Upcoming PS/VS 3.0 cards from XGI ?

MuFu said:
You sure "P.S." isn't missing a letter?

MuFu.
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I think the maximum shader version supported is equivalent to the number of fans, the number of molex connectors, and the number of chips, and the shader version is also inversely proportional to the time it takes for the card to be declared a total failure.
 
xGL said:
Maybe they will add this time the TBR technology they acquired...
... or maybe someone will donate them a book about simple texture filtering techniques and they'll finally learn how to implement it correctly. ;) :devilish:
 
incurable said:
... or maybe someone will donate them a book about simple texture filtering techniques and they'll finally learn how to implement it correctly. ;) :devilish:

The current driver uses trilinear.
Are you referring to anisotropic (which isn't such a simple filtering technique as that) ?
 
xGL said:
incurable said:
... or maybe someone will donate them a book about simple texture filtering techniques and they'll finally learn how to implement it correctly. ;) :devilish:

The current driver uses trilinear.
Are you referring to anisotropic (which isn't such a simple filtering technique as that) ?
Yes, I was referring to aniso and you're right, it's not that simple, but in this day and age should be considered a standard feature of a new graphics core. Especially if the company claims support.

Oh, and as for trilinear, is that subject to XGI's cheating, too? Sorry to ask, but I can't seem to remember all the shenanigans they treated us with lately.

cu

incurable
 
xGL said:
Maybe they will add this time the TBR technology they acquired...

The current driver uses trilinear.
Are you referring to anisotropic (which isn't such a simple filtering technique as that) ?

If you fail to implement basic industry standard filtering modes on an IMR, then switching to TBDR won't save you much either.

Filtering testing applications sure do show real trilinear if asked for, yet what real-time applications display is far from being true trilinear let alone the unacceptable overall blur. In fact I couldn't match that bluriness even with a +1.5LOD offset on competing sollutions last time I tried.

Anyway since we're at it: if you're referring to Trident bringing along the Talisman patents then thanks for the good laugh :p
 
xGL said:
incurable said:
... or maybe someone will donate them a book about simple texture filtering techniques and they'll finally learn how to implement it correctly. ;) :devilish:

The current driver uses trilinear.
Are you referring to anisotropic (which isn't such a simple filtering technique as that) ?

The original GeForce supports 2x AF. I think the original Radeon might support AF too(not sure what degree).
 
Ailuros said:
Filtering testing applications sure do show real trilinear if asked for, yet what real-time applications display is far from being true trilinear let alone the unacceptable overall blur.

Does this look awful and blur ?

xgi_3dmark_small.jpg
 
xGL said:
Ailuros said:
Filtering testing applications sure do show real trilinear if asked for, yet what real-time applications display is far from being true trilinear let alone the unacceptable overall blur.

Does this look awful and blur ?

xgi_3dmark_small.jpg
More important question: Does this look correct?

cu

incurable
 
xGL said:
Ailuros said:
Filtering testing applications sure do show real trilinear if asked for, yet what real-time applications display is far from being true trilinear let alone the unacceptable overall blur.

Does this look awful and blur ?

xgi_3dmark_small.jpg

Yes it does. Even more for someone that's been using full trilinear high quality high sample anisotropic filtering since 2001.
 
we already know there's no aniso working so there's nothing new.
but trilinear is obviously being done, contrary to what you suggested.
 
There's not a single reviewer that has experienced equivalent to the competition LOD or texture filtering quality so far in any game, any review, any driver revision. If you're to get full trilinear quality on a Volari and acceptable LOD performance would drop through the gutter.

Trilinear was also available on Xabre if one would disable TurboTexturing modes. There's not a single screenshot from a Volari published so far that shows acceptable texture quality in case scenarios where performance is acceptable.

Case example:

Unacceptable output for high end graphics

Blur.jpg


Acceptable output for high end graphics

Default.jpg
 
Ailuros said:
There's not a single reviewer that has experienced equivalent to the competition LOD or texture filtering quality so far in any game, any review, any driver revision. If you're to get full trilinear quality on a Volari and acceptable LOD performance would drop through the gutter.

Trilinear was also available on Xabre if one would disable TurboTexturing modes. There's not a single screenshot from a Volari published so far that shows acceptable texture quality in case scenarios where performance is acceptable.

*sigh*
Since when was the Xabre promoted to "high end graphics" ?
:oops:

As for XGI, there is trilinear :

New XGI Driver Reference Pic
xgi_3dmark_small.jpg
reference_3dmark_small.jpg
 
Why do the XGI guys always use the same pic as defacto proof of volari's quality? Why don't you post the shots of the games which show the horrible image quality and cheats
 
reever said:
Why do the XGI guys always use the same pic as defacto proof of volari's quality? Why don't you post the shots of the games which show the horrible image quality and cheats

"They" is only xGL so cut him some slack. He can't keep up with all the pics being thrown at him. ;)
 
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