Brent said:
Can I ask a question?
Do you play the game with No AF?
Maybe some comparison videos with AF enabled would be more relevant to what settings people would use on mainstream - high end cards, no?
Brent, read Ostol's post below yours.
Also, I would like to chime in here. In my main rig I have a r9500Pro. I have used both Performance AF and Quality AF. As you know, Performance AF uses bilinear only, and Quality AF uses trilinear in stage 0, bilinear in the other stages, which is fine for most games.
I can tell the difference between Performance Af and Quality AF. I see absolutely ZERO difference in screenshots. But in motion, I can see the mipmap transitions with 16x Performance AF, where I see none in 16x Quality AF. I hope this answers your question.
I thought the whole UT2003 issue was quite clear from the beginning. NVIDIA's shortcuts are apparent in some situations, and in others, they are not. Clearly speaking, yes, you can find places where it probably will not be noticeable at all. But you can also find places where it is noticeable. The fact that some people may not be able to see the difference is pretty irrelevant. If some people CAN see the difference, and want the higher quality, the forcing of lower quality is absolutely indefensible.
edit: It also seems strange to me that now you are claiming that there is no visible difference between bilinear AF and trilinear AF. Especially when you said this about Performance vs Quality AF in UT2003:
The Radeon 9700 Pro and Radeon 8500 at 16X anisotropic are very smooth. I really don’t see much difference here in anisotropic quality between the Radeon 8500 and Radeon 9700 Pro, though. Do keep in mind though that the Radeon 9700 Pro is using Trilinear filtering with anisotropic while the Radeon 8500 is only using Bilinear. In game the difference is noticeable as you move if you look for it.
http://www.hardocp.com/article.html?art=MzQ0LDQ=
And yet are you now implying that there is no difference between bilinear and trilinear when only 8x AF is used?
It also seems strange that in a previous article people at [H] could tell the difference between full trilinear and tri/bi. Albeit you weren't the author of that article.
http://www.hardocp.com/article.html?art=NDQ0LDE=
Interestingly enough, you gave the nod to the gfFX when no AF was applied in your UT2003 article. Are you saying you cannot see the difference between video 1 and video 2?
In-Game Still Screenshot No AF = 5900 Ultra SLIGHTLY Sharper Textures with no mipmap transitions that are distracting.
In-Game Movement No AF = Can’t tell any difference.
http://www.hardocp.com/article.html?art=NTAwLDQ=
And of course, I am still wondering whether or not trilinear AF was really applied for the r9800 since you configured UT2003 this way:
The ATI driver control panel was set to “Application Preference†on both AA and AF so that we could test with AF disabled. Then we set the AF slider to Quality AF when AF was tested.