X800 & 6800 Filtering Quality: NV Wins... I think?

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VIAN

Diamond Member
Aug 22, 2003
6,575
1
0
You know what sucks for us Avalon is that with Quality you get up to 34% better framerates than High Quality according to my pics.

So the big boost you saw in benchies was less or may have been no boost at all depending on the game.
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
They could've benched it like that, I would have no problem as long as they told me that there was a loss in image quality in the Nv card.

They could have... but even if they did there's still a difference. I'll say it for a 3rd... or maybe 4th time... Trilinear Optimization, Anisotropic Mip Filter Optimization, and Anisotropic Sample Optimization ARE NOT THE ONLY DIFFERENCES BETWEEN QUALITY AND HIGH QUALITY.
 

Duvie

Elite Member
Feb 5, 2001
16,215
0
71
Originally posted by: Jeff7181
Here's a couple more in HL2 from me, lol.

Quality
High Quality

Notice the moire effect on the tile near the bottom left corner that's "visible" in the Quality shot, but not in High Quality. I have visible in quotes because while it's not visible in the screenshot in High Quality, it can be seen while moving... I'm going to make a couple short bink videos of it to prove it.



I have to agree with you Jeff...i am not a big gamer but I took the pics zoomed in a bit tighter and then overlayed them and clicked back and forth and my opinion was in this freeze frame mode quality was better....

now this was pretty objective cause from the jpg names I couldn't tell which one was quality or high quality until I checked the link.....


Looking forward to watching the video......
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
Originally posted by: Duvie
Originally posted by: Jeff7181
Here's a couple more in HL2 from me, lol.

Quality
High Quality

Notice the moire effect on the tile near the bottom left corner that's "visible" in the Quality shot, but not in High Quality. I have visible in quotes because while it's not visible in the screenshot in High Quality, it can be seen while moving... I'm going to make a couple short bink videos of it to prove it.



I have to agree with you Jeff...i am not a big gamer but I took the pics zoomed in a bit tighter and then overlayed them and clicked back and forth and my opinion was in this freeze frame mode quality was better....

now this was pretty objective cause from the jpg names I couldn't tell which one was quality or high quality until I checked the link.....


Looking forward to watching the video......

They're already posted, look up
 

Duvie

Elite Member
Feb 5, 2001
16,215
0
71
too hard to see much from the video....I cant throw it into adobe premiere with it being an exe....I would think a slower frame by frame playback could help, but it may be me but I though the quality moved better without blurring looking at the tiles and the grunge on the wall....

Overall you guys waste too much time in this as the difference are so minute....picky bastages!!!!
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
Originally posted by: Duvie
too hard to see much from the video....I cant throw it into adobe premiere with it being an exe....I would think a slower frame by frame playback could help, but it may be me but I though the quality moved better without blurring looking at the tiles and the grunge on the wall....

Overall you guys waste too much time in this as the difference are so minute....picky bastages!!!!

You don't see the moire effect on the tile floor? It's not as pronounced in High Quality, but it's still there.

Particularly in this area.
 
Jun 14, 2003
10,442
0
0
Originally posted by: Jeff7181
Here's the Quality video
and High Quality

They're both around 16 MB... and they're bink videos that I made into an exe so you don't need to find the bink codec to play them.

The moire effect IS less apparent in High Quality mode, but it still exists. BTW... those videos are only a few seconds long, but I left it in full resolution (1024x768).

In my opinion, the difference in quality isn't so great that I'm willing to take up to a 25% performance hit.


wow, not picking you apart jeff, sorry if it sounds like it, but you must have keen eyes coz i cant tell the difference between your pictures or your videos...i dont really know what im looking for but, i watch and looked for changes mulitple times, and i had to really look hard to notice that the tiles on the floor looked a smidge rougher than HQ.

for me i simply cant tell the difference at all, so ill take my quality setting, and my extra performance and be happy
 
Jun 14, 2003
10,442
0
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Originally posted by: Avalon
I'm with you on this one VIAN. When I finally upgraded my 9700 to an eVGA 680NU, I noticed it pretty easily. It was noticeable with AF enabled. I just merely keep my IQ setting on high quality. My performance on this card is so good that I don't mind sacrificing some for IQ. I may have to give those XG drivers a looky, though. That sounds promising.


