AnandTech meets image quality

andypski said:
With ATI, we can see that the card doesn't do either anisotropic or trilinear filtering when looking at any texture stage other than 0.
I have no idea where they can have got the idea that we don't do anisotropic on any texture stage other than 0 when using control panel AF as it's completely wrong, and also doesn't appear to be borne out by any of the screenshots that they show. When you do the mouseover effect to show texture stage 1 then there is bilinear filtering as they state, but the level of anisotropy being used does not change. In light of this their statements are very curious.

They aren't confident that they understand the difference between anisotropic and trilinear filtering, so they played it safe and generalized to cover all the bases...:)

If I have it right, I suspect they got confused about the fact that when AF settings are applied via the Cpanel, that it's only when AF is turned on that the Cpanel limits TF to texture stage 0. That'd be my guess, anyway...:) But there's definitely some confusion there about the differences in filtering. If they didn't understand that, though, it's probable that they wouldn't understand that the driver itself isn't limited to the global approach used in the Cpanel, which can be overcome in an application which allows the user to turn on AF and TF internally, with the Cpanel set to "application preference." But we really shouldn't expect people who do hardware comparisons on major websites to be conversant with such complexities, I suppose.

It does make you wonder, though, why they'd contact an IHV for the resolution of some questions, but wouldn't bother asking an IHV if their idea that "With ATI, we can see that the card doesn't do either anisotropic or trilinear filtering when looking at any texture stage other than 0" had any merit. Oh, I guess they must have "confirmed" that info from a source other than ATi--I mean, why bother asking ATi about the behavior of its products when nVidia can tell you so much more about them?...:) That's what I call a reviewer who's definitely "working harder."
 
This isn't about Halo, but is about "soft shadows" as a feature. Ripped from the "Troubleshooting.rtf" from kotOR:

Vertex Shader and Pixel Shader Capability
When playing Star Wars: Knights of the Old Republic with a card without Vertex Shader and Pixel Shader (VS/PS) capabilities, you will be unable to adjust the soft shadows and frame buffer effects options because these options are not supported when Vertex Shaders and Pixel Shaders are not available.

OK, so it sounds like soft shadows should be possible on any product with VS/PS capability. Next:

Soft Shadows
Soft Shadows are an effect for high-end video cards. Enabling Shadows may adversely affect your framerate if your video card does not have the power to render them. If you are experiencing low framerates with Soft Shadows on, please disable them.


But then later, we read:

ATi Radeon Chipsets

•Soft shadows are not supported on these chipsets. Because of this, you will be unable to adjust this option in the Graphics Options menu.

and under the same "ATi" section:

•When using a Radeon 9500 through 9800, you may see polygons stretch across the screen when starting a new game. If this occurs, we recommend that you go to the Advanced Options menu in Graphics Options and enable Frame Buffer Effects. After adjusting this setting, you will need to exit the game, and then start a new game.

Obviously, R3x0 lacks nothing in relation to nV3x in terms of VS/PS capability, and is quite a bit more powerful, actually. So, I'm wondering if this is an OpenGL extension issue for KotOR, similar to the same initial ogl extension issues eventually corrected in NWN (relating to "shiny water" in the case of NWN.) Anyone know if that's the case? I mean, I don't find the text in the KotOR read.me on this point either congruent on this subject or accurate. Note that Bioware states that both "soft shadows" and "framebuffer effects" are only possible for 3d cards with PS/VS capability. "Frame Buffer Effects" were enabled for me by default with my 9800P when I started the game (v 1.01)--but not "soft shadows," which is unselectable. Odd, that, since according to Bioware, both features depend on the same hardware capability. (Actually, it looks like Bioware is actually saying that not supporting "soft shadows" on ATi hardware was purely an elective decision on their part, a sentiment supported by their wording above that "Soft shadows are not supported on these chipsets." I suppose that's a statement which you could read either way, though.)

So, either this is a poorly camouflaged OpenGL extension issue relative to the game engine and Bioware is misrepresenting that "ATi chips don't support soft shadows," or else Bioware has deliberately disabled support for the feature on all ATi hardware, and is deliberately misrepresenting the issue for reasons of its own, or, at best, is simply stating that they didn't support the feature for ATi hardware without providing an explanation as to why.

