WaltC said:
How do you figure that setting "Application Preference" equates to to "less" quality? IMO, what that setting means to me is that whatever quality setting you get is determined by the application you're running, and the settings you make relative to quality within the application. The idea behind AP is that you don't need the control panel to force IQ in the application because you're using the application to set the quality levels of IQ independently of the cpanel. The drivers are set to disable the cpanel automatically when AP is selected expressly so there won't be a conflict.
Were all games properly configurable internally you'd never need to budge off the AP setting in the cpanel.
Now
you are talking about a perfect world
That's sure the way it was meant to be, but it didn't happen. Looking at my ATI cp right now, at the top of the pane, there's a 'master' slider. The shipping state is "balanced", which activates the "application preference" checkboxes. If I move this to the right, "application preference" gets turned off and I get 2xAA/8xAF at "high quality" and 4xAA/16xAF at "optimum quality". So it's not really me, it's ATI
And that's pragmatic. For the vast majority of games, app pref means no AA and no AF. Games shops are reluctant to implement these controls because they add complexity where there's no immediate need. Users can use the cp and that's what they've always done. Even UT2k3 doesn't
expose its AF controls, in its menus I mean.
That's of course conceptually wrong, but this is how it works today.
*shrugs*
WaltC said:
Heck, speaking of Tom's in the other thread, how many reviewers can be reasonably expected to get it? "They" primarily screw the press, and by instrumenting the press "they" screw the public. It has never been doubted that those in the know can get more information and more control. Doesn't help Joe Sixpack at all, unfortunately.
Of course, these debates are constrained to people who understand them. Joe 6-pack isn't going to care about what goes on in the Cpanel, or in the application, or both...
But if Joe hangs in there he'll eventually learn the basics.
Joe will only be able to control things he understands
Joe: What's AA? What's AF? How can I use it?
MrX: It makes your graphics look nicer. You can turn it on in the control panel.
Joe: Thx!
MrX: Oh, except for UT2k3. AA is fine, but for AF you need to fiddle with the ini thingagum and do the opposite of what you'd do for other games when it comes to the control panel. Just like Serious Sam.
IMO this isn't exactly simplifying things. We could just as easily admit defeat and keep the 'de facto standard' to handle this stuff.
No offense intended, but you're the first one I happen to know of who complains about the lack of in-game controls
WaltC said:
I believe he was referring to the flower shape of the AF mipmap selection, as visualized in SamX' AF-Tester. In a perfect world, this should be a circle (NV comes quite close w the right driver settings).
The other type of angular dependency optimization is common to all cards offering AF at all, AFAIK, and can't be turned off - it would be useless, just like you already stated.
Ok, in a "perfect world" one might also say that all of the pixels in a frame should be rendered regardless of whether they are visible in a frame....
One man's "perfect world" is another man's "imperfect world," I guess.
Overwriting a pixel that's z-buffered away is a completely destructive process, the old pixel is lost. Texture filters are much more subtle.
I personally don't play these things, but eg the flight sim crowd seems to regularly complain about ATI's AF. A surface's texture sharpness fluctuates not only with its "forward angle" but with its rotation around the z-axis. It does irritate some people, in some specific games. ATI's flower shaped thingy is not a generally valid optimization, so to speak.
WaltC said:
OK, I really don't understand what you're saying.
<...>
So it's not a question of turning TF on, but rather of which textures stages receive TF prior to rendering. Hence, a registry setting for "full trilinear" would not be required--and indeed is not required to get full trilinear in UT2K3 with the Cats.
That's the way I understand it. Of course if this is incorrect, I'd like to know it--but it's what I've gathered is true in this case from the evidence presented.
To be brutally honest, I didn't read the whole article, only the parts I've translated ... and the conclusion
But I think that's the gist of it.
You have a point in wanting to prevent users from shooting themselves in the foot. I can second that.
What I wanted to say is that there's something wrong when only 'experts' can get something as simple as AF without getting screwed. It should improve quality, period. Stage optimizations (ie less or no AF on higher stages) are somewhat okay with me, but fiddling with the base filter is not.
If, by activating AF through the usual means, I get a drop in quality somewhere that's hopefully offset by an improvement somewhere else, that's just missing the point.
And bringing this back into context, Joe will be quite angry if he can't reproduce the performance and/or quality he has been promised by the reviews.
Semi-OT:
IMO ATI's R300+ AF controls are just wrong. "Performance" AF is an R200 AF emulator and isn't really needed at all. In yet another perfect world, I'd like to have an AF slider and an "on" knob, and the bilinear/trilinear thing would be
completely under application control. Why should the driver create any artificial connection between bi/tri and AF? I guess that would actually work
Regarding stage optimizations, a switch to turn on "no compromises" mode would still be appreciated as long as it's clearly labelled. I'd suggest "insane" and a little "did you
really mean to click here?" popup