Joe DeFuria
Legend
Chalnoth said:Um, then why did nVidia dramatically improve image quality with the TNT?
Because the Voodoo's were beating the Riva128 in both quality and performance, that's why.
Chalnoth said:Um, then why did nVidia dramatically improve image quality with the TNT?
Joe DeFuria said:No, because any user who switches their control panel from the default "application preference" surely knows how to switch it back.
Humus said:Not everyone realizes that that's where the problem lies though. I didn't realize that AF was the problem with frogger until I read it on this forum.
Chalnoth said:And the disappointment of the GeForce4 MX was only due to comparison to other nVidia products. Nobody else had, at that time, as good of low-end parts.
It's not the programmer's fault if a forced feature breaks the application.Joe DeFuria said:Humus said:Not everyone realizes that that's where the problem lies though. I didn't realize that AF was the problem with frogger until I read it on this forum.
But Humus,
"We're talking about people whose job it is to know how to properly program in 3D."
Xmas said:It's not the programmer's fault if a forced feature breaks the application.
The low-end Radeons of the time were no better. They were of the original Radeon line, had lower performance, and the GeForce4 MX had the anisotropic filtering and anti-aliasing of the GeForce4 Ti line, so no, they didn't have better image quality features.ET said:Didn't ATI have Radeons at the time, including at the low end? The Radeons all had better image quality features than the GeForce4 MX (or other GeForce2 core chips). Their main problem was that they were slower.
"User error' is such a copout. It's an excuse for developers not bothering to make the changes necessary that would reduce the occurence of user error.Joe DeFuria said:It's actually the user's fault. It would be the IHVs fault if the "application preference" setting breaks the application.
Chalnoth said:The low-end Radeons of the time were no better. They were of the original Radeon line, had lower performance, and the GeForce4 MX had the anisotropic filtering and anti-aliasing of the GeForce4 Ti line, so no, they didn't have better image quality features.
Primarily, the GeForce4 MX supported multisampling AA, as well as full trilinear anisotropic filtering that I would consider better-looking than anything ATI has yet offered (i.e. you don't have the off-angle problems of the R200 and R300...remember that the off-angle problems were really bad on the R200, and while I'm not sure as to the exact improvements of the R200's AF over the R100's, I've heard there were improvements).ET said:I have a Radeon 7500 here, and it supports 4x AA and 16x AF. Granted it's a bit enhanced over the original Radeons, but how much worse were they? I think that the main argument would be "had lower performance".
Chalnoth said:Primarily, the GeForce4 MX supported multisampling AA, as well as full trilinear anisotropic filtering that I would consider better-looking than anything ATI has yet offered (i.e. you don't have the off-angle problems of the R200 and R300...remember that the off-angle problems were really bad on the R200, and while I'm not sure as to the exact improvements of the R200's AF over the R100's, I've heard there were improvements).
No. Just like with the R300, the "off-angle" problem is an artifact of the anisotropic degree selection algorithm. As far as I know, the 4MX has the same anisotropic options as the 4Ti cards (with which there is little visible difference between "performance" and "quality").ET said:Wasn't the off-angle problem in the R200 just for the fast AF version, not full AF which still existed? Does the 4 MX have two such levels of AF? (I guess I could just try this tomorrow at work, but I'm sure I'll get an answer here before then.)
Chalnoth said:As far as I know, the 4MX has the same anisotropic options as the 4Ti cards (with which there is little visible difference between "performance" and "quality").
Chalnoth said:"User error' is such a copout. It's an excuse for developers not bothering to make the changes necessary that would reduce the occurence of user error.
In this case, it would be just so incredibly simple to just not force anisotropic when point sampling is enabled.
So, if making a very small, very simple change will prevent problems, while at the same time have no drawback, why in the world is it not done? And how is it not ATI's fault when it isn't done?
Joe DeFuria said:I bet my solution is even simpler.
I presume you're being sarcastic here.Joe DeFuria said:Chalnoth said:"User error' is such a copout. It's an excuse for developers not bothering to make the changes necessary that would reduce the occurence of user error.
Correct, like developers not putting in code that detects that AA or Aniso is forced on, and displaying a mssage or exiting the program with a message.
Joe DeFuria said:Chalnoth said:"User error' is such a copout. It's an excuse for developers not bothering to make the changes necessary that would reduce the occurence of user error.
Correct, like developers not putting in code that detects that AA or Aniso is forced on, and displaying a mssage or exiting the program with a message.
In this case, it would be just so incredibly simple to just not force anisotropic when point sampling is enabled.
I bet my solution is even simpler.
Simon F said:I presume you're being sarcastic here.Joe DeFuria said:Chalnoth said:"User error' is such a copout. It's an excuse for developers not bothering to make the changes necessary that would reduce the occurence of user error.
Correct, like developers not putting in code that detects that AA or Aniso is forced on, and displaying a mssage or exiting the program with a message.
It'd certainly be an interesting programming challenge for the developer to work out whether either of those was switched on behind their (collective) backs.
DeanoC said:Have you ever tried to fully detect when AA or Anistopic filtering is forced on? Its very hard, (I know because SH2PC is meant to detect AA but still fails in many cases).