Brent said:
I've always tried to explain it to people like this:
Anisotropic filtering is Anisotropic filtering
The Radeon 8500 does it as well as the GF3/4, they both do Anosotropic Filtering.
What is different is the way it's implemented, NVIDIA has a 'render all' method which does anisotropy on everything.
Of course, this isn't true...
nVidia cards determine the anisotropic ratio and applies the degree of anisotropic required for the given portion of the surface - including not applying aniotropic at all.
Actually the only card I've seen that's not smart enough for even this is the KyroII.
ATI has a 'render only what's needed' method which only does anisotropic on textures that are needed and seen. This accounts for their fast implementation of Anisotropic.
No it isn't.
ATI has an anisotropic implementation that doesn't take a fillrate hit. If there's an decrase of speed, it's because the higher bandwidth requirement, but it's mostly compensated by not performing trilinear.
In THEORY there are technical flaws to ATI's method, but in PRACTICE they are not seen (as ATI has pointed out) there is no degradation of image quality.
Yes it can be seen.
The lack of trilinear is the most annoying thing. It creates "false edges" which are distracting. It also creates way too much shimmering.
If you are rendering a lot of 45 degree angles that need anisotropy then by far the GF3/4 will be better suited for that,
Anisotropic is not magicigally disappearing at 45 degree. If you rotate the surface the degree of anisotropy will constantly decrease until at 45 degree it's completely disabled.
but if your a gamer, who just wants the best image quality and speed the 8500's method of Anisotropic is better.
I'm a gamer and I found the 8500's method worse than disabling anisotropic completely....
Now of course it's always better to judge for yourself, if you can do a side by side in person then you will be able to choose the best option for you.
True.
Sometimes that works, other times the people are too stubborn to see it and stick to their 'brand loyalty' heh.
Until the GF3 arrived the best quality anisotropic filtering was present in G400. It had 4x with trilinear, correctly implemented.
It was unplayable though.
I was very excited about Parhelia only finding out that it only has 2x anisotropy and takes a performance penalty even for that. Some companies just never learn...
I'm still searching the solution that satisfies me, unfortunately it's yet to be announced. (And I don't know when.)