ahh here may be my problem, i owned a Ati 9500pro before i bought my 6800GT, and because games like UT2004 were hovering round 30-40fps on my so so gaming rig in my sig (9500pro currently lives in the RAMBUS rig) as it was i didnt wanna put aa or af on to hamper it even more

ive never used AA or AF untill i bought this 6800GT, so i kinda cant argue that much because all i can do is compare 12x10 4xAA 8xAF on quality to 10x7 noAA or AF

if you noticed the difference then i count my self lucky, coz ive got nothing too notice.
even optimized or lacluster AA and AF is better than none so my view can only be positive.

this threads a good read though
 

Duvie

Elite Member
Feb 5, 2001
16,215
0
71
Originally posted by: Jeff7181
Originally posted by: Duvie
too hard to see much from the video....I cant throw it into adobe premiere with it being an exe....I would think a slower frame by frame playback could help, but it may be me but I though the quality moved better without blurring looking at the tiles and the grunge on the wall....

Overall you guys waste too much time in this as the difference are so minute....picky bastages!!!!

You don't see the moire effect on the tile floor? It's not as pronounced in High Quality, but it's still there.

Particularly in this area.



Ohhhhh I see...yes worsein the quality mode for sure....I din't know what the heck "moire" effects was.....

I dont think it would effect my game play or even effect my perception of the gameplay....
 

VIAN

Diamond Member
Aug 22, 2003
6,575
1
0
Trilinear Optimization, Anisotropic Mip Filter Optimization, and Anisotropic Sample Optimization ARE NOT THE ONLY DIFFERENCES BETWEEN QUALITY AND HIGH QUALITY.
From what I've seen, High Quality in the HL2 scene presents a slight moire effect. If you switch to Quality without the optimizations, the moire effect is more pronounced. If you turn on the optimizations the moire effect is very easily seen.

I have to agree with you Jeff...i am not a big gamer but I took the pics zoomed in a bit tighter and then overlayed them and clicked back and forth and my opinion was in this freeze frame mode quality was better....

now this was pretty objective cause from the jpg names I couldn't tell which one was quality or high quality until I checked the link.....


Looking forward to watching the video......
Jeffs pictures are taken at an angle where the artifacts are more unnoticeable up. I couldn't spot the difference between the two pictures. I guarantee if he stepped down towards the ground more, he would see more of an effect. Why don't you check my pictures out in the first post under PICS IN OTHER GAMES.

too hard to see much from the video....I cant throw it into adobe premiere with it being an exe....I would think a slower frame by frame playback could help, but it may be me but I though the quality moved better without blurring looking at the tiles and the grunge on the wall....

Overall you guys waste too much time in this as the difference are so minute....picky bastages!!!!
The difference was on the tiles on the ground and nowhere else. The is a moire effect when moving akin to texture aliasing. It's more annoying in your face and when you get lower to the ground.
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
Originally posted by: otispunkmeyer
Originally posted by: Jeff7181
Here's the Quality video
and High Quality

They're both around 16 MB... and they're bink videos that I made into an exe so you don't need to find the bink codec to play them.

The moire effect IS less apparent in High Quality mode, but it still exists. BTW... those videos are only a few seconds long, but I left it in full resolution (1024x768).

In my opinion, the difference in quality isn't so great that I'm willing to take up to a 25% performance hit.


wow, not picking you apart jeff, sorry if it sounds like it, but you must have keen eyes coz i cant tell the difference between your pictures or your videos...i dont really know what im looking for but, i watch and looked for changes mulitple times, and i had to really look hard to notice that the tiles on the floor looked a smidge rougher than HQ.

for me i simply cant tell the difference at all, so ill take my quality setting, and my extra performance and be happy

I use Quality as well... the point I'm trying to make is that there IS a difference between Quality and High Quality other than those three optimizations that people keep mentioning.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
There's more to it than that... I have those 3 optimizations disabled for both of those videos and all my screenshots, yet there's still a difference, although slight.
What sort of a difference? I'd probably be checking your profiles in case the local game profiles are overriding the global ones, as they will.

