Thanks for the quick response.crazipper said:TI've made some changes, cleared up the "blurry texture" wording, and, with Brandon's help, updated the piece. Of course, I'm just as interested in writing technically accurate information as you are reading it, so constructive feedback is always welcome and appreciated.
Sometimes it's easier to be vocal on the proper forum...OpenGL guy, I appreciate your candor. However, if you are truly concerned with proper representation of fact, please note that my email address is readily accessible in the article's byline. That is the most efficient way to bring an issue to my attention, and I always reply.
Sorry if I missed it, I was just concerned that things were being interpreted incorrectly.Also, note that while the article has been updated, I did mention the differences between 6x MSAA and NVIDIA's 8xS implementation previously, contrary to your prior claim. That said, thanks for at least caring enough to comment
micron said:Good stuff. Everyone here will hate it though....
http://www.firingsquad.com/hardware/imagequality2/default.asp
You didn't seem to have understood that with Det5x.xx not only UT2003 gets no full trilinear filtering, but NO DirectX game does!! Also the differences between full trilinear and half trilinear filtering is noticable in motion more than in still screenshots.
madshi said:(3) I would like to see some proof for the claim "That said, in certain games, ATI texture quality has dipped below what we witnessed in our first image quality piece". That's a serious claim and it should not be stated without backing it up.
...Only under certain conditions. If, OTOH you have some of the followingTim said:That SSAA is improving textures is actually a bad thing because you can reach basicly the same result with much higher performance using MSAA+AF.
madshi said:Hi crazipper,
it's nice to see you here! I hope you can filter out the positive constructive criticism you got here and just ignore the negative destructive criticism!
Here are my 2 cents on your article:
(1) When comparing a multisampled screenshot with a supersampled screenshot, it should be clear to everyone that the texture quality is better on the supersampled screenshot. The average reader of your article might be tempted to say: "Why does ATI not use supersampling? It seems to be superior in every way!". The article fails to make clear (enough) that multisampling is used for a reason - and that is a much less performance impact! Or let's say it differently: When using multisampling instead of supersampling you can do anisotropic filtering for free while getting similar performance. And the article doesn't mention this at all (or at least doesn't stress it enough), which puts ATI somehow in a bad light.
(2) Why doing seperate AA / aniso screenshots? I would have much *much* preferred, if the article would have compared only screenshots with full AA + anisono settings. The article was about maximum IQ, wasn't it? So why bother with half baken settings? The time you could have saved by only using full settings, could have been spent better on adding some performance numbers. The problem with the half baken settings is that ATI's approach (multisampling) strictly seperates edge and texture antialiasing, while NVidia's approach (mixed multisampling+supersampling) mixes both antialiasing effects. So comparing AA alone doesn't make much sense to me.
(3) I would like to see some proof for the claim "That said, in certain games, ATI texture quality has dipped below what we witnessed in our first image quality piece". That's a serious claim and it should not be stated without backing it up.
(4) You didn't seem to have understood that with Det5x.xx not only UT2003 gets no full trilinear filtering, but NO DirectX game does!! Also the differences between full trilinear and half trilinear filtering is noticable in motion more than in still screenshots.
Thanks for listening!
Could you please name the two topics you are talking about? That's where the problems begin. I mean I see where you're coming from. You have one AA slider and one anisotropic filtering slider on both NVidia's and on ATI's control panel, that's where you make two topics from. But please think about what effect those two sliders have: They effect (1) edge AA and (2) texture AA. Now SSAA effects both. While MSAA effects only edges. And anisotropic filtering effects only textures. Do you see what I mean? Comparing SSAA to MSAA is not unfair per se, but MSAA was always meant to be only one piece of the puzzle. It was always meant to be companied by anisotropic filtering for maximum IQ. So I don't see much sense in comparing SSAA vs MSAA quality *without* anisotropic filtering. Man, hard to express what I mean. I hope you understand my point...crazipper said:2) I did seperate AA and AF screenshots to explore the two topics seperately.
Right.crazipper said:In 3) you're upset that I don't have proof for something and am making a claim
No, that was not what I was asking for.crazipper said:and in 4) you are asking me to make a claim without proof.
Why were you not able to test that? Look here: http://www.3dcenter.de/downloads/d3d-af-tester.phpcrazipper said:I read HardOCP's 5950 piece and saw that the new Det's play with the filtering settings on at least the D3D apps tested there, however, I didn't have any way of testing that
You're welcome! I never understood the sense of negative destructive comments.crazipper said:Nevertheless, thank you for wording your comment in such a way that I feel welcome to voice my opinion.
crazipper said:...
Nevertheless, thank you for wording your comment in such a way that I feel welcome to voice my opinion. I certainly don't see any way I can debate my way out of some of these other posts...[/i]
crazipper said:After all, it's pretty serious to say a driver is messing with filtering settings for every D3D app when I don't think ANYONE here has tested every D3D app, right?
crazipper said:After all, it's pretty serious to say a driver is messing with filtering settings for every D3D app when I don't think ANYONE here has tested every D3D app, right?
Simon F said:...Only under certain conditions. If, OTOH you have some of the followingTim said:That SSAA is improving textures is actually a bad thing because you can reach basicly the same result with much higher performance using MSAA+AF.then you may find that SSAA results in a much better image.
- The SSAA also using Anistropic filtering, or
- Alpha test textures, or
- Dependent texturing
OpenGL guy said:Sometimes it's easier to be vocal on the proper forum