Yes, you do. You just can't look at every possible in-game scenario in any limited time. While I'm sure the shortcomings of ATI's technique will come out eventually, the simple fact is that this technique is against ATI's own claims about what can be considered, "acceptable optimizations," which, in ATI's documents, does not include anything that does less work.mjtdevries said:To judge IQ you don't need to know what to look for.
If you want to find worst case scenario's then it can be usefull.
No. First of all, nobody plays still frames. No matter the game, you're going to be moving. Different artifacts become visible in motion than you see when still. Game screenshots, then, are generally a poor indicator of image quality. Better indicators are synthetic programs that are designed to look at one specific aspect of image quality, an aspect that will be more noticeable in real-game scenarios than a static screenshot, where you're actually moving.mjtdevries said:But in this case where you have do a blind test on a single screenshot (or a small number of tests) to judge the IQ, you don't need that info.
I definitely don't think so. The off-angle problems of the R3xx mean that a number of my games currently, game that very frequently do not have flat terrain, become blurry in places. This was most noticeable in Morrowind (due to the slow pace of the game), and Everquest (where aliasing reared its ugly head).mjtdevries said:(although you can wonder if that applies well to adaptive AF. You might consider a trade-off worhtwhile even though it has a worse worst case scenario)
Um. The colored MIP maps look fine, because the technique is disabled when using them.In fact, we are in this mess precisely because people thought they knew what to look for. They thought it was enough to look at coloured mipmaps instead of judging the end result on screen with their bare eyes.
This decision is made at texture load time. I don't see the difference.Quitch said:The technique isn't disabled for coloured mip maps, it decides that full trilinear is required due to the colour differences.
No it doesn't check it all they check is if it is auto-generated with a box filter. If it is optimise like you would on your girlfriend with a hot chick. If it isn't don't optimise.Quitch said:The technique isn't disabled for coloured mip maps, it decides that full trilinear is required due to the colour differences.
Chalnoth said:Yes, you do. You just can't look at every possible in-game scenario in any limited time. While I'm sure the shortcomings of ATI's technique will come out eventually, the simple fact is that this technique is against ATI's own claims about what can be considered, "acceptable optimizations," which, in ATI's documents, does not include anything that does less work.mjtdevries said:To judge IQ you don't need to know what to look for.
If you want to find worst case scenario's then it can be usefull.
jjayb said:Uhmm, wasn't it "anything that does less work at the cost of image quality"? This isn't exactly manually going through benchmarks and replacing shaders or manually inserting Clipping planes on a known benchmark flyby path. This isn't exactly something that is used just for benchmarks either. You sure do have a way of conveniently twisting things around to try to make ATI look bad.
Nvidia have cheated in the past