Comments? (I'm enjoying the game fine without "soft shadows"--but I did think this was interesting. If Bioware did this electively, it certainly lowers my estimation of the general Intelligence Quotient of the company a few notches.)
 
WaltC said:
So, either this is a poorly camouflaged OpenGL extension issue relative to the game engine and Bioware is misrepresenting that "ATi chips don't support soft shadows," or else Bioware has deliberately disabled support for the feature on all ATi hardware, and is deliberately misrepresenting the issue for reasons of its own, or, at best, is simply stating that they didn't support the feature for ATi hardware without providing an explanation as to why.

Comments? (I'm enjoying the game fine without "soft shadows"--but I did think this was interesting. If Bioware did this electively, it certainly lowers my estimation of the general Intelligence Quotient of the company a few notches.)

IIRC. this has come up before on the forum, or possibly I am mis-remembering and it was on Rage3D. There was a thread related to the poor programming we have seen from Bioware which linked to another thread on a Bioware board.

In a nutshell, Bioware were claiming that due to a bug in the Cat drivers, shadows caused an extreme slowdown, so they had deliberatly disabled the option to prevent complaints of poor performance. When the bug is fixed, they intend to patch the option back in. He also claimed they used completely standard programming, and no Nvidia specific coding.

Another poster in the Bioware thread claimed to have spoken to an ATI engineer who said that the problem was in the Bioware code as per the original NWN situation, which the Bioware representative denied.
 
Bouncing Zabaglione Bros. said:
IIRC. this has come up before on the forum, or possibly I am mis-remembering and it was on Rage3D. There was a thread related to the poor programming we have seen from Bioware which linked to another thread on a Bioware board.

In a nutshell, Bioware were claiming that due to a bug in the Cat drivers, shadows caused an extreme slowdown, so they had deliberatly disabled the option to prevent complaints of poor performance. When the bug is fixed, they intend to patch the option back in. He also claimed they used completely standard programming, and no Nvidia specific coding.

Another poster in the Bioware thread claimed to have spoken to an ATI engineer who said that the problem was in the Bioware code as per the original NWN situation, which the Bioware representative denied.


Thanks much, BZB. It seemed relevant to me I guess because I just picked up the game and people were talking about "soft shadows" earlier in this thread. Yes, this is oh-so-NWN-ish, as you've related it here. I recall at first Bioware stated that the 9700P just simply lacked the hardware to do shiny water--I read many instances of that opinion at the time. Then, a Bioware programmer (supposedly) posted to the BW site that it was up to ATi to support the nV_ extensions the NWN engine was using; and then finally BioWare and ATi got together and Bioware released a patch and ATi released some drivers, and the situation was resolved as to "shiny water" support in the game at last.

Yes, it seems obvious it's not a hardware issue (just as the NWN issue wasn't hardware), and of course the game was an xBox port--and I don't know if the xBox game even supported "soft shadows" as an option (based on Bioware's description of the feature in the PC game, it wouldn't seem likely.) I'm guessing that it's a repeat of the NWN situation, and that somebody at Bioware can't understand why an nV_ extension runs poorly with ATi's drivers, or why it won't run at all, and simply doesn't want to fix it. Pretty sad, really, as I would have thought they'd have learned their lesson with NWN. I just don't buy the "We disabled it because it was too slow and we wanted to avoid criticism," angle at all, since disabling the feature on a card with the hardware to support it would probably draw even more criticism...:) Although I can't see how having the feature would add much to KotOR, actually, I still don't feel inclined to let 'em get away with it. With NWN they had a legitimate chronological excuse--not so with KoTOR, IMO. Thanks for the input!
 
soft shadows vs ati
http://www.beyond3d.com/forum/viewtopic.php?t=9108

in my opinion, this issue could have been resolved by ati if they would change their stance on application specific (or more importantly detection of the software in question) optimizations. it's the nVidia vs. futuremark fiasco that's to blame, ultimatley. ati doesn't want to appear as it is "cheating" at anything, even if it's for a legit issue.

interested in getting soft shadows to work anyway? try using the newest version of 3danylize and try changing the deviceid to an nVidia card
http://www.tommti-systems.de/
c:
 
see colon said:
soft shadows vs ati
http://www.beyond3d.com/forum/viewtopic.php?t=9108

in my opinion, this issue could have been resolved by ati if they would change their stance on application specific (or more importantly detection of the software in question) optimizations. it's the nVidia vs. futuremark fiasco that's to blame, ultimatley. ati doesn't want to appear as it is "cheating" at anything, even if it's for a legit issue.

