Killer-Kris
Regular
So Dave how long until you let us know?
By the way I couldn't see any noticeable difference between the two halves.
By the way I couldn't see any noticeable difference between the two halves.
Rugor said:Because anyone with that minimum of vision known as half an eye could see the difference when Nvidia was doing it. The real spanner in the works with ATI is that we're just now noticing it-- and they've been doing it for a year on the RV3x0 series.
Doomtrooper said:Rugor said:Because anyone with that minimum of vision known as half an eye could see the difference when Nvidia was doing it. The real spanner in the works with ATI is that we're just now noticing it-- and they've been doing it for a year on the RV3x0 series.
And....whoopee doo. If you can't see a problem, why go looking for one. Really dissapointed with alot of people on this forum and certain other individuals, seems people have nothing better to do then constantly look for issues that are not issues.
Now were getting down to pixel x pixel comparisons, when really the main issue is can anyone see mip map borders when playing with a ATI card and Quality filtering enabled, I know I can't and reviewers for the last year can't either. Now I know I can see them using a 5600 with 'brilinear' enabled so spend time on examining what you can see vs. optimizations that don't affect IQ
K.I.L.E.R said:I'd have to say the left.
cho said:why there is not such poll when nvidia implement brilinear on nv3x
DaveBaumann said:Link to Dave's Test image
So 40-45% of the voters can tell which one is the good one. I wouldn't say it's non obvious.DaveBaumann said:Anyway, the point of the application is to provide textures that will defeat the optimisation - so, on the left hand side you have an filtering via the optimised mode and on the right to have "optimisation defeated" (i.e. Traditional) trilinear.
DaveBaumann said:cho said:why there is not such poll when nvidia implement brilinear on nv3x
Because there would have been no difference between left and right (and because this app has only just been provided to me, by ATI, something that NVIDIA probably wouldn't have done - they have test apps in house that I've seen and asked for and never got).
Anyway, the point of the application is to provide textures that will defeat the optimisation - so, on the left hand side you have an filtering via the optimised mode and on the right to have "optimisation defeated" (i.e. Traditional) trilinear.
You could also say that the majority of B3D's more-knowledgable-than-most forumgoers couldn't tell the difference.Evildeus said:So 40-45% of the voters can tell which one is the good one. I wouldn't say it's non obvious.
Evildeus said:So 40-45% of the voters can tell which one is the good one. I wouldn't say it's non obvious.DaveBaumann said:Anyway, the point of the application is to provide textures that will defeat the optimisation - so, on the left hand side you have an filtering via the optimised mode and on the right to have "optimisation defeated" (i.e. Traditional) trilinear.
PS: i think you should have precise what to look for, because not everybody knows what the filtering does...
DaveBaumann said:Anyway, the point of the application is to provide textures that will defeat the optimisation - so, on the left hand side you have an filtering via the optimised mode and on the right to have "optimisation defeated" (i.e. Traditional) trilinear.