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Old November 30th, 2007, 03:19   #1
PCXL-Fan
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Why don't games offer quadlinear/pentalinear filtering?

I'm curious as to why no games or programs use quad-linear filtering with or without mip-mapping. This feature have been available in both hardware and drivers for mipmapping by Nvidia since the Geforce3 Ti series, and likely nearly as long by ATI. Radeon 8500 vs. GeForce3 Ti 500 - The Tech Report - Page 1


From what I've read there isn't to much dimminishing rate of return/ or performance penalty going from tri-linear to quadlinear filtering.

Here's an amazing quadlinear filtered image. You can see how well the colours blend together, the transition from one color to another is almost perfect.
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File Type: jpg Dragon.jpg (56.3 KB, 43 views)
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Last edited by PCXL-Fan; November 30th, 2007 at 22:54..
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Old December 3rd, 2007, 03:04   #2
Hard core Rikki
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People prefer sharper textures, and since most games come on DVD now, there's no rel reason to use such an excessive filtering, since disc/HDD space is not a concern these days. Its also an easy excuse to fill these discs, instead of just compromising with some aniso/misc filtering.
Nintedo64 relied on similar levels of blurring for the same concern (disc space), and there's no real reason to deploy such for PC games.

The example pic looks nice enough, but how would this one really look like on a current-gen scene (as in, decent enough scenes with more than just one model) ?
With the latest GFX cards, filtering methods as extensive as AA8x-16x look nicer, especially with a good old maxed out aniso filtering
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