ATI have taken the stance that they won't put faulty behaviour into their drivers, especially not to workaround faulty programs that have been written around the bugs in Nvidia drivers. ATI want their drivers to have "clean" and "correct" behaviour as per the specs, let alone do app detection to put a sticking plaster fix. That's the road Nvidia have taken.

see colon said:
interested in getting soft shadows to work anyway? try using the newest version of 3danylize and try changing the deviceid to an nVidia card
http://www.tommti-systems.de/
c:

Not surprised. Bioware is full of it.
 
Doesn't seem to work, the option is still disabled. The 3D Analyze option is named DirectX Device ID so it probably doesn't work with OpenGL games anyway.
 
wow, what rock was i smoking, lol. yeah, 3dA only works with d3d, i totaly forgot nwn/kotor are opengl. i haven't played kotor and havn't played nwn in a long time.
c:
 
Deathlike2 said:
...
We'll have to see.

Thanks for the links! I guess I have a problem with Derek French's explanation for two reasons:

(1) Although it's no longer an issue, I still can't forget the incorrect and conflicting info that came out of Bioware back when the NWN and shiny water issue first came up. The very first thing Bioware did IIRC is to flatly state that the effect was not possible on R300. Later, that was moderated to something closer to the truth: that it wasn't supported on R300 because ATi's drivers didn't support the nV_ extensions the engine required for the effect (duh, naturally.) And then finally the issue was resolved via a Bioware patch, along with an ATi driver update, which presumably did not require the ATi driver to make use of any nV_ extensions to render the effect, because Bioware had included vendor-neutral code to support the effect in the patch (Which is claimed for KoTOR at present in regard to soft shadows support.) So all of that damages BioWare's credibility for me on the present issue.

(2) More importantly, though, what French states in the Bioware thread you've linked above just doesn't make any sense to me...:) OK, so if "soft shadows" actually works on ATi hardware, albeit very slowly, why hardcode the game engine to disable the feature completely when it detects Radeon hardware? It makes a lot more sense to simply ship the game so that the feature is automatically disabled upon the installation routine detecting a Radeon, so that people can enable it voluntarily if they choose. Upon seeing that the game runs extremely slow--unplayable, really--when "soft shadows" is turned on with a Radeon--what, pray tell, does French think people might do OTHER than immediately read the "troubleshooting" section which he's said "he's afraid" nobody would read? Well, if he doesn't think anyone would read it, why did BioWare include such a *long* "troublehooting" section in the first place? Just doesn't make much sense, I'm afraid.

It gets even more interesting, because in the long "troubleshooting" section BioWare ships with the game, which contains a lot of card-specific, vendor-specific information I guess French has no fear of people "not reading," there's *not one word* printed there which states what French alleges--not one word at all about the code being "vendor-neutral" and that soft shadows "runs slowly because of a bug in ATi's drivers"--not one word at all. Additionally, there's not a single word to the effect that, "Although with soft shadows enabled the game runs very slowly with the current Catalysts, ATi has assured us that a near-term driver update will solve the problem, so check your Catalyst driver updates for references to a fix for this game, which should correct the problem without the need for a specific BioWare game patch at the same time."

Not one single word to that effect--nothing beyond BioWare's statement that "Soft shadows is not supported on these [ATi] chipsets." Evidently, French had no "fear" of people "not reading" *that*, did he?...:) So I guess in his mind it was better to misrepresent the situation in the Troubleshooting read.me he "feared" no one would read, and have to write numerous posts on the BioWare web site explaining what the read.me "should have said," instead of just putting it all into the read.me in the first place. And instead of fibbing about their being "no support" in the game itself for "soft shadows" for Radeons. Oh, sure. It always saves time to fib to your customers in troubleshooting files, and to omit pertinent information from them, especially in "troubleshooting" files you are "afraid no one will read." Right....Good idea, to include such files with games, when you think no one will read them--makes a lot of sense. IMO, Derek's got to explain why it was only this information, out of all of the other information printed in the troubleshooting file, that he was "afraid" that "nobody would read." Pretty tall order, I think.

