And other are?demalion said:They use this determination to propose what seems to be a skewed final evaluation of aliasing and detail (...) that is flawed not in what it is based on (the LOD examination is excellent, AFAICS), but what it ignores, i.e. that the mip map sampled from is not the only factor determining the resulting detail and aliasing.
Seems I'm loosing you here...demalion said:The methodology behind the samples taken and the interaction with the comprehensive LOD determination investigation seems completely unexamined, and even the "guess" conclusions offered seem to direct away from recognizing that at all by evaluating in their absence.
Also, of course, if the sampling methodologies involved do not counteract the LOD observations, ignoring them might not be a significant issue. I think IHVs should be providing explanations to address this if their methodologies take this into account.
Pressing middle and right mouse buttons will allows you to move image plane. 8) You either missed it or explain your wishes, please...demalion said:I was disappointed and puzzled, and remain so, that they went through the trouble of offering a program tool in conjunction with the article towards the goal of evaluating the filtering issues, and completely bypassed, AFAICS, any opportunity for something like "moving" across the texture so the user could actually get an in motion evaluation.
The next part continues what you quoted, and is where I actually tried to provide an answer...Clootie said:...And other are?
Well, I'm not sure how I'm losing you...Seems I'm loosing you here...demalion said:The methodology behind the samples taken and the interaction with the comprehensive LOD determination investigation seems completely unexamined, and even the "guess" conclusions offered seem to direct away from recognizing that at all by evaluating in their absence.
Also, of course, if the sampling methodologies involved do not counteract the LOD observations, ignoring them might not be a significant issue. I think IHVs should be providing explanations to address this if their methodologies take this into account.
Both missed it and was looking for something else.Pressing middle and right mouse buttons will allows you to move image plane. 8) You either missed it or explain your wishes, please...demalion said:I was disappointed and puzzled, and remain so, that they went through the trouble of offering a program tool in conjunction with the article towards the goal of evaluating the filtering issues, and completely bypassed, AFAICS, any opportunity for something like "moving" across the texture so the user could actually get an in motion evaluation.
And if you look at the article again it examines only plain trilinear filtering (i.e. bilinear+Mip-linear, not aniso) - it's actually stated in article couple of times. And bilinear filtering in this context is of equal quality for both chips. As for difference in infuence of optimized trilinear on different chips in case of anisotriopic filtering - IMO it will be even less visible, as mip-map boundaries pushed back and taking more texels in filter kernel will lead to less differences between trilinearly interpolated samples.demalion said:You don't think the way you sample from the selected mip map, and the method used to calculate the output, are important factors in determining the output aliasing and detail level?
To me, this is akin to saying 4 sample AA = 4 sample AA, because of the sample count, and ignoring anything beyond that. The hardware implementation for AF seems to have even more opportunities for deviation in characteristics.
I was afraid that you'll wish something like this. No promizes throw.demalion said:Both missed it and was looking for something else.
I was looking for something that moved you along the texture at a fixed speed, like some sort of button or menu option to do the movement, so you could watch the texture for aliasing. ... (if I had, I'd have repeated my request for something like 3dmark 03's filtering quality test to be implemented).
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chavvdarrr said:JFYI you may want to take a look at NEXT article http://www.ixbt.com/video2/nv40-rx800-4.shtml
Blastman said:I actually think the mipmap transitions on the X800 are smoother than the 9800. It’s easy to see that NV’s “Brilinear†is doing a worse job of filtering here.
Ok, you can download updated version. Now, in fullscreen mode, keyboard cursor keys allows to move image plane at constant speed. But rotation analizis should be taken with the great care, as filtering applied to left/right parts of plane will be different in most cases.demalion said:Take a look at the 3dmark 03 filtering quality test, where you can hold down a button or a key and it will move the plane in a common case usage, and make it a significant part of your evaluation of aliasing.
Bjorn said:Blastman said:I actually think the mipmap transitions on the X800 are smoother than the 9800. It’s easy to see that NV’s “Brilinear” is doing a worse job of filtering here.
I'm of the opinion that the 9800 and 6800 without optimizations are pretty similar and the same with X800 vs 6800 brilinear. (no AF screenshots).
AF4 (app): 9800, 6800 FT best, then X800 and last 6800 with opt.
AF8 (app): see above
Edit:
AF16 (app): 9800, 6800 FT best, X800 not as good but a lot less visible transitions then 6800 opt (brilinear).
Nvidias brilinear seems to be a lot better then Ati's trylinear at P and Q.
Blastman said:That’s clearly not the case. Are you looking at the right things?
Look at the …
X800 ANIS 8 APP, 45d.
6800 ANIS 8 APP, 45d.
…shots.
It looks like the mipmaps are pushed slightly farther back on the 6800 shot but the transition is clearly smoother on the X800. In fact, I can see what looks like … “slight†…mipmap transitions on the 6800’s Full-Tri in that 8xAF shot.
It seems obvious that the P and Q settings were the same. We know that ATI does trilinear on stage 0 only in Q mode, so either the tester did something wrong, or they used a stage other than 0 for their analysis.Bjorn said:Blastman said:I actually think the mipmap transitions on the X800 are smoother than the 9800. It’s easy to see that NV’s “Brilinear†is doing a worse job of filtering here.
I'm of the opinion that the 9800 and 6800 without optimizations are pretty similar and the same with X800 vs 6800 brilinear. (no AF screenshots).
AF4 (app): 9800, 6800 FT best, then X800 and last 6800 with opt.
AF8 (app): see above
Edit:
AF16 (app): 9800, 6800 FT best, X800 not as good but a lot less visible transitions then 6800 opt (brilinear).
Nvidias brilinear seems to be a lot better then Ati's trylinear at P and Q.
Well, that's what you said. "Why do you expect a company to start a competition with a penality ?"PatrickL said:Stop trying to twist my words. Thanks