Hi,
I've got my x800Pro a couple of weeks ago and after lots of discussion in the 3DCenter forums (www.forum-3dcenter.org) about ATI's "optimizations", I started to look hard for areas where you can see their algorithms to fail.
As I've already written, there are a couple of games where it's more than evident. Most of them are older games, but there are also some new ones, e.g. FarCry.
To prove this, I've created two videos of the same scene, one on the x800Pro and the other on my old 9700Pro. The later one shows the scene with very little texture shimmering (most won't even see it at all), while the x800 shows some obvious shimmering (look at the left wall).
Here are the videos (about 2 MB each, compressed using DIVX)
Video FarCry X800Pro: FarCryx800ProHiRes_Divx.avi
Video FarCry 9700Pro: FarCry9700ProHiRes_Divx.avi
The videos are created using FRAPS on 800x600 (full size) with 25 fps.
If someone wants to recreate the situation himself, here's how I created these videos:
On the mission "Fort" (I hope the US version uses the same mission title)the third-to-last save point is the exact spot. Enhance the gamma value since the scene is quite dark (the videos themselves have been created with the standard gamma setting). Also turn on the flashlights, otherwise you won't see anything.
Please let me stress that this doesn't mean that there is texture shimmering everywhere. In fact, there are but a few areas, where you can see it. In most games you'll never recognize any shimmering at all.
But what this proves is that trilinear banding and changing the LOD base DOES cause some quality degradation. And while it has the advantage of additional performance, which is nice to have in some games, it MUST be optional for those users who prefer the better IQ over the speed.
/edit: Replaced the videos with HiRes version (800x600) and removed the gamma enhancing to remove any doubt about the validity of the videos.
I've got my x800Pro a couple of weeks ago and after lots of discussion in the 3DCenter forums (www.forum-3dcenter.org) about ATI's "optimizations", I started to look hard for areas where you can see their algorithms to fail.
As I've already written, there are a couple of games where it's more than evident. Most of them are older games, but there are also some new ones, e.g. FarCry.
To prove this, I've created two videos of the same scene, one on the x800Pro and the other on my old 9700Pro. The later one shows the scene with very little texture shimmering (most won't even see it at all), while the x800 shows some obvious shimmering (look at the left wall).
Here are the videos (about 2 MB each, compressed using DIVX)
Video FarCry X800Pro: FarCryx800ProHiRes_Divx.avi
Video FarCry 9700Pro: FarCry9700ProHiRes_Divx.avi
The videos are created using FRAPS on 800x600 (full size) with 25 fps.
If someone wants to recreate the situation himself, here's how I created these videos:
On the mission "Fort" (I hope the US version uses the same mission title)the third-to-last save point is the exact spot. Enhance the gamma value since the scene is quite dark (the videos themselves have been created with the standard gamma setting). Also turn on the flashlights, otherwise you won't see anything.
Please let me stress that this doesn't mean that there is texture shimmering everywhere. In fact, there are but a few areas, where you can see it. In most games you'll never recognize any shimmering at all.
But what this proves is that trilinear banding and changing the LOD base DOES cause some quality degradation. And while it has the advantage of additional performance, which is nice to have in some games, it MUST be optional for those users who prefer the better IQ over the speed.
/edit: Replaced the videos with HiRes version (800x600) and removed the gamma enhancing to remove any doubt about the validity of the videos.