jimmyjames123
Regular
Looking at the initial set of reviews, one has to wonder: why is there such little relative drop in performance on the X800 cards when AF is applied in certain Direct3D games?
First, let's take a quick look at AA performance. Using 4xAA, the NV 6800 cards seem to take a slightly smaller performance hit than the ATI X800 cards. This seems reasonable to me, given the fact that ATI is using gamma-corrected AA, which may account for some of the differences in performance. In the future, I imagine that ATI will work on providing intelligent and adaptive algorithms that apply varying amounts of AA depending on the situation in order to help further improve performance.
Now, let's look at AF performance. Both NV and ATI are using angle-dependent AF algorithms at the moment. However, there are still some slight differences in the algorithms and in the AF quality, as some reviewers have pointed out.
That said, it seems that ATI has figured out a clever way to optimize their anisotropic and trilinear filtering algorithms so that performance penalty in some Direct3D games is very small when using AF. Given that both NV and ATi now use angle-dependent AF algorithms, it seems that--depending on NV settings used during benchmarking--the ATI cards may be doing less work when AF is applied.
Clearly, software/driver optimization plays an important role in helping to minimize performance loss when AF is applied on the ATI cards. This is evident because both the X800XT and X800Pro incur relatively small hits to performance when using AF compared to the 6800 cards, even when a card like the X800Pro is at a significant disadvantage in fillrate and memory bandwith compared to a card like the 6800 Ultra.
These are some reasons that I have seen suggested for why the ATI X800 cards incur such a relatively small performance hit when AF is applied:
--optimized "trylinear" filtering
--angle-dependent anisotropic filtering algorithm that differs from NV's angle-dependent AF algorithm
--texture stage optimizations, where optimized filtering may be applied at everything at or beyond the base texture
--lod optimizations
--adaptive anisotropic filtering algorithm that may switch AF modes on the fly depending on the situation
--etc.
All in all, benchmarking the ATI X800 cards against the NV 6800 cards will be quite a task, given the fact that the new NV drivers allow the reviewer to enable/disable both trilinear and anisotropic filtering optimizations, while the ATI cards have no such options to turn off optimizations via ATI drivers.
Many reviewers also tend to provide little detail on exactly what driver and game settings were used during benchmarking. To make matters even more complicated, apparently there are some filtering optimizations that may not be noticeable in a screenshot but may be noticeable in-game during play when in movement.
Thoughts on these issues are much appreciated. Thanks
First, let's take a quick look at AA performance. Using 4xAA, the NV 6800 cards seem to take a slightly smaller performance hit than the ATI X800 cards. This seems reasonable to me, given the fact that ATI is using gamma-corrected AA, which may account for some of the differences in performance. In the future, I imagine that ATI will work on providing intelligent and adaptive algorithms that apply varying amounts of AA depending on the situation in order to help further improve performance.
Now, let's look at AF performance. Both NV and ATI are using angle-dependent AF algorithms at the moment. However, there are still some slight differences in the algorithms and in the AF quality, as some reviewers have pointed out.
That said, it seems that ATI has figured out a clever way to optimize their anisotropic and trilinear filtering algorithms so that performance penalty in some Direct3D games is very small when using AF. Given that both NV and ATi now use angle-dependent AF algorithms, it seems that--depending on NV settings used during benchmarking--the ATI cards may be doing less work when AF is applied.
Clearly, software/driver optimization plays an important role in helping to minimize performance loss when AF is applied on the ATI cards. This is evident because both the X800XT and X800Pro incur relatively small hits to performance when using AF compared to the 6800 cards, even when a card like the X800Pro is at a significant disadvantage in fillrate and memory bandwith compared to a card like the 6800 Ultra.
These are some reasons that I have seen suggested for why the ATI X800 cards incur such a relatively small performance hit when AF is applied:
--optimized "trylinear" filtering
--angle-dependent anisotropic filtering algorithm that differs from NV's angle-dependent AF algorithm
--texture stage optimizations, where optimized filtering may be applied at everything at or beyond the base texture
--lod optimizations
--adaptive anisotropic filtering algorithm that may switch AF modes on the fly depending on the situation
--etc.
All in all, benchmarking the ATI X800 cards against the NV 6800 cards will be quite a task, given the fact that the new NV drivers allow the reviewer to enable/disable both trilinear and anisotropic filtering optimizations, while the ATI cards have no such options to turn off optimizations via ATI drivers.
Many reviewers also tend to provide little detail on exactly what driver and game settings were used during benchmarking. To make matters even more complicated, apparently there are some filtering optimizations that may not be noticeable in a screenshot but may be noticeable in-game during play when in movement.
Thoughts on these issues are much appreciated. Thanks