Trilinear Filtering Comparison(R420 vs R360 vs NV40 vs NV38)

mikechai

Newcomer
Download the attached zip file in this thread and extract the html files into a folder.

Open the custom html files to see a comparison between 2 cards.
The images are linked to Digit-life R420 and NV40 article.
Settings: Trilinear filtering - 0x AF

Use mouse over & mouse out to compare the images.

See for yourself.

Please note that we are comparing trilinear filtering quality.
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Ford Erika Platform History
 
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without actually looking at the pics , problems with trilinear optimizations need to be examined in motion to make a real judgement

after looking at the shots i can tell you that something is fishy with the r420 pics as they show pure bilinear filtering -> user error or driver bug
 
tEd said:
without actually looking at the pics , problems with trilinear optimizations need to be examined in motion to make a real judgement

Chances are if you can see it on a still, it's worse in motion...
 
Well I just scanned through them quickly and I noticed that R360 seems to be closest to NV40. Since I don't really stare at screenshots for a living though can somebody verify a couple things for me?

1) More leaves/detail on the trees is better?
2) Less blurring on the grass/wood is better?
 
This is 2004 when chips contain ~200 million transistors, and the major VGA manufacturers are still trying to get away with cheating on basic things like trilinear filtering (and anisotropic filtering IMO).

ATI and nvidia, sincerely fuck you.
 
Evildeus said:
The R420 looks sharper, but you can clearly spot the mipmaps transitions

Can you define sharper? R420 looked more blurred to me and missing detail on the trees. The pic on mouseover is the second one in the title i assume. What exactly are we looking for?
 
CosmoKramer said:
This is 2004 when chips contain ~200 million transistors, and the major VGA manufacturers are still trying to get away with cheating on basic things like trilinear filtering (and anisotropic filtering IMO).

ATI and nvidia, sincerely fuck you.

A bit drastic but i agree somewhat :)
 
:oops:

If this is what ATI's trilinear optimization is about I'd say please, make it a CP option and NOT default. Maybe this grass texture is a pathologically bad case, but not uncommon in games.

I still hope it is not.
 
Ahhhh yes now that the screenies have stopped swimming in my head it's clear that the R360 and R420 are sharper than their Nvidia counterparts.

However, R360 seems to contain more detail and is sharper than R420.
 
Xmas said:
:oops:

If this is what ATI's trilinear optimization is about I'd say please, make it a CP option and NOT default. Maybe this grass texture is a pathologically bad case, but not uncommon in games.

I still hope it is not.

Me to. Cause this definitely doesn't look good. But i want some more screenshots from other games/people first. Not that i mistrust the "author" but it's easy to make mistakes.
 
Filtering techniques explained

Point filtering was used as a texture filter to determine a pixels color value from a texture when up close when the texture size itself wasn't detailed enough to fill the entire screen area covered by the texture. This filter simply used the adjacent texel which resulted in sub optimal pixelated images.

For example if you have a texture that is 128x128 pixels in size and you are running 1024x768 resolution that texture could be viewed so it would take up possibly 512x512 actual screen pixels. This would result in a lot of empty on screen pixels, or empty space, if nothing were done. Point filtering reuses a single texel (a pixel from the original texture in this case) and copies it to fill in the added space. This takes care of filling the "empty space", but still leaves heavy pixelization of textures

Bilinear filtering is now a base feature on all cards. Bilinear is accomplished by reading four adjacent texels versus the single texel read of point sampling. This is currently standard on all 3D accelerators and should be considered the bare minimum for acceptable image quality.

Using the same scenario as above, bilinear blends together the four texels around the empty space to create a blended, much smoother image to fill out what would be "empty space".

Trilinear filtering is the next step beyond bilinear filtering. Trilinear uses eight texel samples and also blends mip map levels together to smooth out the transition between mip levels. It handles this by taking four samples from each mip level resulting in smooth blending instead of the clear lines seperating mip levels present in bilinear filtering. Almost all new hardware supports trilinear filtering although some of them suffer from large performance hits.

Trilinear would result in eight texel samples being used from two different mip map levels to give the smoothest image currently available using these techniques.
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Camry Ts-01
 
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To me it looked like

r360 > nv38 > r420 > nv40

As there wasn't a direct comparison between the r420 and nv38, they could be the other way round.
 
Maverick said:
To me it looked like

r360 > nv38 > r420 > nv40

As there wasn't a direct comparison between the r420 and nv38, they could be the other way round.

Forget about how "far away the picture are sharp". The thing to notice is how the transitions between mipmaps are handled. And that's simply not good on the R420 on these pictures. (Still waiting for confirmation from other people though).
 
Bjorn said:
The thing to notice is how the transitions between mipmaps are handled. And that's simply not good on the R420 on these pictures.
I agree. There seemed to be some rather harsh transitions.
 
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