Can you please qualify the impact of this alleged subpar filtering? What would be the visible result?
Underfiltering would result in banding and visible mip map borders as you cross them. They were very heavily apparent on G7x cards. And if you recall back to the war on "Brilinear" it's essentially the same thing. Toying with LoDs and lower trilinear filtering workload.
It's really different than say "Angle Dependent" LoD calculations. Which would just not sample certain angles of the LoD field. Nvidia in their control panel has "Trilinear Optimisation" and Anistropic Mip Field Optimisations. All which adjust the level of filtering between mipmaps. But they are alot less aggressive on the G80 + Designs than they were on the Nv4x/G7x designs. ((I would argue this was largely because the G7x shared its ALU power with texturing)).
These methods of reducing workload and improving performance don't do much for G80 + cards. Which are all abundant in texture filtering as well as being decoupled from the ALUS. Most people just turn on HQ now because theres very little performance problem with it.
Due to the fact that Nvidia adjusted its aggressive texture filtering at the same time they implemented angle independent AF. Alot people assume they are connected. I'm really surprised about all the talk about texture filtering. Mostly because its been almost a non issue for Nvidia users for a long time. Seems wierd to be hyping it up at this point. Unless of course theres been a major adjustment to LoD calculation on AMD's side. For which I wouldn't know anything about.
Keep in mind that Nvidia drivers still allow you to globally control the default LoD. As well as push it back any "negative" LOD bias to zero from their control panel. ((Which is defaulted but for the most part I havent seen much use for)). Its another one of those G7x legacy functions.
Last edited by a moderator: