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#41 |
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Banned
![]() ![]() Join Date: Jun 2004
Posts: 108
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[QUOTE=Katsuya]Does anybody else see what’s wrong with that sentence? ( oh jap one ) jaydawg, Take back that racist, insensitive comment. /QUOTE] Boohoo, anyway back on topic.. Its really a personal pref when it boils down to it because they both are the best at certain functions and are lacking in others. |
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#42 |
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Ex
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2003
Location: Spain
Posts: 3,093
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CrishRay, may i ask you where should i look to notice the differences in the videos? I can't see any. What does 'texture shimmering' exactly mean?
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"I'm living in a dream I can't wake from" Core i5 2500K 3.3Ghz | 8192 MB DDR3 1333 MHZ | AMD Radeon HD 6950 2048 MB | Seagate Barracuda 1.5TB SATAIII+WD Caviar 250GB SATAII | Dell 3007WFP-HC 30" |
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#43 | |
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MMORPG Junkie
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Location: No Where!
Posts: 1,146
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Quote:
Well first you have to understand what a mip map is and does. Mip maps are used to blend textures together,. However a pure Billinear filter of a mip map will not blend the lines together. If you watch the wall on the left, And the floor at the bottom. You will see a "rolling line" that appears to be shimmering. This is the results of mip maps not being blended together properly. The only to prevent mip maps from shimmering along the edges of textures is to interpolate them with trilinear filtering. |
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#44 | |
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MMORPG Junkie
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I havent tested the new drivers, They seem to break alot of Nv35 features and have alot of broken useless Nv40 features on em ;p so Well with the 56.77 drivers that came with my review sample Geforce FX 5700 personal Cinema. Both my FX 5700 and FX 5900 Ultra are producing the same results. Texture stage 1 recieves brilinear, and further texture stages reduce the level of Brillinear. But definately not full Bilinear. The Second image is full Bilinear. Fivefeet, Mind using this aplication? its on the Nvnews file section. Test it with Brillinear on and off, and we'll see if there are texture stage optimisations. With Brillinear on. Or if its pure Bilinear on texture stages past 0. Last edited by ChrisRay; June 9th, 2004 at 11:18.. |
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#45 | |
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&-)---|--<
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Smallville
Posts: 8,058
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I've made some comparison screenshots. All were done with the "Quality" setting in the CP. shot 1: 8xAF-Per Application-Tri Opts Off. shot 2: Same as 1 without colored mip levels. shot 3: 8xAF-Per Application-Tri Opts On. shot 4: Same as 3 without colored mip levels. shot 5: 8xAF-Per Control Panel-Tri Opts Off. shot 6: same as 5 without colored mip levels. shot 7: 8xAF-per Control Panel-Tri Opts On. shot 8: same as 7 without colored mip levels.
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Play emulated games online Main Rig||Intel i7 2600k @4.4 ghz|2x4 gb DDR3 1600|Asrock Extreme7 Gen3|EVGA GTX670 2GB|EVGA GTX460 PhysX|2x Seagate 160gb SATA150 Raid0|250 gb Samsung SATA2 HD| OCZ 240GB SSD SATA3 |NEC 3520 4x/8x DVD+R/RW DL burner|Rosewill 1000 Watt|40" Sony Bravia 1080p|Logitec 5.1 Speaker System w/10" Sub|Windows 7 64bit Ultimate|| SimplyBuyIt - Health&Nutrition Last edited by fivefeet8; June 9th, 2004 at 20:48.. |
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#46 |
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&-)---|--<
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Smallville
Posts: 8,058
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I found it very hard if not impossible to see Brilinear filtering in those comparisons at 8xAF so I've made these 4 shots at 2xAF/0xAF. Hmm. Even at only 2xAF, it's hard to discern any noticeable filtering differences between FULL Trilinear and Brilinear. I only see a small difference in the middle of the street in the distance on the horizon. I think it may be more noticeable in movement in a real game, but I haven't really noticed it in games either. shot 1: 2xAF-per application-tri opts off. shot 2: 2xAF-per application-tri opts on. shot 3: 0xAF-per application-tri opts off. shot 4: 0xAF-per application-tri opts on.
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Play emulated games online Main Rig||Intel i7 2600k @4.4 ghz|2x4 gb DDR3 1600|Asrock Extreme7 Gen3|EVGA GTX670 2GB|EVGA GTX460 PhysX|2x Seagate 160gb SATA150 Raid0|250 gb Samsung SATA2 HD| OCZ 240GB SSD SATA3 |NEC 3520 4x/8x DVD+R/RW DL burner|Rosewill 1000 Watt|40" Sony Bravia 1080p|Logitec 5.1 Speaker System w/10" Sub|Windows 7 64bit Ultimate|| SimplyBuyIt - Health&Nutrition Last edited by fivefeet8; June 9th, 2004 at 20:44.. |
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#47 | |
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MMORPG Junkie
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It could because Nvidia detects Colored Mip Maps too. But it's hard to say. I am having trouble getting 3d analyze to enable color mip maps in Unreal. I'll try another game in a Moment. And see what you think. P.S. I am having a hell of a time getting colored mip maps to enable. So I'm kinda curious about this too.
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|CPU: Intel I7 Lynnfield @ 3.4 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLIMonitor:Samsung Syncmaster 1680x1050 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI Last edited by ChrisRay; June 9th, 2004 at 22:53.. |
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#48 | |
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&-)---|--<
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Smallville
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Quote:
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#49 | |
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MMORPG Junkie
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Yes, I know there are still texture stage optimisations within the control Panel Drivers. Nvidia drivers have always features 2x AF on 1-7 with brillinear, I havent noticed any "Changes" with performance unless I disabled trilinear optimisations. So I dont believe Control panel Anistropic Filtering has changed any from these drivers. However I'm interested in seeing your finding. 3danalyze doesnt seem to be compatible with Ut2003 and Color mip maps. So I'm trying to find another method of displaying them. ATI was always the one who did the Bilinear optimisations from texture stages, With the r300 line. And later moved to its trilinear optimisations with future core revisions. I guess what you are seeing pretty much mean Brilinear is usually enough, it's nice to be able to turn it off when it's not.
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|CPU: Intel I7 Lynnfield @ 3.4 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLIMonitor:Samsung Syncmaster 1680x1050 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI |
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#50 |
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&-)---|--<
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Location: Smallville
Posts: 8,058
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Here are some screenshots from d3d AF tester. As you can see, per CP AF seems to be doing straight bilinear filtering on texture stages other than the first texture stage. Also, it seems 8xAF is not being reverted to 2x on other texture stages. I'm gonna test it in Ut2k4. shot 1: Stage 0-perCP-8xAF (Trilinear on stage 0) shot 2: Stage 1-perCP-8xAF (straight bilinear on 1-7) shot 3: Stage 1-perAPP-8xAF (trilinear on all texture stages)
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#51 |
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&-)---|--<
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Smallville
Posts: 8,058
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UT2k4. Strangeness. I also checked some non mip colored shots and the fps doesn't change from enabling or disabling them in the per Application filtering shots. But somehow, enabling colored mip maps in the CP screenshots shows a 15 fps loss. The strange thing is, it's just bilinear filtering. Why would there be a performance loss from showing bilinear filtering? It seems to me that Nvidia may be testing out various filtering optimizations to see which would work best. These drivers are beta so things could change when the Official drivers are released. Also, 6800 owners might see different things than I am on my FX5900u. shot 1: 8xAF-perApp (trilinear on all stages) shot 2: 8xAF-perCp (Bilinear on stage 1 - 7) shot 3: 4xAF-perApp
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#52 |
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MMORPG Junkie
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Fivefeet, Just curious, What are you using to enable Colored Mip Maps in Ut2003? 3danalyze isnt working for me anymore. Hmm Fivefeet, Judging from your second shot, UT2003 doesnt appear to be doing any trilinear filtering in the second shot. Not even on First Texture stage, Something is screwy, because thats straight Bilinear on all texture stages. Nvidias Control panel Anistropic Filtering shouldnt be doing Straight Bilinear With Quality Enabled.
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|CPU: Intel I7 Lynnfield @ 3.4 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLIMonitor:Samsung Syncmaster 1680x1050 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI |
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#53 | |
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Translator
![]() ![]() ![]() Join Date: Jun 2003
Location: Norway
Posts: 289
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Quote:
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#54 | |
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MMORPG Junkie
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Quote:
Yes thats UT2004, But I assume whatever he is using in UT2004 will work in UT2003.
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|CPU: Intel I7 Lynnfield @ 3.4 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLIMonitor:Samsung Syncmaster 1680x1050 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI Last edited by ChrisRay; June 10th, 2004 at 12:49.. |
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#55 |
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Translator
![]() ![]() ![]() Join Date: Jun 2003
Location: Norway
Posts: 289
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Oh, in that way.
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#56 | |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Smallville
Posts: 8,058
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Quote:
And your right, it shouldn't be doing straight bilinear. The strange thing is, there is a performance loss with enabling colored mips in the straight bilinear shot. With the trilinear shots, there isn't. What's even stranger, is that if it is doing straight bilinear, then it should be very noticeable in movement, but I can't notice it either.
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Play emulated games online Main Rig||Intel i7 2600k @4.4 ghz|2x4 gb DDR3 1600|Asrock Extreme7 Gen3|EVGA GTX670 2GB|EVGA GTX460 PhysX|2x Seagate 160gb SATA150 Raid0|250 gb Samsung SATA2 HD| OCZ 240GB SSD SATA3 |NEC 3520 4x/8x DVD+R/RW DL burner|Rosewill 1000 Watt|40" Sony Bravia 1080p|Logitec 5.1 Speaker System w/10" Sub|Windows 7 64bit Ultimate|| SimplyBuyIt - Health&Nutrition Last edited by fivefeet8; June 10th, 2004 at 18:10.. |
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