It also comes down to time and understanding. With first gen titles these two factors are most certainly not there.Titanio said:If it fundamentally boils down to bandwidth, you're not going to find any more over time (unfortunately).
It also comes down to time and understanding. With first gen titles these two factors are most certainly not there.Titanio said:If it fundamentally boils down to bandwidth, you're not going to find any more over time (unfortunately).
Dave Baumann said:It also comes down to time and understanding. With first gen titles these two factors are most certainly not there.
I obviously haven't checked every game, but the point is that I've yet to see one where that is the case. I'm even looking at recent examples to see that the same behaviour is still displayed. You've hypothesized this, and I'm wondering where from?nAo said:C'mon Dave, have you checked all the racing games out there?
Look at the general level of texuring all throughout the shot. For instance the detail on the buildings into the distince is fairly good. Look at the two houses to the left of the image - with the angle they are at I'd expect the detail to be much reduced that far in if there was no AF. The wires on the pylons are also likely to be alpha texture based, and they appear to be maintaining clarity as well.Obviously I can't be 100% use they're being clever but it does not take a rocket scientst to not waste tons of bandwith on using max aniso (road markings are bloody perfect in those shots) on all the road.
Developers talk to each other..Dave Baumann said:You've hypothesized this, and I'm wondering where from?
Apparently, judging by this thread, opinion on that is divided, with XMas suggesting that it shouldn't be an issue and nAo suggesting that it wastes tons of bandwidth!Titanio said:How tight must bandwidth be for them not to be able to apply it to everything, though? I was always under the impression it wasn't THAT expensive.
EA's Superbike series (2000-2001) (developed by Milestone, an italian sw house) AFAIK was using the same 'trick'.Dave Baumann said:So, from your developer discussions do you have anything pertinent to add to what is actually going on in this case, or give any examples of racing titles where that is actually occuring?
My thoughts are that in a racing game the road is covering 30/40% of the screen all the time and that has to be perfect, far buildings don't need to be so accurate and your screenshot ...well..what should it prove?What are your thoughts on the other texturing elements that I pointed out in that sceenshot?
What I suggest does not contraddict what Xmas said at allDave Baumann said:Apparently, judging by this thread, opinion on that is divided, with XMas suggesting that it shouldn't be an issue and nAo suggesting that it wastes tons of bandwidth!
Lysander said:suddenly no one is bothered with "lack" of aa on x360 anymore , its all af now
bilinear is primary and for higher it needs additional cycle, it will be solved as everything else
I can run 16xAF on HL2 with out any framerate loss. Even on my 5200FX, so somthing must be up with 360.
The PC cards are perfectly able to handle it. If Xenos isn't able to sustain at least some level of AF on all textures in those first games, something is seriously wrong.
Nemo80 said:Surprisingly it has AF though, in contrast to the Single-Player mode (but no HDRR on the other hand - weird...
I can run 16xAF on HL2 with out any framerate loss. Even on my 5200FX, so somthing must be up with 360.
Of course it does. It basically has the same high-quality but slow 8xAF as all NV2x and NV3x.Guilty Bystander said:Does the GeForce FX5200 series even support anything more than linear filtering?
Guilty Bystander said:Why don't people ever argue on what it might be.
Guilty Bystander said:...*Ghost Recon Shots*...
Again only low AF but no HDR and no MSAA.
And worst of all that the framerate is something like 10-15fps in that screen.
So we have a single older engine/title using it on hardware that was far less likely to be able to perform AF at all than current hardware; we also have current EA games that clearly do use texturing/AF for higher clarity on the road markings.nAo said:EA's Superbike series (2000-2001) (developed by Milestone, an italian sw house) AFAIK was using the same 'trick'.
I was actually saying that the detail of the buildings was fairly high. So too are the wires on the pylons.My thoughts are that in a racing game the road is covering 30/40% of the screen all the time and that has to be perfect, far buildings don't need to be so accurate and your screenshot ...well..what should it prove?
Why such a silly comment?(or maybe xenos is so powerful that you can switch on AF with no hit at all..)
thanks for making my point (btw..it's not a single engine/title and part of is was re used on racing evoluzione/apex on xbox)Dave Baumann said:So we have a single older engine/title using it on hardware that was far less likely to be able to perform AF at all than current hardware
So what? it's all about trade offs, time vs cleverness.we also have current EA games that clearly do use texturing/AF for higher clarity on the road markings.
I think you lost your sense of humour, are we a bit oversensitive about xenos?Why such a silly comment?
And XBOX was using NV2x's filtering mechanism that had a far larger performance hit than current hardware, those costs aren't and trade-offs have changed with current hardware.nAo said:thanks for making my point (btw..it's not a single engine/title and part of is was re used on racing evoluzione/apex on xbox)
So what? it's all about trade offs, time vs cleverness.
No, it was just a pointless comment. Of course its not going to perform AF for free, these things will entirely depend on numerous usage scenarios and whether it fits in the performance envelope of the targets the developers have set for the title.I think you lost your sense of humour, are we a bit oversensitive about xenos?