Exxtreme said:WaltC,
in this review you can see the difference between Nvidia AF and ATi AF:
http://firingsquad.gamers.com/hardware/imagequalityshootout/
Nvidia's AF is simply superior.
Bouncing Zabaglione Bros. said:And yet right underneath, the article states:
"The anisotropic filtering shots are not very conclusive. Both images are of comparable quality ; even blown up to 200 percent, the variance between them is too subtle to note."
Bjorn said:That was only for 3D Mark 2003 (Nature scene). Look at the Nascar screenshots and especially the crowd and you'll see a rather large difference between Nvidia and Ati (same problem although not as visible in IL 2 - Sturmovik). Angle problem ?
Hanners said:Yep, it's our friend adaptive aniso at work, it does show up in those games when the angles are right.
DaveBaumann said:Please use the term "adatpive" correctly!! ..
Umm, this aniso is NOT adaptive. It cannot use the full filtering level at the most (!) angles.Hanners said:Bjorn said:That was only for 3D Mark 2003 (Nature scene). Look at the Nascar screenshots and especially the crowd and you'll see a rather large difference between Nvidia and Ati (same problem although not as visible in IL 2 - Sturmovik). Angle problem ?
Yep, it's our friend adaptive aniso at work, it does show up in those games when the angles are right.
Bjorn said:DaveBaumann said:Please use the term "adatpive" correctly!! ..
Ok, so if i get this correct, the implementation of the "adaptive" filtering has flaws, thus we get these rotation issues as a sideeffect. Maybe we should call it "adaptive with sideeffect" then
DaveBaumann said:The "adptative" filtering is not inherantly connected to how ATI decided to handle the rotatation issue. Both ATI and NVIDIA's implementations are adaptive, ATI has a separate issue wih Z rotation.
Ok, but if it's not inherently connected, why do we still have this issue ?
I would think that they would have get rid of the issue by now if they were completely decoupled from eachother.
Doomtrooper said:Filtering at all angles is not a requirement for anisotropic filtering, otherwise it would be called Isotropic filtering (equal at all angles)
Now there is instances where Nvidias implementation maybe superior IQ wise, but it also too slow to be considered useable, and the differences are so slight is it really worth a 56% performance hit (If it is superior why is Nvidia disabling that 'feature' in UT 2003 )
I might add that no one mentions that Nvidia is still limited to 8X, and THAT is something I find very noticeable between ATI and Nvidia, especially Mafia and Racing games where the extra sampling is very notieceable.
If nvidia's AF is too slow so you can set it down. You have the choice how much you sacrifice image quality to get higher framerates.Doomtrooper said:Now there is instances where Nvidias implementation maybe superior IQ wise, but it also too slow to be considered useable, and the differences are so slight is it really worth a 56% performance hit (If it is superior why is Nvidia disabling that 'feature' in UT 2003 )
Hehe, Nvidia's AF produces better results in flight sims and games with "natural" game scenes.Doomtrooper said:I might add that no one mentions that Nvidia is still limited to 8X, and THAT is something I find very noticeable between ATI and Nvidia, especially Mafia and Racing games where the extra sampling is very notieceable.
Bjorn said:What does requirements have to do with this ?
It's not required of Nvidia to make their FSAA implementation a lot better. But it would still be a good thing if they did don't you think ?
It's perhaps slower then Ati's AF but i would hardly call it unusable.
You're correct but AFAIK, the rotation issue gets even worse then since the difference between the applied AF with different angles will be even bigger at 16 X.
Let me say this again, imo, it's much more important for Nvidia to fix their crappy FSAA then for Ati to fix this thing. Doesn't mean that i don't think Ati should do something about this "problem" though.
Exxtreme said:If nvidia's AF is too slow so you can set it down. You have the choice how much you sacrifice image quality to get higher framerates.
With ATi's AF you have no chance to filter certain angles with more than 2x AF.
Hehe, Nvidia's AF produces better results in flight sims and games with "natural" game scenes.
ATI's AF is a compromise and you cannot disable it.
The definition of 'anisotropic' for starters.
FSAA does not have a 'definition' on being 'correct'.
Well Beyond3D has shown as much as 56% performance hits with Quality AF on a FX
At 1600 x 1200 enabling 8X AF makes the game unplayabe at a average of 12 fps
Yes, but when you're using a geforce, you have allways the choice between high-quality-image and low performance and low image quality and high performance... except UT2003.Doomtrooper said:Exxtreme said:If nvidia's AF is too slow so you can set it down. You have the choice how much you sacrifice image quality to get higher framerates.
With ATi's AF you have no chance to filter certain angles with more than 2x AF.
Lowering the slider is certainly a way of life with Nvidias implementation, in most games a 56% penalty is too much, and that is only 8X.
I find, to give the choice in the hand of the customer is the correct way to handle this.I compared Il-sturmovik on a 5600 vs my 9700, never saw the 'superior' image quality you mention.
I'm not saying ATI should not improve their method, I also feel Nvidias method is not correct either.
The trade-off to me, especially racing games is worth the slight z-rotation issue.
Bjorn said:That was only for 3D Mark 2003 (Nature scene). Look at the Nascar screenshots and especially the crowd and you'll see a rather large difference between Nvidia and Ati (same problem although not as visible in IL 2 - Sturmovik). Angle problem ?