Yup, looks like we'll have us some ATi excitement today inspite of it all!The Baron said:He's working on it now. Damn, I want to see this. Exciting times.
Yup, looks like we'll have us some ATi excitement today inspite of it all!The Baron said:He's working on it now. Damn, I want to see this. Exciting times.
I was wondering the same thing... somebody probably disassembled the drivers (or a developer with developer drivers got the reg key and leaked it).3dilettante said:Say, how was this found out exactly? Was this a discovery resulting from poking around in the registry, or did someone at or near ATI take pity on the horde jonesying for its rumor fix and slip us a bit of the pixelsmack?
Coincidence? Since when has anything been a coincidence in this business?
I'm sure it solely alternates patterns. Alternating the number of samples wouldn't bring much benefit.Geeforcer said:Does it solely alternate patterns (doing from one 6x pattern to another 6x pattern) or does it also alternate number of samples?
Chalnoth said:I'm sure it solely alternates patterns. Alternating the number of samples wouldn't bring much benefit.Geeforcer said:Does it solely alternate patterns (doing from one 6x pattern to another 6x pattern) or does it also alternate number of samples?
Oh, and on performance, there should be no noticeable performance hit...
ERP said:Actually Nvidia could get pretty close to this by simply changing the pixel center between frames. Say 1/8 of a pixel diagonally between frames, the sample pattern would effectively be more regular and there is a potential issue with text rendering, but the overall effect would be pretty close.
MuFu said:Hmm... ran some benchmarks but it looks like it overrides the control panel and forces v-sync when enabled. It does look as if there's a slight performance hit because the synched framerate plummets more often and pulls down the reported average when using 12xT compared with 6x.
Haven't tried OGL yet - or the *even higher* temporal modes yet (3 sample positions!).
MuFu.
Geeforcer said:ERP said:Actually Nvidia could get pretty close to this by simply changing the pixel center between frames. Say 1/8 of a pixel diagonally between frames, the sample pattern would effectively be more regular and there is a potential issue with text rendering, but the overall effect would be pretty close.
But ATi could radically change sampling patters between frames (like Mufu shots show).
What I'd like to know (where did MuFu go) is how much better does "4xT" look then 4x?
ERP said:Geeforcer said:ERP said:Actually Nvidia could get pretty close to this by simply changing the pixel center between frames. Say 1/8 of a pixel diagonally between frames, the sample pattern would effectively be more regular and there is a potential issue with text rendering, but the overall effect would be pretty close.
But ATi could radically change sampling patters between frames (like Mufu shots show).
What I'd like to know (where did MuFu go) is how much better does "4xT" look then 4x?
Actually the predominant issue with this technique is that it will have zero effect on moving portions of the image, and and shift much > 1 pixel will dwarf any change in the sampling pattern.
I keep thinking that this doesn't really matter, since moving pixels are less of an issue, but the couterpoint to this is that when playing a game how many pixels are really still?
ChrisRay said:I am impressed. This is the kind of thing I like to see from IHVs, Just like Nvidia enabling 6xS 8xS ect for Geforce 4 users with registry hacks.
Geeforcer said:ChrisRay said:I am impressed. This is the kind of thing I like to see from IHVs, Just like Nvidia enabling 6xS 8xS ect for Geforce 4 users with registry hacks.
Can't say anything about ATI, but I was certainly NOT impressed with the fact that for months you were forced for months to rely on registry hacks to select your AF and AA and texture compression settings on Nvidia card.