I just found out how bad Ati's angle dependent AF looks

I'm sure being able to support both brilinear and trilinear also had a transistor cost, but nVidia no doubt felt it was worth it in order to better compete and yet still offer full quality when desired. Hopefully the same will turn out to be true for AF.

K.I.L.E.R. I don't suppose you could make your app available, so people can use it as a test tool?
 
clarifications:

1) Angle dependent AF will never appear more aliased than static AF. It will rather be more blurred.

2) Angle dependent AF can impossibly be a driver-level optimization. The driver doesn't touch the geometric data at all when it's rendered. However the driver might be able to set states on the GPU to alter how the angle-dependent AF is performed, if the hardware is designed with this in mind.

3) Angle dependent AF doesn't save transistor count, it saves memory bandwidth.

discuss.. :)
 
NV40, according to NVIDIA, has an angle-independent AF mode. It just doesn't work in 60.72 (coincidence? heh).

R3x0's angle-dependent AF is not configurable by the driver; it's built into the hardware.
 
The Baron said:
NV40, according to NVIDIA, has an angle-independent AF mode. It just doesn't work in 60.72 (coincidence? heh).

of course not but i don't blame them
R3x0's angle-dependent AF is not configurable by the driver; it's built into the hardware.

it's configurable but only to the worse not to the better
 
I meant the angle-dependent nature--you can still choose if certain texture stages get bilinear/brilinear/trilinear or whatever.
 
K.I.L.E.R said:
Why haven't I noticed this in any games and only in my silly little useless demos?
I couldn't notice this under UT03, SS, SS:SE, BF1942, BF:V or any other game which is good.

because you normally don't turn around in z => you don't see that it changes quality. it doesn't mather if it is good or bad for a certain triangle. but it does mather if it changes.. if your floor would turn slowly up to a wall, you would note it rather well. but in all the games you stated, you're most the time always pointing in the same up-direction with the camera.

and this is, why they added this optimisation. great for mainly floor-wall-style fps.

it would be rather bad in a forsaken-style game, though :D
 
davepermen said:
K.I.L.E.R said:
Why haven't I noticed this in any games and only in my silly little useless demos?
I couldn't notice this under UT03, SS, SS:SE, BF1942, BF:V or any other game which is good.

because you normally don't turn around in z => you don't see that it changes quality. it doesn't mather if it is good or bad for a certain triangle. but it does mather if it changes.. if your floor would turn slowly up to a wall, you would note it rather well. but in all the games you stated, you're most the time always pointing in the same up-direction with the camera.

and this is, why they added this optimisation. great for mainly floor-wall-style fps.

it would be rather bad in a forsaken-style game, though :D

Does that mean it would look bad if a game had one of those swirling tunnel things? You know where your on a stationary platform but the whole tunnel swirls
 
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