http://www.driverheaven.net/reviews/6800x800pro/testsystem.htmFor all tests the Nvidia/ATI drivers were set to best image quality. This included manually setting trilinear in mipmaps and manually disabling Trilinear optimisations.
If you read later on in the thread it explains all those variables.. Surely the minor differences in the angle of the screenshots would not affect the filtering in a way that can explain the differences seen between the x800/6800 and 9800. :? If all it takes it to look at things at a certain angle to degrade the filtering that much (in comparison to the 9800) that would not be very 'intelligent' at all would it..Lezmaka said:Considering the "evidence" is a bunch of screenshots taken at different locations/viewing angles, and since the poster didn't state what setting the "quality" sliders were set to, or whether trilinear optimizations for the 6800 were on/off, I wouldn't make anything of it. Get some screenshots from the same location/viewing angle, state driver version and the settings used, then a comparison can be made, otherwise, as far as I'm concerned, there are too many variables.
Veridian3 said:Hi all,
As stated in the review, drivers were set to best image quality for each test. This means that for the X800 the drivers were choosing what filtering was best. On the 6800 Trilinear optimisations were disabled, i.e. full trilinear should be on.
Regarding the positioning of the shots, those were posted to be as exact a comparison as possible during normal gameplay (i.e. i wandered round a level or two like you would when playing and took some screenshots in roughly the same areas - rather than save particular positions and try to replicate them identically using save games and the like.)...like the CMR one somethimes its V hard to get an exact comparison.
The differences in quality are however quite interesting. Maybe it would be a good idea to get someone (Icemanchilled) to create a save game file from that area, then pass it to someone with a 6800 and someone with a X800 and then compare the exact shots. Just remember that on the 6800 you must use 60.72 to see full trilinear... 61.11 dont allow disabling of optimisations. Also remember to set all other driver options and game options to High/best quality.
If all it takes it to look at things at a certain angle to degrade the filtering that much (in comparison to the 9800) that would not be very 'intelligent' at all would it..
Lezmaka said:Some people are saying it's not very intelligent anyway. Who knows? And that's my point. Maybe it does, maybe it doesn't, but there's no way to know for sure without using the same location/angle.
Hm, I hope somebody will try it on World of Warcraft--with NV3x, the texture shimmering is unbelievable.DegustatoR said:X800 trilinear in Halo and Eclave is simply awful. It looks like bilinear actually (a driver bug maybe?).
Maybe I'll post some screenshots tomorrow, but you really have to see it in action to understand all the noises and shimmering of this "optimized trilinear".
I didn't noticed anything terrible in a whole bunch (around 20) of other games i've tested X800 on though.
DegustatoR said:X800 trilinear in Halo and Eclave is simply awful. It looks like bilinear actually (a driver bug maybe?).
Ahhhh, and obviously all users with ATi cards are smart enough to use rTool ..... it works, but why ATi don't add CP fix ???Hanners said:DegustatoR said:X800 trilinear in Halo and Eclave is simply awful. It looks like bilinear actually (a driver bug maybe?).
Halo has the old texture stage optimisation issue, nothing to do with 'trylinear' there. Grab a copy of rTool and set it to use trilinear on all stages and things will look much better.
Sorry, don't have it. Too cartoonish for me 8)Hm, I hope somebody will try it on World of Warcraft--with NV3x, the texture shimmering is unbelievable.
I know about this issue, Hanners. And believe me, it's not that simple. X800 gets noises and shimmering on the stage 0, the stage where all main textures are processed, not on stages >0, where all Radeons have problems with trilinear filtered bump maps.Halo has the old texture stage optimisation issue, nothing to do with 'trylinear' there. Grab a copy of rTool and set it to use trilinear on all stages and things will look much better.
DegustatoR said:The beginning of Silent Cartographer level have no bump maps on the ground textures, but there certainly no trilinear on X800 either.
I have 9000, 9600, 9800 and X800 Radeons. I'm getting closest to X800 quality in Halo on 9000, which can't do trilinear w/aniso at all
Chalnoth said:No. The comparison is vs. uncompressed textures. I'm basically stating that it's not all that useful to use S3TC for normal map compression (since that compression assumes color data).
And no, I don't think S3TC had a tremendous impact. It is useful, and has been widely-adopted, but end users really haven't seen much difference in using them.
bloodbob said:croc_mak said:3dc is a new compression format..Chalnoth said "it's a performance enhancement"...Isn't it logical to assume that the comparision is with the existing compression formats ie;S3TC?
No since generally ATI is marketing it against no compression. Also ati is market Parralex mapping as old normal bump mapping which is also a load of fud since parralex mapping uses hieght maps not normal maps.