Hi Mike! Sorry for the long time getting back to ya. You know how that work thing goes... ruins our fun digging into lifes little mysteries sometimes.
I was very perplexed by what I'm seeing in Tribes2 and have a couple theories about it. Here's what I'm finding/guessing/seeing:
It looks as if there is something happening with the framebuffer contents without postfilter, but I'm not entirely sure it's quincunx that is causing it.
A screenshot of Quincunx and playing the game live of Quincunx is still not what I see as being correct as the Quincunx *real* still has additional filtering not seen in the screenshot, yet the screenshot does have *some* level of filtering visible.
My speculation at this point is there is some level of anisotropic filtering being applied erroneously as the setting is LOW to HIGH and I cannot for the life of me find an "off" setting nor a "enableAnisotropic" cvar in the ClientPrefs. Seems there are cvars for every other stupid thing in the world except anisotropic filtering.
The bizarre thing is, enablement of quincunx makes the framebuffer contents change as opposed to without it, so we are indeed on the outer cusp of some interesting findings that might go a long ways towards explaining what is happening. When I have more time, I'll delve a bit deeper but I can still whole heartedly say screenshots are still not illustrative of Quincunx, albeit in this case they are a tad "more accurate" from a clarity standpoint but still missing much of the filter/blur.
Above-
It's a shame we have to scrabble about after how exactly nvidia are implementing things in an apparent lack of information. Are we really so in the dark or just not looking in the right places?
It's not really scabbling, but instead trying to form an understanding about it. It's different from the GF3 and so far, there is much evidence that screenshots do not portray the quality of Quincunx accurately. It's important that depictions of something be as true and accurate as possible.
Also the first step is understanding- which only leads to better applications and usage of said feature.
Like I said, I love using Quincunx on games like Quake2... and I have no way of illustrating what it does for textures here since it doesnt show up in any of my screenshots. I fire up LFire CTF and play for hours and Quincunx looks great. The only problem is it drops performance down to a measly 420 fps timedemo speed so I'm not sure if I can rail as accurately with that kind of handicap.
It's also pretty nice in Descent3, Freespace2 and NFS-PU as well. It has it's perks for some older games with incredibly grainy textures and that can stand a little more edge filtering, but the overall effect just cant be shared since there seems to be no way to capture in screengrabs.
Cheers,
-Shark