Hellbinder says full trilinear would cost 50% preformance?

Discussion in 'Architecture and Products' started by bloodbob, May 22, 2004.

  1. Tim Murray

    Tim Murray the Windom Earle of mobile SOCs
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    Re: Hellbinder says full trilinear would cost 50% preformanc

    Haha. Hahaha. HAHAHAHAHAHA!

    Hellbinder knows very little. His "technical details" are often nothing more than FUD. If HB says something, believe the opposite.
     
  2. SiliconAbyss

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    Then educate us if Hellbinder knows so little.

    How much of a performance hit will ATi take with adaptive AF disabled. Inform us all with your superior knowledge.
     
  3. jimmyjames123

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    I don't think there is any proper way to nail down a number, it will depend totally on the situation and what game is tested.
     
  4. Pete

    Pete Moderate Nuisance
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    The issue at hand is adaptive trilinear. Dave quoted as little as a 2% hit, whereas computerbase showed a larger hit with--but with coloredmips, which may make for an invalid comparison (though the 9800XT score didn't change, whereas the X800P score dropped).
     
  5. CarstenS

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    Might have missed it, but did Dave mention where and how his 2% were obtained?
     
  6. Drak

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    Which game did computerbase use?
     
  7. rwolf

    rwolf Rock Star
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    Re: Hellbinder says full trilinear would cost 50% preformanc

    I think hellbinder was right on the money with the X800 Pro. It was MUFU and others that where out to lunch.
     
  8. KimB

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    First of all, all anisotropic is adaptive.

    Anyway, it really depends on the scenario, but all you have to do is look at benchmarks. The performance hit typically seems to be ~20% for disabling the "trilinear optimizations."
     
  9. CarstenS

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    We used UT2003 as an illustration, because it is widely used as a benchmark. We did, of course, confirm a perfomance drop in similar orders of magnitude on other games as well (Delta Force BHD, Call of Duty etc.).
     
  10. Nick Spolec

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    Mayeb HB meant there is a 50% hit when doing full trilinear at 16x AF?
     
  11. MuFu

    MuFu Chief Spastic Baboon
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    Re: Hellbinder says full trilinear would cost 50% preformanc

    Yeah but sometimes I say stuff that's deliberately wrong to keep everybody (Edit - especially nVidia) on their toes and I never let out the whole truth until after the release. You see... the R420; sometimes it's 8 thingies, sometimes 12 thingies, sometimes 16 thingies; it depends which level of forum mentality you subscribe to and what you think a "thingy" is. Me? I don't really know... but I have to say something instead of "I don't know", don't I? That'd be insane.

    L.M.A.O. :lol:
     
  12. PaulS

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  13. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
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    Re: Hellbinder says full trilinear would cost 50% preformanc

    So in other words, We cant take you seriously all the time either. :?
     
  14. MrBond

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    Re: Hellbinder says full trilinear would cost 50% preformanc

    To play devil's advocate, it sounds like he's talking about games in the future (at least, that's what the first sentence of that paragraph suggests). Doesn't mean he can't be offbase about the future games either though :) 50% is a rather large number...
     
  15. KimB

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    Re: Hellbinder says full trilinear would cost 50% preformanc

    Perhaps, but he just has no idea what causes the performance hit of trilinear filtering. In the future, as games start to have more pixel shader instructions per texture call, hardware should have an easier time increasing trilinear performance without resorting to questionable optimizations.

    I don't believe there is much of any correlation between complex scenes and high degrees of anisotropy, either. I would tend to think that simpler games would be more likely to use higher levels of anisotropy (i.e. flat floor/walls stretching far into the distance, as seen in Serious Sam).
     
  16. bloodbob

    bloodbob Trollipop
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    Re: Hellbinder says full trilinear would cost 50% preformanc

    I'm sorry to say it this whole thread was to prove hellbinder wrong he is currently running all over R3d spread this sort of disinformation and such other things as "Trilinear isn't defined anywhere like bilinear" which is complete fud. Now if this fud stayed on R3D I wouldn't mind but I have to keep repeating myself over and over that trilinear is well defined. So new people please take everything anyone says with a grain of salt including what I say.

    The preformance of Trilinear over bilinear can cause a 50% preformance hit if and only if the framebuffer &lt;&lt; textures but frame buffers are from neglible.


    Yeah thats so wrong just open up a AF tester folks and see if he is correct.

    And thats enough childish behavior from myself lets find something interesting to talk about :) see in another thread.
     
  17. Tim Murray

    Tim Murray the Windom Earle of mobile SOCs
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    I'm sorry, when someone mentions Hellbinder, I think back to when he mentioned that "R360 has the best feature ever OMGLOLZ!!!1111one" (referring to Overdrive, if you couldn't figure it out). I can't take him seriously.
     
  18. bloodbob

    bloodbob Trollipop
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    In the end we all found out the R360 chip didn't even have the feature it was an external sensor.
     
  19. Tim Murray

    Tim Murray the Windom Earle of mobile SOCs
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    And hence, Hellbinder is a rabid fanboy who hears a few very vague rumors, spices them up with his own insane ideas without mentioning that, and then capitalizes random words.

    :)
     
  20. Hellbinder

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    No,,, I dont think so,,,

    I Think if you look back at hardware that did Actualy Full trilinear with no performance hacks at all it was nearly a 50% hit. Furthermore as i mentioned as scene complexity increases Full trilinear will get more and more expensive.

    So laugh if you want. I dont mind. 8)
     
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