regarding Aggressive, Balanced and Application settings
I'm really getting into testing this now, in fact i may write up an article about it. I think this deserves some attention. I know Dave has taken a look at this in his GFFX Preview as well as the preview at 3DVelocity already.
Doing some prelim testing today I can definitely see that with No AF enabled and Trilinear enabled in the games Aggressive mode looks a lot like Bilinear filtering. Balanced mode is better then Aggressive but still not perfect, you can see the boundries between mip-maps. However Application does look very good with very smooth transitions between mipmaps, in Serious Sam 2.
In UT2k3 its not as noticeable as in Serious Sam 2 but looking closely you can see the same results.
I'm going to fire up quake3 and look at that in a bit as well.
I also just did some performance numbers in UT2K3
I ran our benchmarker in 1280x1024 and 1600x1200 in NoAA/NoAF comparing Aggressive, Balanced, and Application on the GFFX at 500/500
I saw big performance differences between each with Application being teh slowest and Aggressive the fastest
Example
Antalus
1280x1024 Aggressive - 148.3 FPS
1280x1024 Balanced - 134.2 FPS
1280x1024 Application - 92.8 FPS
1600x1200 Aggressive - 108.5 FPS
1600x1200 Balanced - 95.5 FPS
1600x1200 Application - 65 FPS
Now how this compares to default R300/350 Trilinear I haven't looked like yet but am getting there.
Also how this compares with AF enabled I haven't looked at yet either.
Anyways none of this is conclusive yet on my part so PLEASE DON'T QUOTE ME ON ANYTHING!
Thanks
Just thought I'd post my own personaly findings so far on this.
The important part is most are using the default setting for benchmark comparisons, and Balanced is the default setting which looks like it may not match up apples to apples with the r300/350's default trilinear with no af.
I'm really getting into testing this now, in fact i may write up an article about it. I think this deserves some attention. I know Dave has taken a look at this in his GFFX Preview as well as the preview at 3DVelocity already.
Doing some prelim testing today I can definitely see that with No AF enabled and Trilinear enabled in the games Aggressive mode looks a lot like Bilinear filtering. Balanced mode is better then Aggressive but still not perfect, you can see the boundries between mip-maps. However Application does look very good with very smooth transitions between mipmaps, in Serious Sam 2.
In UT2k3 its not as noticeable as in Serious Sam 2 but looking closely you can see the same results.
I'm going to fire up quake3 and look at that in a bit as well.
I also just did some performance numbers in UT2K3
I ran our benchmarker in 1280x1024 and 1600x1200 in NoAA/NoAF comparing Aggressive, Balanced, and Application on the GFFX at 500/500
I saw big performance differences between each with Application being teh slowest and Aggressive the fastest
Example
Antalus
1280x1024 Aggressive - 148.3 FPS
1280x1024 Balanced - 134.2 FPS
1280x1024 Application - 92.8 FPS
1600x1200 Aggressive - 108.5 FPS
1600x1200 Balanced - 95.5 FPS
1600x1200 Application - 65 FPS
Now how this compares to default R300/350 Trilinear I haven't looked like yet but am getting there.
Also how this compares with AF enabled I haven't looked at yet either.
Anyways none of this is conclusive yet on my part so PLEASE DON'T QUOTE ME ON ANYTHING!
Thanks
Just thought I'd post my own personaly findings so far on this.
The important part is most are using the default setting for benchmark comparisons, and Balanced is the default setting which looks like it may not match up apples to apples with the r300/350's default trilinear with no af.