They could've benched it like that, I would have no problem as long as they told me that there was a loss in image quality in the Nv card.
There's loss of quality on ATi cards too but most reviewers keep them on. Again I don't mind optimizations but whichever you choose keep both sides consistent.

You can disable ATI's optimizations,
Not all of them.

but I don't see why you would want to since they provide apparently the same image quality. The difference between ATI's optimizations is that you would need special tests to test it out. You wouldn't see it in a game.
You can't see them but somebody else might well. In such a case it then comes down to opinion as somebody else might well not see nVidia's optimizations.

Personally I can see both - nV's slightly more than ATi's - but I still don' t mind having either on. But if you turn off both vendors nVidia currently has the edge.

I also have this problem with Nv cards in COD where in the darker areas of the game, there are white ghosty lines running the walls as I move. But in the light areas, it goes away. It's like some kind of fog, but really bad.
How about before doing any IQ tests you ditch beta drivers and use official drivers?
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
What sort of a difference? I'd probably be checking your profiles in case the local game profiles are overriding the global ones, as they will.

The difference shown in the screenshots and videos I posted. I don't have a profile for HL2, and I don't think there's a default hidden one or something.
 

VIAN

Diamond Member
Aug 22, 2003
6,575
1
0
*EDIT* It would be nice of both people had Fraps too and could provide bmp's rather than jpegs since there's some quality loss with jpegs. I can do the nVidia part of that, anyone with an x800 or somethin wanna do the ATI part?
How would you be able to present bmps. I can only do jpegs with my site. and you still haven't told me how to host a video.

There's loss of quality on ATi cards too but most reviewers keep them on. Again I don't mind optimizations but whichever you choose keep both sides consistent.
What optimizations are there that you can't turn off? Can you see the loss?

How about before doing any IQ tests you ditch beta drivers and use official drivers?
All the things I talk about here existed in the OFFICIAL drivers as well. I have four pics in the first post taken with the them. But after 5 months of not upgrading drivers, I figured, sh|t, why not. Nothing seems to have changed in the graphics.

What sort of a difference? I'd probably be checking your profiles in case the local game profiles are overriding the global ones, as they will.
I use global only: My first post reads:
"From what I've seen, High Quality in the HL2 scene presents a slight moire effect. If you switch to Quality without the optimizations, the moire effect is more pronounced. If you turn on the optimizations the moire effect is very easily seen. "
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
How would you be able to present bmps. I can only do jpegs with my site. and you still haven't told me how to host a video.

E-mail them to me at Jeff7181@gmail.com... I'll host them for you.
I won't host a video for you cause I have limited bandwidth, and with my videos, and your videos, and normal traffic I'd probably go over my limit. But... all you need is someone to host it for you if you have it made... I'm sure someone around here will offer, if not, ask in Off Topic if someone will host a couple videos for you... there's lots of people with tons of bandwidth to spare.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
What optimizations are there that you can't turn off?
6 bit filtering, angle dependent AF, trylinear.

Can you see the loss?
Yes but's minor compared to the speed gain you get. Again I'm not arguing against global optimizations like that provided they benefit all apps and don't degrade IQ past tolerable limits.

I use global only: My first post reads:
It may also be a good idea to take the snapshots in exactly the same place, not to mention of there's any dynamic IQ differences such as active shaders it's almost impossible to do a valid comparison.
 

VIAN

Diamond Member
Aug 22, 2003
6,575
1
0
6 bit filtering is not an optimization, it is standard DX9 specs.
Angle dependent AF is also available on Nv cards which also can't be turned off.
I don't know about adaptive Trilinear, but I doubt you can tell the difference.

I think I'll be getting a 9600 next week, if I order it this week, and I'll do comparison shots then with the exact same position.

 

VIAN

Diamond Member
Aug 22, 2003
6,575
1
0
There has been a holdup to get the 9600, I have been luck enough to miscalculate my checking account. Stupidass me.

Anyway, I still got some ATI pics for ya. Although, they may not serve to fully tell the difference between current gen products, it can certainly tell the difference between a 6600 GT and a 9800 Pro quite well.

Also edited the entire post for grammar, better layout, etc. I think you will find it is easier to read now. If you've read it only once, I have been keeping it up to date with nice little details that you might have missed earlier.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
6 bit filtering is not an optimization, it is standard DX9 specs.
The end result is lower IQ compared to 8 bit filtering though.