Next, there's specific info in the troubleshooter about what hardware features a 3d card has to have to support FBE and soft shadows, and about the necessity of hardware PS/VS support. I guess he had no fear of people with GF2's not reading that. Then there's the part about how soft shadows won't run very well on a slow/older 3d card (GF2, anyone?)--again, he had no "fear" that people in that category would fail to read the troubleshooting file. It was just the Radeon owners he feared would not read the troubleshooting file if they had trouble, which of course only makes sense to French...:)

It's ridiculous, frankly, and insulting, for someone to state he left out pertinent info that belonged in a troubleshooting file, and materially misrepresented something in the read.me, simply because he was "afraid" that people wouldn't read the troubleshooting file. If that was the case then there'd be no troubleshooting file at all for the game, would there? I mean, why bother, if no one's going to read it?

The clincher for me is this: The game engine disables the feature apparently if either specific cards or specific OpenGL extensions are not present and recognized by the game when it boots (don't know which.) Even if I manually edit the KoTOR.ini and turn on "soft shadows," the game engine is coded to turn it right back off and disable the feature when it boots. Of course, this means that contrary to French's statements in the BioWare thread, not only will the "fix" require a new driver from ATi, but *it will also require a new KoTOR patch from Bioware at the same time*. It won't do me much good for ATi to fix the driver bug if KoTOR keeps disabling the feature when it boots, will it???? So BW will have to do a patch just to allow me to turn the feature on at all, bug-fixed driver or no.

So, in conclusion, while French states that "soft shadows" actually does work with Radeons, just very slowly (a fact which if true is directly contradicted by the KotOR "troubleshooting" file which ships with the game which states that "soft shadows" is simply not supported by Radeon hardware at all in the game), French further alleges that all of the OpenGL support in the game is "vendor neutral" and that when ATi fixes the Catalyst bug causing the problem the feature will work without any need for a corresponding patch from BioWare. Great, except for the fact that BioWare has disabled the feature in such a way that a BioWare patch will be *required* when ATi fixes the Catalyst bug Bioware blames for the situation, in order for people with Radeons to enable the feature at all. Wow--good thinking--for a "vendor-neutral" software problem that doesn't require patching from BioWare to fix--good thinking from BioWare to require a BioWare patch *anyway.* Yea, man, how sharp can you get?

Heh...:) I wasn't really hot about this until I read the BioWare thread, and French's remarks in particular, which I found drenched and dripping in BS, frankly, and presented from a high and mighty position I particularly disliked. I don't have a problem with people who admit honest shortcomings or being sloppy or being rushed, etc.--who *tell the truth* about such things. I just can't stand it when somebody thinks they can spew this kind of nonsense and expect people to believe it and accept it. So many things could be avoided if people simply learned how to tell the truth. Either way, according to French, BioWare has lied about this. The company either lied in the read.me when it said the feature wasn't supported by Radeons in the game, or French is lying when he says that was never true, that Radeons always supported the feature--just too slowly to suit Bioware. French's excuse for lying in the troubleshooting file was the flimsiest imaginable--his "fear" that nobody would read the troubleshooting file. Oh, man, you can't get any more pathetic than that.

About the only thing we do know for certain is that no matter what it's going to take another Bioware patch to open up this feature support for Radeon users. Be smart, French, do it now and let us see for ourselves how effective a Catalyst bug fix is in resolving this absolutely needless, ridiculous, and unnecessary mess.
 
"Even if I manually edit the KoTOR.ini and turn on "soft shadows," the game engine is coded to turn it right back off and disable the feature when it boots."
----------------------------------------------------
i'd love to have a wack at this but i don't own kotor. have you tried making the config file read only after making the changes?



"Was definitely answered somewhere, but I can't remember offhand. (Of course anyone with the game on Xbox can boot up and check manually themselves.) The circular method the Radeons adopt are the proper method. (Or at least "closer"--I don't know how exact.) I'll root around, but I figure someone else will remember and post the reference before I can find it anyway. Hehe..."
----------------------------------------------------
if properly motivated i could get as close to apples=apples screen grabs as possable. i have a gf-fx, r9700, and an xbox, and could do caps on all of them using a tv capure card to maintan the same quality level accross the platforms. i also have access to older ati/nvidia hardware (gf4mx & ti, r8500) if anyone is really interested at looking at a bunch of pictures of the flashlight.

c:
 
"Why work harder if you can work smarter, instead, and do a better job?"
I agree and that is clearly what ATI did with the r300.
Even better is that by doing so they were able to fit in twice as many pipelines and so produce the astounding performance leap that the 9700pro was :D

Regarding the flashlight, I believe the ATI one is sharper than xbox. However, the important thing is not what the xbox does but what a real flashlight does and generally I have always thought that the ATI flashlight looks closer to real.

