Xenos Texture Filtering Quality

Discussion in 'Architecture and Products' started by Luminescent, Aug 2, 2005.

  1. Luminescent

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    According to Dave's article on Xenos:
    So the Aniso alorithm should be of higher quality than in ATI's current solutions and the texture address units should allow for filtering techniques of a higher order. What would it take, then, for Xenos to display shimmer free texture filtering with crisp texture detail (considering the effects of distance on the perception of detail) while frame perspectives are in motion? Would it absolutely require higher levels of aniso to alleviate this (not a usual solution for console apps) or just a solution that samples completely on an adaptive, case by case basis, perhaps based on what is specified by the app?

    I noticed that in Crytek's Far Cry demo for ATI, there was very little shimmering, even on Nvidia's current GPUs, when settings were set to application preference and settings filtering set to high quality in the control panel. Were they shaders that made the difference in filtering quality or was it just the fact that viewing was done from a fixed perspective?

    Aside from AnisoWhat higher order techniques would be viable performance wise and how would they improve upon current anisotropic solutions?
     
    #1 Luminescent, Aug 2, 2005
    Last edited by a moderator: Aug 2, 2005
  2. Megadrive1988

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    I dont get it. why couldn't Xenos have been made so that each texture unit produces a trilinear filtered sample each clock. doesn't the ArtX Flipper do trilinear filtering each clock without loop ?
     
  3. OpenGL guy

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    I don't know anything about Xenos, but if you are primarily combining textures, then you want fast trilinear. However, if you're primarily executing shaders, then texture filter speed becomes less important.
     
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