Geforce 8800 (G80) reviews: Post'em here

Discussion in '3D Hardware, Software & Output Devices' started by Geeforcer, Nov 8, 2006.

  1. Pete

    Pete Moderate Nuisance
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    Yeah, I considered giving Ratchet neg rep for not tooting his own horn, but the piece is just so well-written and the pages so purty that I thought better of it. ;) Ratchet, get in here and claim your prize!
     
  2. Ailuros

    Ailuros Epsilon plus three
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    http://www.rage3d.com/reviews/video/nvidia8800/af.php

    Well I'm most glad that I'm not the only noticing such details; the fading of the white lines in the far clipping distance are a result of the clamped LOD to minimum 0.0.

    ***edit: wonderful work by the way Ratchet; I can now go an' hide in my corner ;)
     
    #142 Ailuros, Dec 3, 2006
    Last edited by a moderator: Dec 3, 2006
  3. PeterAce

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    Excellent review Ratchet.

    Nice broad range of games benchmarks and I love the IQ 'applets'. You also state the driver settings used for benchmarks (A+ for that).

    Looking foward to your G80 vs R600 future article :).
     
  4. Mark

    Mark aka Ratchet
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    Thanks guys.:runaway:
     
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  5. Mark

    Mark aka Ratchet
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    I updated that page yesterday to show the results with the LOD bias option set to "Allow" instead of Clamp (which it defaults to when you force AF). It improves texture sharpness a lot, but goes too far imo.
     
  6. Ailuros

    Ailuros Epsilon plus three
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    I proposed an alternative sollution in my own write-up; just don't ask me if it makes sense or is possible. At least it's what I suspect ATI is doing.
     
  7. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
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    You could probably have to play with the LoD settings with the Allow function enabled to get something like what ATI is doing. But thats a bit too much hassle IMO.
     
  8. Ailuros

    Ailuros Epsilon plus three
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    I believe ATI is using some sort of overfiltering for spots like that.
     
  9. IbaneZ

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    Overfiltering, never heard that word before. Care to explain? :smile:
     
  10. pharma

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  11. Geo

    Geo Mostly Harmless
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    And then I jump to the conclusion and the first thing I see is a section called "No One's Perfect".

    Okayfine, a little schizophrenia at Xbit!
     
  12. pharma

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    It's to be expected when the section in the conclusion above "No One's Perfect" is titled "All-Around Champion" ... kind of a "reflexive response" :lol:
     
  13. ben6

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    Little confused is 8x AA and 16x AA 8xQ and 16xQ or 8x and 16x ? Big difference.
     
  14. Razor1

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    what I found interesting was quad SLI is scaling quite well in a few of the games they benched.

    Ben 8xQ and 16xQ default are CSAA modes, which save quite a bit of bandwidth, and filtering is different in these modes (not actaully equal to 8x MSAA or 16x MSAA)
     
    #154 Razor1, Dec 14, 2006
    Last edited by a moderator: Dec 14, 2006
  15. Geo

    Geo Mostly Harmless
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    No, 8xQ is pure MSAA, isn't it?
     
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  16. guezz

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    Yes.
     
  17. ben6

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    Razor1? I'm a bit confused now ...
     
  18. guezz

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    Finally! :grin: Thanks.

    [​IMG]
    8xQ is regular 8xMSAA.
    8x and 16x are 4xMSAA using more coverage samples.
    16xQ is 8xMSAA using more coverage samples.

    16x usually lags about 20% behind regular 4xMSAA but provides a impressive IQ/performance ratio.

    Stencil shadows and transparency AA will only use AA equal colour samples (e.g. 8xCSAA on polygon edges and 4xMSAA on stencil shadow edges).
     
  19. ben6

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    No no no. I'm sorry I'm confused as to whether they used 8x or 8xQ mode. Not confused by what 8x and 8XQ is
     
  20. Hanners

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