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

On the R420 vs. NV40:

R420 looks like candy stripping in the upper left hand area, the shadow on the bridge and the center buildings door.

Interesting...

Also for those who can't figure out which pic is which, look at the bottom of the browser window. Will say R420 before mouse over, NV40 after mouse is over. 8)
 
Bjorn said:
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.

I would go as far as to say "it's bad". Very disappointing assuming the shots are correct.
 
Can you double check the settings on the X800 because if those are correct, with the very visible mipmap levels, ATI are goign to get their ears bent on the webcast later today ?!
 
pocketmoon_ said:
Can you double check the settings on the X800 because if those are correct, with the very visible mipmap levels, ATI are goign to get their ears bent on the webcast later today ?!

Double and triple. Cause this looks a bit to obvious to be correct.

But yes, if it's correct then Ati are in for some problems.
 
r420 shot is obviously standard bilinear filtering, not brilinear (or trilinear)


Looks like something set wrong to me.
 
I tried the X800XT in the map brecourt and can´t find such a case. It looks like digitlife forgot to set trilinear in the COD settings (this is how it looks like... can happen since COD switches the settings back to bil every time you change the card)

Lars
 
Borsti said:
(this is how it looks like... can happen since COD switches the settings back to bil every time you change the card)

Yes, thats what I was about to say.

BTW - is it possible to load directly to a map?
 
DaveBaumann said:
BTW - is it possible to load directly to a map?
I think you need saved files to do so. I have backed-up save files containing every checkpoint/levels. If you need them for test purposes, let me know.
 
For those not sure what to look for...

What you should be looking for in these shots is the filtering that's being applied to the ground texture and the fence-top on the right; you're seeing the transitions between the mipmap levels as the 'grass' and 'wood' textures are being scaled with distance from the viewport (your 'point of view' ingame). Look specifically at this spot, for example:

NV40_mip_transition.png
NV40
R420_mip_transition.png
R420

This may not look like much of a problem in a static shot, like these examples, but in a game, mipmaps with 'hard' transitions like the R420 shot show up as a constantly receding 'focus line', especiallly on FPS maps which contain detailed floor/wall textures. If you want to see this in action, load up an indoor map from your favorite shooter (i.e. Q3, UT, etc.) after turning off tri- and/or bi-linear filtering, and walk/run down a long hallway; pay attention to the floor and wall (and cieling :) ) textures while you're in motion, and you'll clearly see that 'focus line' receding away from you as you advance.

I'm also not entirely sure that these images are correct, because if the R420/NV40 comparision is accurate, the R420 is not applying any filtering on mip transitions; it actually looks like bilinear filtering, or none at all, and that would seem to imply an incorrect setting in the driver panel or game settings.

EDIT: guess I took too long slapping this post together! Y'all beat me to the R420 bilinear deal... :D
 
There's certainly something odd going on in the R420 screenshot, can somebody double check the sttings to actually make sure Tri-Linear was enabled.
 
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