#abschnitt_clive_barkers_jericho_xxx_ is making unfounded assertions, not me.
Jawed
Silent_Buddha,
Yes, I am aware of that. But neither MS nor DX10 prevent you from using parts of an API through a hack. So, even though a game technically doesn't support DX10.1 would not mean - AFAIK - that they cannot use this.
But my question was whether or not both UE3-hacks do in fact use this per-sample-access to the depth buffer to enable AA.
HD2900XT is 13% faster than X1950XTX. Based on clocks it should be 14% faster.I just wanted to confirm - but if you don't care: http://www.computerbase.de/artikel/...3850_rv670/8/#abschnitt_clive_barkers_jericho
WTF even 8X AF is more expensive than 8X AA? This is unacceptable, 8X or 16X AF are the most important settings for increasing overall visual quality (I have a FW900 CRT so I can get away without AA or with only 2X), if this doesn't improve in the 4000 series then no buy from me.Just for kicks & since I'm currently reading a good book, I have just done a quick bunch of 3Dmark06 runs on my 3870 with various AA/AF configs.
E6600 @stock, 3670 @stock, Cat 8.5
no AF/AA 9883
16* AF/8*AA 8098
8* AF/no AA 8552
16* AF/no AA 8164
no AF/4*AA 9456
no AF/8*AA 9449
no AF/24*AA 8903
This was just one run of each config & I have stuff open in the background so not by any means scientific but there seems to be a pretty clear pattern.
I presume you meant RV670 slower than R580.Jawed:
I was under the impression, you wanted to be shown an instance, where RV670 was faster than R580 with AA applied - hence my question, if you'd limit that to specific conditions and/or models. You didn't bother to comment on that, so there you have it. Personally, I don't care about this very much, as almost anything can be shown by cherrypicking reviews and or benchmarks.
struct samples
{
float4 colorA : color0;
float4 colorB : color1;
float4 colorC : color2;
float4 colorD : color3;
};
float4 main(samples IN) : COLOR
{
return (IN.colorA + IN.colorB + IN.colorC + IN.colorD) * 0.25;
}
ps_3_0
def c0, 0.25, 0, 0, 0
dcl_color v0
dcl_color1 v1
dcl_color2 v2
dcl_color3 v3
mov r0, v0
add r0, r0, v1
add r0, r0, v2
add r0, r0, v3
mul oC0, r0, c0.x
HD2900XT is 13% faster than X1950XTX. Based on clocks it should be 14% faster.
HD3870 is slower than HD2900XT on that page, whereas here it is the same speed:
http://www.computerbase.de/artikel/...d_3870_rv670/5/#abschnitt_aa_und_afskalierungWould have been nice if B3D had done an analysis of the performance hit for enabling various levels of AA and AF on R600 or RV670 similiar to what was done for G80. You know it would be the only analysis of that type...further improving B3D's reputation and raking in the page hits
someone wishing to comment on english ?
Whoa, 2900 and 3800 series take massive hits with 8X HQ or better AF, almost 50% with 16X HQ! The biggest hit for 8800GT with 16X HQ AF is 20%. They better have fixed this for 4800.
Aha, interesting.Jawed: your shader to resolve a 4X render target can probably be much simpler, assuming bilinear filtering is enabled it can be carried on in one clock cycle (and just one tex2D instruction)
Whoa, 2900 and 3800 series take massive hits with 8X HQ or better AF, almost 50% with 16X HQ! The biggest hit for 8800GT with 16X HQ AF is 20%. They better have fixed this for 4800.
AFAIK default quality is the same as HQ (default is the same as HQ on R5xx anyway). The only thing that might cause shimmering AFAICS is having CatAI set to high.Jawed said:Anyone know of a game screenshots comparison of HQ and regular AF on R6xx?