I have noticed that when run under Direct3D, the IL-2 Sturmovik screenshots are representative of Quincunx image quality
I wish I had this game to test! It would be an exception from most of my testing.
If you have time, I would appreciate it if you could run a similar test (No AA vs Quincunx) using a Direct3D based game and report your findings
I notice this in EQ alot and it's a DX8.0 game. Truly, I have yet to find a screenshot that I can produce that accurately depicts Quincunx in most any game tried, albeit I havent taken hundreds of screenshots, just dozens.
EQ illustrates this quite well, again, as it has a nice text box that display quite a bit of blurring in Quincunx but none at all in screenshots.
No AA:
Quincunx:
Visually, the difference is night and day- not only with the text, but also with texture blending. Screenshots do not depict the blending at all as the above screenshots show identical results.
One thing I have noticed with many of the website screenshots- they depict some amount of blurring in their Quincunx screenshots, but from my testing this is a strange blurring that occurs with anisotropic filtering wehn combined with *any* form of AA. Example:
2xRGMS + AF:
As I have scoured the web, all the Quincunx depictions all show anisotropic filtering "noise" as a depiction of the "new" Quincunx, yet the actual on-screen blurring that occurs with Quincunx I have yet to see in a single screenshot. It's not quite as subtle as what Anisotropic blurring does and is readily visible at least on my monitor.
I think if NVIDIA implemented a post-filter, this would be the wisest choice for them and it would also explain not only the performance improvements but also the increase in quality. Post filters are truly "hardware" methods versus algorithmic/GPU blends of the same and I'm sure much better neighbor blending can be implemented with less resources this way.
I just found it rather odd that everywhere I looked for visions of Quincunx- not a single depiction matched my experience with the mode. I actually use Quincunx on my GF3 for games like Quake2 and Half-Life as those games have such pixelated/grainy textures that it actually looks very nice.. (especially Quake2!).. but with the GF4, I found no way to illustrate it's effect.. and later discovered this was the case with everything else I've tried to date. Maybe I can get IL2 and see if what is shown in those shots is anisotropic filtering blur or truly quincunx blurring in the framebuffer- but from how it looks to me, if other Direct3D games can be relied on for similar IQ, it doesnt look like the neighbor-blend I'm used to seeing with Quincunx to *my* eyes.
Cheers,
-Shark