If only Myst were still popular, we wouldn't be having these problems today!Chalnoth said:No. First of all, nobody plays still frames. No matter the game, you're going to be moving.
If only Myst were still popular, we wouldn't be having these problems today!Chalnoth said:No. First of all, nobody plays still frames. No matter the game, you're going to be moving.
cthellis42 said:If only Myst were still popular, we wouldn't be having these problems today!Chalnoth said:No. First of all, nobody plays still frames. No matter the game, you're going to be moving.
MrGaribaldi said:cthellis42 said:If only Myst were still popular, we wouldn't be having these problems today!Chalnoth said:No. First of all, nobody plays still frames. No matter the game, you're going to be moving.
Not necessarily true...
I seem to recall reading that Minesweeper is still the most played game, and this optimisation does nothing to degrade the IQ, so I don't see the problem...
Sorry, couldn't resist. I blame the red wine for dinner
mikechai said:Hey, I like minesweeper. I play minesweeper almost every day.
note: This is not a joke.
DaveBaumann said:Chalnoth said:Just keep in mind that a test application developed by ATI is much less likely to show problems, as the algorithm in question is likely to have been optimized for that test application. Without knowing the actual algorithm used, it's very hard to know the worst-case scenario for this filtering.
No, the application has just been built. Their testing has been done on textures frequently used in gaming environments. The point of this application is to be somewhat of a pathological worst case.
lyme said:I'm with chalnoth, at least with that result image it is not the pathlogical worst case. They have given results that would be the best of the worst cases. While I can't blame ATI for writing the application they sent to you ver carefully to minimize the differences between trilinear and trylinear, because honestly if I was in their position that is what I would do and I assume nvidia the same.
As for the pathalogical worst case it isn't. The texture they used is one of the better ones to minimize the display of changes in mipmap levels. While a worst case texture would be one that exentuates the change in mip map levels even when full trilinear filtering is being used.
However in the grand scheme of things I don't really care which is which, I just want them to label it as such.
No, it's not a texture issue, but from the screenshot you posted, rotating the plane would make the effects more visible, as the differences, as far as I could tell, were only visible in the far field.DaveBaumann said:We're trying to look at the effects of stright trilinear filtering - we don't want to add other curiosities in place. However, what you speak of is not a texture issue - what texture patterns would highlight the effects better?
Chalnoth said:No, it's not a texture issue, but from the screenshot you posted, rotating the plane would make the effects more visible, as the differences, as far as I could tell, were only visible in the far field.
As for what texture patterns would highlight the effects better, I really cannot say, as I have no idea what ATI is doing. If ATI would publish the actual algorithm used, then perhaps it could be proven what situation would be the worst-case for the effect.
But if you're going to make that argument, you might as well not use anisotropic filtering at all. Anisotropic filtering, after all, can help to hide the artifacts from bilinear filtering.DaveBaumann said:No, a rotated field would introduce other elements into the equation that we are not specifically looking at here - we are trying to look at differences with Trilinear filtering.
As for it being pushed back, that was a setting issue that has been resolved in the later screenshots taken in the other threads.
No, because we still don't know what the optimization is that ATI is using. It could, for example, not just be a trilinear optimization, but something used in conjunction with trilinear and anisotropic filtering.You don't need to know what ATI is doing - you just need to know what trilinear should do and decide what textures would highlight where anything less than trilinear would present an issue. So, again, waht pattern(s) besides the one here would benefiot most from full trilinear?
There are these funny things called, "patents."ZenOps said:And ATi won't just realease it just like that it so that NVidia can copy it.
Chalnoth said:But if you're going to make that argument, you might as well not use anisotropic filtering at all. Anisotropic filtering, after all, can help to hide the artifacts from bilinear filtering.
No, because we still don't know what the optimization is that ATI is using. It could, for example, not just be a trilinear optimization, but something used in conjunction with trilinear and anisotropic filtering.
DaveBaumann said:Chalnoth said:No, it's not a texture issue, but from the screenshot you posted, rotating the plane would make the effects more visible, as the differences, as far as I could tell, were only visible in the far field.
No, a rotated field would introduce other elements into the equation that we are not specifically looking at here - we are trying to look at differences with Trilinear filtering.
As for it being pushed back, that was a setting issue that has been resolved in the later screenshots taken in the other threads.