So, Any Questions You'd like to ask ATI about Filtering?

What shall we see first: check box for disabling "trilinear optimisation" or ability to use SSAA on Windows?
( /sarcasm)
 
Why was the new Filtering algorithim both not documented in the driver releases or mentioned in any ATI presentation since its implementation over a year ago. and more specifically in the release of the X800?
 
Question: Even though NVIDIA and ATI are both using angle dependent anisotropic filtering now, why are some reviewers noting that the AF quality on the NV 6800U card is slightly sharper/clearer at times than the AF quality on the X800 cards?
 
Do you still think that the reviewers should use true full trilinear AF on competitor's card to bench against the R420 with your *optimized* trilinear filtering ?
________
VAPIR AIR ONE
 
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Is this actually tri-linear? if it isn't actually trilinear ( if they can get a patent on trilinear filtering I would be surprised ). Why isn't ATI using tri-linear by default like they told us at the X800 luanch.

How is the difference threshold for ATI to use full trilinear on that pixel/texel/whole mipmap and how is it calculated.
It works by determining how different one mipmap level is from the next and then applying the appropriate level of filtering.

Atypical situations, where each mipmap could differ significantly from the previous level, receive no optimizations.

How come ATI think its okay for a rendering of screen to be up to 15% different from the reference raster since they use the WHQL qualification as their excuse that it is good enough.

Why is ATI's filtering method give such a poor speed increase compared to NV's?

And does ATI think that only 2% of games use tri-linear filtering in some scenes like ATI thinks that only 2% of games use alpha tests in some scenes.
 
Does the X800 even have the capability in hardware to perform the same trilinear filtering as the R3x0 cards? Are colored mipmaps being detected, or is that a side effect of the "adaptive" stuff?
 
a) how is this "alternative trilinear" done? (algorithm)
b) how many texture accesses? (best/worst/usual)
c) how can we enable it on color mip maps so that we see for ourselves?
 
Why did they feel such optimization was necessary given their generally acknowledged lead in performance and IQ. Were they scared of NV40? Or did they just want to squeeze as much juice out of R300 as possible?
 
vb said:
a) how is this "alternative trilinear" done? (algorithm)
b) how many texture accesses? (best/worst/usual)
c) how can we enable it on color mip maps so that we see for ourselves?

Are we assuming with texture caching or with NO texture caching ( gives vary different results ).
 
How come y'all don't return me e-mails anymore? :(

(Not really filtering related, but I still don't fully understand the filtering thing so I thought I'd bug 'em about replying to a few e-mails I got outstanding with a few peeps over there for over a week now. :cry: )
 
mikechai said:
Are you (ATI) going to answer all these questions or DB will answer for you? :devilish:

Or will HellBinder or Kombatant will be answering for ATI? :devilish:

Or will (fanATIc)driverheaven be an extension of ATI PR in the future? :devilish:
 
Did ATi secretly include this optimzation to fool reviewers into thinking that they'd benchmark trilinear vs trilinear by hiding the fact that the X800 does brilinear? Or is there another explanation that the X800 reverts back to trilinear when someone tries to assess filtering quality with coloured mip-maps?
 
When will ATI restore full trilinear so that review sites can actually rebench and retest your cards, since any previous review benchmarks is invalidated by this cheat/optimisation/whatever?
 
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