Mintmaster said:
OK, Chalnoth, you're bordering on outright bullshit now.
Why the hell do you think I linked you to that graph and gave you those stats? Okay, here are some more:
NO AF:
http://graphics.tomshardware.com/graphic/20021024/ati-06.html
AF:
http://graphics.tomshardware.com/graphic/20021024/ati-08.html
And that's all due to off angle surfaces? Give me a break. Someone on these boards did a test and the performance hit for HQ AF on the X1800XT was something like 7%.
Well, not all of it, but most. With respect to this, there are a few things to keep in mind:
1. ATI's algorithm is not nVidia's: they may use different sample positioning or a different number of samples.
2. ATI's architecture, since it doesn't have hardwired texture latency hiding, is likely to do better in situations where there's a large number of samples over a small area, which is the typical case for anisotropic filtering.
3. nVidia's GeForce4 had an additional latency associated with enabling anisotropic filtering, likely related to the circuitry that was calculating the degree of anisotropy, that resulted in a reduction in performance for face-on surfaces with anisotropic enabled.
That said, I'll describe exactly what I did to perform this test. The test was very simple. All that I did was I created a new level in UnrealEd. This level was a simple rectangular room with a rather low ceiling. The player was placed into the level at one corner facing the opposite corner. This resulted in a situation where the floor and ceiling were completely horizontal, and the opposing walls completely vertical. This highly synthetic scenario resulted in a situation where a very large portion of the screen had to use the maximum degree of anisotropy available (I don't have the level I used around any longer, but I would hazard to guess 30%-40%).
Testing was done by starting the frame counter, without touching the mouse, and waiting until the average framerate stabilized. All testing was done without FSAA and with VSYNC disabled, and at all levels of anisotropic filtering.
While I clearly don't have the actual numbers I had back then, I remember distinctly that the Radeon 9700 Pro had a slightly but noticeably higher performance hit than the GeForce Ti 4200.
I'd love to go back and replicate the results, but I don't have the hardware any longer.