Regardless of whether its fixed now, it was definately less capable then when compared to the competition. It didn't filter at 45 degrees off the UV axis.
Or should they say, "each card is special in its own way, and momma loves them all the same"?
To me, they're there to compare as many different products as they can FOR ME and give me their feedback, both with objectivivity and with subjectivity so I personally don't have to see them all with my own eyes.
Regardless of whether its fixed now, it was definately less capable then when compared to the competition. It didn't filter at 45 degrees off the UV axis.
2) On the other hand, when do you draw the line and say "hey, this method is cheating"?
Doomtrooper said:It is silly not to compare features because they do it differently, as for anisotropic filtering there is no Standard so to speak, Texture compression there was. Looking at written documentation about Anisotropic filtering shows it was doing what it was supposed to do on a 8500.
RussSchultz said:But, just to poke at Doom a bit:
The 8500 AF did what it was supposed to(except in some cases). Its ok to say that other part quietly.
The GF series of cards did meet the exact specification for DXTC(even though its output was out performed by other cards). Same here.
Would only implementing anisotropic filtering on the center 1/3 of screen be a cheat?
What about a card that would render in 7:7:7 when 24 bit mode was chosen? Or 6:6:6? 5:6:5?
Or a card that does 9:9:9:5 instead of 10:10:10:2? The user probably won't notice the difference in normal circumstances, but it isn't what is advertised.
I think that if the 8500 did have issues with not applying the filtering properly when the texture was oriented in a particular direction and did this to gain speed, that also would be an over-optimization.
There's obviously a line somewhere in that gradient of optimization that eventually turns to over-optimization.
Anisotropic filtering reduces the too-fuzzy or too-sharp filtering that occurs with isotropic mipmapping when a pixel maps to a rectangular region in the texture space. The anisotropic filter employed by R200, in terms of texture clarity of distant objects, is conclusively superior to GeForce3 (Figure 14). A slight disadvantage of R200 is that it does not filter between mipmap levels (i.e. trilinear filter), though this is not noticeable with a high level of detail.
To do it in 16 bit space is just as 'valid' an interpretation as to do it in 24 bit space
Joe DeFuria said:To do it in 16 bit space is just as 'valid' an interpretation as to do it in 24 bit space
Agreed. "At that point, I'll have to say their implementation sucked."
RussSchultz said:Would only implementing anisotropic filtering on the center 1/3 of screen be a cheat? (not that I know of any card that does this)
I would think so, even though the output probably wouldn't suffer much on most games out today.
What about a card that would render in 7:7:7 when 24 bit mode was chosen? Or 6:6:6? 5:6:5?
Or a card that does 9:9:9:5 instead of 10:10:10:2? The user probably won't notice the difference in normal circumstances, but it isn't what is advertised.
Along those lines, I think that if the 8500 did have issues with not applying the filtering properly when the texture was oriented in a particular direction and did this to gain speed, that also would be an over-optimization. (Otherwise, it was just broken)
There's obviously a line somewhere in that gradient of optimization that eventually turns to over-optimization. I'm not going to put a finger on it, but to quote a famous senator: I know it when I see it.
But, just to poke at Doom a bit:
The 8500 AF did what it was supposed to(except in some cases). Its ok to say that other part quietly.
The GF series of cards did meet the exact specification for DXTC(even though its output was out performed by other cards). Same here.
RussSchultz said:[paraphrase="Doomtrooper"]My card is better than your card
[/paraphrase]
Could you please take these endless comparison discussions elsewhere. This conversation really has nothing to do with NVIDIA vs. ATI, other than they are convenient examples.
I dunno, Joe. I prefer correctness of result...
It certainly makes it hard to compare one product to another.
I'd prefer a case where the default settings would be bit exact output between cards, and let the user choose the optimizations he wants or not. Of course, that's a complete pipe dream.