2008 IQ is unacceptable
Banned
This is my first post, so obviously, I'm new here. 1st, I'm going to list many things things ati/nv/ms are responsible for that make games look rather awful compared to what's easily and more sensibly possible. 2nd, I have several questions that will come a bit later. any comments are welcome and i would really like some opinions of my ideas, even though i'll never be open to the way things are currently, it's always good to know what others think and to debate using facts and logical reasoning.
I've become an IQ activist, so I was told to come here. I'm a technophile and I don't accept what ati and nvidia release as the "best" (best only in performance, but awful in iq and compatibility as well as sub-par reference coolers and and reference pcb quality/features. and I'm furious with microsoft's influence.)
I'm obviously an open GL supporter.
_ms ref rasterizer looks worse than any rasterizer than ever before. i'd say 3dfx's products' general rasterization was the best (especially with colors and fog.) the 6/7 series rasterizer looked much better than the ms ref rast used in everything current. the ms ref rasterizer makes textures look very blotchy, comparable quake3's sky with s3tc on. the geforce 6/7 rasterizer doesn't have the blotchy texture problem that the ms ref rasterizer gives games. half-life 2 shows the difference quite well.
_distance fog shouldn't be used today since all it does is cover up depth buffer optimizations and lack of depth precision which shouldn't be there in the 1st place, as well as lack of dynamic clip planes in dx.)
_all depth buffer optimizations (including but not limited to, z compression, z-range opt. hierarchial z, early z-kill, fast z clear, z-mask, and color compression as well as fast color clear as well as all texture compression formats except dxtc1,3,5 available as a compatibility option).
_all avaiable aa modes except ati's edaa and adaptive high quality aa.
_ ati's af sample optimizations
_bilinear and any trilinear optimizations for any format.
_not forcing 8888 (rgba) textures and frame buffer for when an app calls for anything less.
_fx24 z-buffers; less than fp32 d and fp 32 s being forced.
_less than fp16xRGBA frame buffer mode in dx 9/10 games [2 bits for transparencies is "wholly inadequate and unacceptable"; water looks white in x360 games and pc games that use the 1010102 format.]
_lack of compatibility options, including, but not limited to, lack of invert z-values options, lack of alt pixel center options, lack of disable dx10 fog option
sensible abolition and replacements:
_entire frame-buffer bilinear (or trilinear if that's possible; i've never heard of an emulator offering trilinear, though.) filtering + 2x or 4x aniso-equivalent filter for fsaa as only fsaa mode. each rop will have 1 bilinear fsaa unit and 1 fsaf unit. it can be enabled by default. it would be free, 100% compatible, would aa everything perfectly, and no worrying, no confusion about other aa modes.
_remove ALL compression and optimization techniques from transistor space and replace with more z units, and maybe more texture units.
Finally, I'm infuriated that games have lower audio quality (due to wma "lossless" format and other compressed formats that are unacceptable given the storage and processing power we have today) than allowed by the ages old redbook standard. Personally, the only audio formats i find acceptable for today are PCM (raw uncompressed) 24/96 (2 channel) and the highest bit-rate LPCM (5.1 channel.) They aren't used in any non-ps3 games though. People shouldn't accept the awful quality that we're being given at/by the hands of microsoft. Highs and lows are much better in games that used redbook so long ago, as well as more clarity.
I've become an IQ activist, so I was told to come here. I'm a technophile and I don't accept what ati and nvidia release as the "best" (best only in performance, but awful in iq and compatibility as well as sub-par reference coolers and and reference pcb quality/features. and I'm furious with microsoft's influence.)
I'm obviously an open GL supporter.
_ms ref rasterizer looks worse than any rasterizer than ever before. i'd say 3dfx's products' general rasterization was the best (especially with colors and fog.) the 6/7 series rasterizer looked much better than the ms ref rast used in everything current. the ms ref rasterizer makes textures look very blotchy, comparable quake3's sky with s3tc on. the geforce 6/7 rasterizer doesn't have the blotchy texture problem that the ms ref rasterizer gives games. half-life 2 shows the difference quite well.
_distance fog shouldn't be used today since all it does is cover up depth buffer optimizations and lack of depth precision which shouldn't be there in the 1st place, as well as lack of dynamic clip planes in dx.)
_all depth buffer optimizations (including but not limited to, z compression, z-range opt. hierarchial z, early z-kill, fast z clear, z-mask, and color compression as well as fast color clear as well as all texture compression formats except dxtc1,3,5 available as a compatibility option).
_all avaiable aa modes except ati's edaa and adaptive high quality aa.
_ ati's af sample optimizations
_bilinear and any trilinear optimizations for any format.
_not forcing 8888 (rgba) textures and frame buffer for when an app calls for anything less.
_fx24 z-buffers; less than fp32 d and fp 32 s being forced.
_less than fp16xRGBA frame buffer mode in dx 9/10 games [2 bits for transparencies is "wholly inadequate and unacceptable"; water looks white in x360 games and pc games that use the 1010102 format.]
_lack of compatibility options, including, but not limited to, lack of invert z-values options, lack of alt pixel center options, lack of disable dx10 fog option
sensible abolition and replacements:
_entire frame-buffer bilinear (or trilinear if that's possible; i've never heard of an emulator offering trilinear, though.) filtering + 2x or 4x aniso-equivalent filter for fsaa as only fsaa mode. each rop will have 1 bilinear fsaa unit and 1 fsaf unit. it can be enabled by default. it would be free, 100% compatible, would aa everything perfectly, and no worrying, no confusion about other aa modes.
_remove ALL compression and optimization techniques from transistor space and replace with more z units, and maybe more texture units.
Finally, I'm infuriated that games have lower audio quality (due to wma "lossless" format and other compressed formats that are unacceptable given the storage and processing power we have today) than allowed by the ages old redbook standard. Personally, the only audio formats i find acceptable for today are PCM (raw uncompressed) 24/96 (2 channel) and the highest bit-rate LPCM (5.1 channel.) They aren't used in any non-ps3 games though. People shouldn't accept the awful quality that we're being given at/by the hands of microsoft. Highs and lows are much better in games that used redbook so long ago, as well as more clarity.