jimmyjames123 said:Have you actually shown where any of this gives a detrimental output in games?
Some reviewers have found NV's AF algorithm to be slightly clearer/shaper than ATI AF algorithm, using game photos.
Borsti said:But regarding the additional comments from JC there seems to be much more going on...
Demirug said:If you compare R9800 and RX800 at this place you will see that the R9800 do a better job with the joints between the plates. Event the plates are more smoothly.
DaveBaumann said:Borsti said:But regarding the additional comments from JC there seems to be much more going on...
As I mentioned - the information within the texture can affect how it can be sampled, colouring each mipmap level changes the sampled information and can potentially change the behaviour.
AlphaWolf said:Well I spent 10 minutes flipping the two images back and forth focusing on the plates you outlined, I can say they are different, but I don't know that I can say one is better than the other.
hovz said:ati and nvidia both cheat, its pretty simple. i just hope ati will stop here, and not go any further
fallguy said:hovz said:ati and nvidia both cheat, its pretty simple. i just hope ati will stop here, and not go any further
You're assuming it is a cheat.
I have yet to see any screen shots from games proving there is a cheat.
Why is that?
Borsti said:The problem is that you can´t show lowered filtering quality by using colored mipmaps - because the guess is that this mode is beeing detected and served with higher quality.
DaveBaumann said:No, before that. Not necessarily ATI either.
DaveBaumann said:Borsti said:The problem is that you can´t show lowered filtering quality by using colored mipmaps - because the guess is that this mode is beeing detected and served with higher quality.
If anything is being "detected" then I believe its the information that requires sampling - I don't believe the driver is inherantly changing behaviour when mip map colouring is on, but the coloured mips have different sampling requirements.
FYI - WHQL DCT does have tests for trilinear filtering.
DaveBaumann said:Borsti said:The problem is that you can´t show lowered filtering quality by using colored mipmaps - because the guess is that this mode is beeing detected and served with higher quality.
If anything is being "detected" then I believe its the information that requires sampling - I don't believe the driver is inherantly changing behaviour when mip map colouring is on, but the coloured mips have different sampling requirements.
FYI - WHQL DCT does have tests for trilinear filtering.
DrawPim already mentioned that one, but came to a different conclusion as to whether the content to be filtered is influencing the behaviour of texture filtering applied.DaveBaumann said:If anything is being "detected" then I believe its the information that requires sampling - I don't believe the driver is inherantly changing behaviour when mip map colouring is on, but the coloured mips have different sampling requirements.
FYI - WHQL DCT does have tests for trilinear filtering.
I guess i need a good night's sleep before i might think of all the consequences this post could imply in a malicious mind.DrawPrim said:Mips should be similar; however they could differ enough that they would want to detect the differences and adjust the filtering aggressiveness. I've already said that the MS conformance tests will use wildly different mips levels (vertical bars, horizontal bars, etc) to detect filtering problems. My guess is that if you created mips levels that aren't colored but are just very different, you'd see the same behavior.
Borsti said:Hm.. this would make sense. But in COD there´s no performance loss with colored mipmaps with NV40, the X800 XT looses pretty much 11 FPS. So I´m curious on the official explanation. Could it be something that hits ATI only in general, like more alpha test passes in UT?
muzz said:Would this test be detectable? I have been wondering if this is true than how come it has eluded M$'s WHQL