Crossfire Super AA vs. SLI AA

Discussion in 'Architecture and Products' started by kemosabe, Jan 18, 2006.

  1. flf

    flf
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    Two things about the HL2 shots:

    Firstly, there is a major difference between the two if you look at the targeting reticle, which is reverse of the difference with the power lines: Nvidia's reticle looks softer and thinner than ATI's.

    Secondly: What is up with that large grey boudler clump in the mid-right of the frame? Both cards having problems with the geometry or something? Both appear to be screwing up something there.
     
  2. Xmas

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    Err, a screenshot without AA certainly won't give you that information.
    If you want to know how it's supposed to look, you have to ask Valve, because even a screenshot with 256xSSAA doesn't tell what color/gamma space the colors are supposed to be in.
     
  3. Apple740

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  4. OpenGL guy

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    Nothing is missing at all. The ATI shot has AA applied. As you can see, things have been filtered. The NVIDIA shot doesn't have AA and thus shows aliasing.
     
  5. Razor1

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    damn thats alot missing stuff, what are the two cards?

    Ogl guy might be on the spot, looks like LOD's are different.

    Actually take a look at the building on the right side going back, the white tower with the top going off the screen. The canon in front and flags are missing and the plants and thier pots.
     
    #45 Razor1, Jan 31, 2006
    Last edited by a moderator: Jan 31, 2006
  6. Moloch

    Moloch God of Wicked Games
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    ya.. how could you have missed that OGL guy?
    There should be an investigation into these lod isues.
     
  7. OpenGL guy

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    No one else noticed that the images where taken at different times? The ATI shot says "Level 1" and "XP 0" the NVIDIA shot says "Level 7" and "XP 84546". Who knows if the game renders things differently depending on game progression?

    All I can say is that the plants are filtered on ATI because AA is on, but not on NVIDIA.
     
  8. Moloch

    Moloch God of Wicked Games
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    Well they look like they might be at different detail levels :???:
     
  9. Apple740

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    I miss some shadows too, from the tree projected on the water. Plus shadows on buildings are more intense in the Nv shot.
    Seriously, except for the better AA and better filtering in some places the Ati shot looks like crap imo.
     
  10. OpenGL guy

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    So what makes you think this is ATI's fault? The game has different rendering paths for NVIDIA and ATI, maybe the problem lies there?
     
  11. Razor1

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    hmm is ATi running the same sm 3.0 path as nV's. Doesn't look they are
     
  12. Apple740

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    True. But this is the second set of Ati screenshots (first was HL2) in one week where i miss things. I hope this is the end and not see something more soon...

    That's what i'm wondering too. Maybe it takes the sm2.0 (R3/4xx) path? If i remembered correctly this was an issue with SCCT too.
     
    #52 Apple740, Jan 31, 2006
    Last edited by a moderator: Jan 31, 2006
  13. fallguy

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    If Im not mistaken, the HL2 shots are because AF was forced thru the drivers, not thru the game.

    In AoE3, they sure look like they are set to differnt LOD settings, and as mentioned, different time of day/etc. Not to mention a different rendering method for each card.

    Looks to me like you're trying too hard to find a problem.
     
  14. Kynes

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    When you advance in the game, there are bonuses to improve the appearance of your main city as those flags, cannons and people. That's not a LOD problem.
     
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  15. OpenGL guy

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    Yay! A voice of reason! :D
     
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