Mize said:The rediculous thing about this thread is that the closer mipmap shots from SS:SE look like 8X AF on a GF4 and yet people are whining.
Mize
I agree to some extent. But you can't blame people for wanting something perfect
Mize said:The rediculous thing about this thread is that the closer mipmap shots from SS:SE look like 8X AF on a GF4 and yet people are whining.
Mize
Althornin said:As for their aniso algorithm - isnt it obvious?
They want to offer HIGHER PERFORMANCE with almost no visual degredation.
Gery said:Sorry, but that is wrong. The TNT uses only a per polygon mipmapping, so the Mip-Line was identical to the polygon edges.
NVidia downplayed per-pixel mipmapping when they didn't have it with NV3
Chalnoth said:Do you own a TNT? I still have mine lying somewhere around here...
3D/2D Acceleration
Second-generation TwiN texel 32-bit graphics pipeline
100% hardware triangle setup
Optimized for Direct3D acceleration with full support for DirectX6.0
32-bit ARGB rendering with destination alpha
24-bit Z-buffer, 8-big stencil buffer
Anisotropic filtering (better than Tri-linear MIP-mapping)
Per pixel perspective correct texture mapping including Fog, Light, and MIP-mapping
High performance 128-bit 2D/GUI/DirectDraw acceleration
That's not how the Radeon 9700's mip line look.Chalnoth said:Well, I very specifically remember seeing the MIP map lines when playing Unreal with my TNT. The algorithm was most definitely not "one MIP map per polygon." This was using Direct3D, and the MIP lines looked identical to Radeon screenshots I've seen, where when looking at a flat surface, it looks like two lines joining at the center of the screen.
I just do not understand why ATI can't seem to implement smooth functions, instead of the "edges of a polygon" type approaches they seem to have been implementing. After all, nVidia's had 'em since the original GeForce...why hasn't ATI done it?
After looking at the shots again, it does look like the POV is closer to the floor in the rotated shot.antlers4 said:Is it just me, or does it appear to anyone else that the mipmap boundaries on the floor in the tilted shots are closer because the POV is closer to the floor in the tilted shots?
Hellbinder[CE said:]I dont give a **** if Nvidia has had bigfoot captured since 1977.. I am *Beyond tired* of this senseless attitude (by many people) that Nvidia does things *the right way* or the *only way*.. and everyones elses methods are *cheating* or *hacked* or *ammature* or any of the dozen ways I have heard it put.
Bigus Dickus said:Once again, this could be settled easily by someone posting an identical screenshot from a GF4 for comparison. Matt was kind enough to do that for Nature when the 40.xx drivers were being questioned as to why that score went up so much (and the screenshots indicated it was not due to any IQ reduction).
If the GF4 shot looks the same, then the discussion is moot. If it's better, then we can proceed with asking why.
While it is definitely better than what the Radeon 8500 offered, I still consider it a flaw.