radar1200gs said:
Go ahead and prove it then xmas. I have posted screenshots exactly as generated.
Oh, come on...
View the FarCry shot with a program that can zoom images without bilinear upscaling, unlike the WinXP image viewer. Take the upper left corner, zoom in 4x or so. There's the edge of a dark object, and the alpha tested leaves of a tree. You see very bright pixels directly neighboring very dark ones, right? Do you see any blur there? No? Well, that's because there's no blur filter in effect.
The maximum difference between two neighboring pixels is 192 (per color channel) if Quincunx or 4x 9tap is enabled. The reason for this can be found in the downfilter kernels I posted: each pixel shares a quarter of the samples with each neighbor.
I can easily find neighboring pixels with a higher difference, e.g. (1,132) and (2,132) with an RGB value of (6, 17, 11) and (208, 222, 233), respectively. This doesn't happen as an effect of JPEG compression, so the only possible explanation is: there is no blur.
Daves whole gamma argument is ridiculous. No-one would be able to do any precision color work whatsoever on a PC if you were to believe him. And its an extremely simply matter to post a few screenshots showing the effects of default, lowered and raised gamma on a game.
Dave is correct in that gamma has to be taken into account for any kind of color blending in a non-linear color space. The problem is, most applications, esp. games, give a damn about linearity of color space.