On softshadows, I thought the thing here is that nVidia again goes 'over spec' by doing more than is directly asked when a program calls for a shadow.
I think nVidia automatically does a form of softshadows while ATI does the sharp shadows which are called.
 
Brent said:
Here is a good comparison of the flashlight thing I did a long while ago: http://www.hardocp.com/article.html?art=NTM3LDQ= look at the bottom of the page under "Screenshots". Notice the 4th picture, from the Truth and Reconciliation mission. That shows the difference very well.

What I haven't heard yet is which way the Xbox renders it.

Yes the 4th image set shows the differences much better, it's like there's an extra light stage in the NV image.

I don't have this game but if you were trying to achieve realistic lighting from a torch beam then I would have thought you wouldn't see this extra light stage directly from the torch unless it was either foggy, misty or raining etc. (ie some form of particles within the beam area to reflect from).
 
Yes - that shows the differences in rendering much more clearly (assuming that these are the same differences that Anand are reporting). It's difficult to say why this difference exists - I would need to look at the pixel and vertex shaders being used to see if there's any obvious reasons why this could happen.

I know that there have been rendering differences observed in some applications that have been caused by issues with different interpretations between IHVs of the specification for projected texture behaviour. These sorts of differences might well show up in examples such as this one that uses a spotlight, and might be using a projected texture to achieve the result - I believe that our behaviour for this should be correct according to the API, but if a shader were written that was expecting different behaviour then there could be problems.
 
THe_KELRaTH said:
Jedi Academy - ATI Better AA, lightsabre glow effect different to Nvidia but as I've not seen a reference shot I couldn't say which is truely correct (I prefer the ATI version)

X2 - ATI Much better AA - Smoother gameplay motion

If you like the ATi-style lightsaber-glow better, just disable dynamic glow in the in-Game options on nV-chips (for a nice speed-up, btw) and there you go.

X² Well, AA is for sure, but ATi's also got much better blending, funny that no one noticed this 'til now.
But then, there's this alpha-issue. Just look at the engine glow. *shrugs*

X%b2%20Comp.PNG

sry for the large file, but if i made this a .jpg, everyone would be disregarding this as compression artifacts.
 
"X² Well, AA is for sure, but ATi's also got much better blending, funny that no one noticed this 'til now.
But then, there's this alpha-issue. Just look at the engine glow. *shrugs*"
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the newest nVidia drivers have some "fixes" for x2. the fixes give a slower overall score in the rolling demo, but offer a playable framerate (as opposed to the stutter fest of previous drivers). funny how when x2 was "just a benchmark" the score was high. now that it's a game (got released), the stuttering is magicaly fixed and the score drops a bit.
c:
 
see colon said:
----------------------------------------------------
i'd love to have a wack at this but i don't own kotor. have you tried making the config file read only after making the changes?

Well, generally, if the software is programmed to have write access to a config file like this one and you write-protect the file, you'll wind up with an "access violation" error, and the game won't run. Just depends on how the software is written. I had a recent practical taste of this with Gothic2's config .ini when for some reason one day the game completely rewrote and shuffled my .ini config file and the game decided to display all in-game text in German. I used the repair game function in the uninstall routine to generate the proper .ini file, and decided to write-protect it to avoid such an issue in the future--but the game said no and bombed with an av error until I removed write protection from the G2.ini. Haven't tried this with KotOR, though. As far as the game play in Kotor goes, it's really not a big deal for me. It's the principle of the thing--how BioWare has mangled such a simple issue--that I find annoying and distracting.
 
After doing some hex editting on the exe i discovered how to enable soft shadows
add AllowSoftShadows=1 to graphics options in the swkotor.ini
also Soft Shadows=1
I can't see poor performance , it must be the hot fix drivers... :rolleyes:
softshadowKOTOR.jpg





EDITTED EDITTED apparently I had enablesoftshadows=1 which is incorrect!
the correct line is AllowSoftShadows=1
 
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