jvd said:Open them up and zoom in on the power lines.
Zoom in?!! My sakes. I can't believe that.
jvd said:Open them up and zoom in on the power lines.
DemoCoder said:The question is, how many 2004 games will be playable at hi-res and 6xMSAA?
martrox said:I would truly expect 6X MSAA to be very usuable at decent resolutions on the X800 series..... and to some it makes a huge difference..... I HATE jaggies..... even itty-bitty ones.....
Xmas said:Why is it so hard to understand that determining which one looks better *solely* depends on the monitor and gamma settings you are using, and it can look entirely different for someone else?
On my laptop display and my own desktop gamma settings (which are per-channel adjusted to suit my eyes), I'd give ATI a slight edge. However, with my 3D gamma settings (which are quite high), NVidia's 4x looks better and almost approaches ATI's 6x, because the gamma "correction" actually has an adverse effect in that case.
How very true. Never train yourself to spot bad things, you will spot them all the time. I've got away with it in 3D mostly, it's just the glaringly obvious (the PS2's shocking texture aliasing, the PS1's jiggly jiggly vertex snapping) that annoys me.Sabastian said:You know, I hardly ever noticed them until I started getting into 3D hardware. Now .. they drive me up the wall. I can barely play a game on the xbox without scowling about it.
DemoCoder said:The question is, how many 2004 games will be playable at hi-res and 6xMSAA? Looks to me like it's only an option on older games.
Dio said:How very true. Never train yourself to spot bad things, you will spot them all the time. I've got away with it in 3D mostly, it's just the glaringly obvious (the PS2's shocking texture aliasing, the PS1's jiggly jiggly vertex snapping) that annoys me.Sabastian said:You know, I hardly ever noticed them until I started getting into 3D hardware. Now .. they drive me up the wall. I can barely play a game on the xbox without scowling about it.
I made the mistake of doing this with MP3's. Spent 2 days compressing at different bitrates and with different codecs. Result: trained my ear to spot the tiniest MP3 artifact at a hundred yards. Now even good MP3's grate a bit. Don't do it, kids.
Ailuros said:Too late Dio. Many of us are at a point of no return.
Ailuros said:I'll wait another 6 months or so until prices become more reasonable and all the dust from the different releases will have somewhat settled.
Quitch said:Well, firstly I suspect 95% of people never touch the gamma sliders, and secondly since there are a lot of reviews across many different screens, and none come down on the side of nVidia, I'd say that in itself is telling regarding how big an effect the screen has.
That's just me though.
Impossible to do in a 3d engine, and hardly possible in hardware.LeGreg said:On the other hand on LCD you could play with some variation of clearType if it was implemented in 3d engines.
Xmas said:Impossible to do in a 3d engine
I didn't say that. But you either need hardware support or do the rendering in software. And there are several issues with blending, depth buffer, multisampling, etc. that you cannot trivially fix. ClearType is great, but I don't think it has a place in 3D graphics.DemoCoder said:ClearType techniques for 3D is not impossible to do.
ot: each mip level has a different color, so you can derive from the color of a pixel which mip level/blend of two mip levels for trilinear is used for texturing this pixel.LeGreg said:I have some questions about your mipband images:
what do the weird colors mean (it has something to do with lod level selection or not ?)