Trilinear filtering is just a variation on bilinear filtering designed to hide mipmap boundary artifacts by sampling from multiple mip levels per pixel. So these "pseudo states" you're talking about are still trilinear filtering as long as they accomplish this goal. The only difference between implementations is how efficiently they can accomplish it, and how well the artifacts are removed.K.I.L.E.R said:When I refer to trilinear filtering, I'm refering to TF being properly done and not in the pseudo state it is in on the X800 and NV30+.
True. I'm not buying high-end-hardware to get worse filter quality than on a GF3. I want the best image quality as possible. If it doesn't run fast enough, i can use the sliders in the driver panel to reduce the quality. But i want have the choice. I don't need the IHV for this. Hopefully the IHV's will give me a chance to disable the "optimisations" in future products.K.I.L.E.R said:IHVs seem to be heading in that direction.
When I refer to trilinear filtering, I'm refering to TF being properly done and not in the pseudo state it is in on the X800 and NV30+.
Aren't they the same thing, or am I missing something important hereDaveBaumann said:A wieghted mipmap blend would probably be better than Trilinear.
Why not correct the problem from the side where its occuring, i.e educate developers and provide appropriate tools for them to fix those simple problems ?ERP said:Because Dev's don't explicitly select filtering based on texture usage, IHV's have added overides to their the control panel so the features get used.
no_way said:Why not correct the problem from the side where its occuring, i.e educate developers and provide appropriate tools for them to fix those simple problems ?ERP said:Because Dev's don't explicitly select filtering based on texture usage, IHV's have added overides to their the control panel so the features get used.
If you are going to do an awfully clever algorithm to detect whether a certain texture needs trilinear, AF, bicubic filtering or certain kind of texture compression, or god forbid, it would be altogether smarter to replace the entire texture with a simple high-performing procedural shader it would be alot more efficient to do it on content generation side, than to try futz with stuff at runtime and second-guess the developers intentions.
vb said:I think mip-mapping and filtering should be left to hardware/driver, and the app should only supply the base texture + filtering hints.
Hyp-X said:vb said:I think mip-mapping and filtering should be left to hardware/driver, and the app should only supply the base texture + filtering hints.
I strongly disagree.
The driver will never guess what should the mipmaps look like when the texture contains custom data.
Even simple normal map mipmaps are non-trivial.
vb said:Hyp-X said:vb said:I think mip-mapping and filtering should be left to hardware/driver, and the app should only supply the base texture + filtering hints.
I strongly disagree.
The driver will never guess what should the mipmaps look like when the texture contains custom data.
Even simple normal map mipmaps are non-trivial.
You can always ask for point sampling and/or supply textures in sets. but on "classic" textures the driver/hardware should be able to choose what is appropriate for the hardware implementation.
Thats why i suggested that IHVs could deploy tools to help in this process if they really want to help so badly. The decision made at content generation side will be qualitatively better, because you have _context of intended usage available_ and human can assist in cases where the decisions are hard for software to make. I.e. : the texture is used as lightmap, ok, we dont compress it but we do use bilinear filtering.ERP said:Like I said it's a vicious circle, it takes a considerable amount of time and effort to sort through content and make appropriate quality decisions
Oh, in many cases im quite sure its not the end users they are so concerned about, its the benchmarkers.In the PC space, it takes time for new hardware features to get used in software and IHV's want to expose it to users as soon as possible, but in this case that defeats devs using the feature....
nutball said:You could leave it to the driver. Or you could leave it to the app.
Or, you could leave it to the end-users. Or are they too stupid to know what they want?