Althornin said:Maybe a case of "game developed for one IHV's hardware"?
But nVidia cards support anisotropic too.
So even that's not a good excuse.
(Not that supporting only one IHV is a good excuse for anything.)
Althornin said:Maybe a case of "game developed for one IHV's hardware"?
Hyp-X said:Althornin said:Maybe a case of "game developed for one IHV's hardware"?
But nVidia cards support anisotropic too.
So even that's not a good excuse.
(Not that supporting only one IHV is a good excuse for anything.)
More correctly, it shifts the error in the signal from lower to higher frequencies. The aliasing is still there but is less annoying to our visual system.Chalnoth said:Dio said:Because the _pattern_ is random, that doesn't mean that it has to change. All you're trying to do is get the fourier transform of the resulting distribution to look right.
Right, but the goal of stochastic is to break up regularity in the image, which, in essence, eliminates aliasing.
A better solution is to have the pseudo-random displacements "parameterised". The parameters can then include screen position and time and so you can get 100% repeatability yet eliminate pixel-to-pixel and frame-to-frame correlationThe absolute best way is to not only let the technique be random in the two screen dimensions, but also in the dimension of time. Obviously you need more samples if you're going to do it this way, as you don't want the whole screen to be visibly changing color all the time (if it's a supersampling technique).
That's what I was aiming at with the edit to my last post, I think, with respect to XY. I'm still not sure about varying by time...A better solution is to have the pseudo-random displacements "parameterised". The parameters can then include screen position and time and so you can get 100% repeatability yet eliminate pixel-to-pixel and frame-to-frame correlation
Simon F said:A better solution is to have the pseudo-random displacements "parameterised". The parameters can then include screen position and time and so you can get 100% repeatability yet eliminate pixel-to-pixel and frame-to-frame correlation
Althornin said:YEs, but i guess they magically know which textures to not apply anisotropic too, if we listen to Chalnoth
Chalnoth said:Simon F said:A better solution is to have the pseudo-random displacements "parameterised". The parameters can then include screen position and time and so you can get 100% repeatability yet eliminate pixel-to-pixel and frame-to-frame correlation
But why would you want repeatability?
By implying that ATI is the only one with text rpoblems with forced aniso.Chalnoth said:Althornin said:YEs, but i guess they magically know which textures to not apply anisotropic too, if we listen to Chalnoth
Um, where have I said this?
Humus said:To garantuee that two renders of the exact same geometry from the exact same camera angle will look exactly the same. If it would change with time you'd see noisy artefact jumping around at the edges.
Repeatability is btw needed for conformance with OpenGL.