Angle dependent AF is also available on Nv cards which also can't be turned off.
And why would one want to turn it off? Again, I'm all for global optimizations but let's not pretend that ATi doesn't do them.

I don't know about adaptive Trilinear, but I doubt you can tell the difference.
If we could turn it off you might well be able to.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
You can disable ATI's optimizations, but I don't see why you would want to since they provide apparently the same image quality. The difference between ATI's optimizations is that you would need special tests to test it out. You wouldn't see it in a game.

How do I shut off the ani hack ATi is using for DooM3? Or trylinear?

6 bit filtering is not an optimization, it is standard DX9 specs.

Anisotropic is not a DX spec, using your basis for lower quality being OK because it is within DX specifications, then a company need only show slight improvement over base trilinear filtering to have acceptable IQ in terms of anisotropic. You are sliding down a very slippery slope when you go the route you are supporting with that statement.

Angle dependent AF is also available on Nv cards which also can't be turned off.

Following all of your standards the only board with remotely decent anisotropic filtering are those based on the NV2x core. Now I can completely agree with that line of thought, but in doing so you must realize that ATi's filtering is pathetic at best.

Otherwise, claims of "filtering tricks" when even the article points out that ATI's implementation matchs Direct3D's reference rasterizer will only appeal to people looking for a reason to dog on ATI.

It is clearly visible in any 3D game that has texture maps. I could as easily say to you that the only people who would deny it are those looking to worship ATi. I can pull up tons of quotes of people talking about the additional "detail" in ATi's parts over nV's("detail" that is actually loss of accuracy due to lower precission). It introduces aliasing, and lots of it.
 

VIAN

Diamond Member
Aug 22, 2003
6,575
1
0
The end result is lower IQ compared to 8 bit filtering though.
That's true, but it's still not and optimization and I don't think you can blame a ATI for following minimum specs. Plus Nvidia uses 4-bit filtering when they can. And remember Nvidia could be using 4-bit filtering throughtout all OpengGL games because John that the number of bits used for filtering isn't as important in OGL games unlike DX games. So ATI's implimentation isn't all cookies all the time. They should move to Nvidia's method.

And why would one want to turn it off? Again, I'm all for global optimizations but let's not pretend that ATi doesn't do them.
I think you're going a bit too extreme here. Although weighted manhattan sucks, both companies use it and that means both are to blame for using it so in an arguement siding one company over the other, this topic cancels out. I think the one you should be blaming here is Nvidia for going the way ATI did instead of displaying optimal IQ.

If we could turn it off you might well be able to.
probably, but the difference isn't discernable during gameplay. Like LCD's VS CRT's, you would need to have them side by side in order to tell, but I think even with adaptive filtering it will be hard to tell side by side.

How do I shut off the ani hack ATi is using for DooM3? Or trylinear?
Well, if you want to shut off the application detection in Doom3, you would turn Catalyst A.I. from Advanced to Standard, the default setting that doesn't use questionable optimizations according to ATI. Trylinear should be able to be disabled by turning off Catalyst A.I.

Anisotropic is not a DX spec, using your basis for lower quality being OK because it is within DX specifications, then a company need only show slight improvement over base trilinear filtering to have acceptable IQ in terms of anisotropic.
No Anisotropic would suck. Well that explains why all games don't come with those type of options.

It is clearly visible in any 3D game that has texture maps. I could as easily say to you that the only people who would deny it are those looking to worship ATi. I can pull up tons of quotes of people talking about the additional "detail" in ATi's parts over nV's("detail" that is actually loss of accuracy due to lower precission). It introduces aliasing, and lots of it.
I wouldn't say lot's of it, but more than Nvidia's. The idea that aliasing looks like additional detail is because it provides a bit more definition to the image when it's not moving and makes lines in the textures clearer to see when moving - because you can see jaggies on them. This is a loss in detail and it's a crappy one.

What we need is Ti4600 Anisotropic with 6800 Filtering and X800 optimizations(other than anisotropic).
 

VirtualLarry

No Lifer
Aug 25, 2001
56,452
10,120
126
Originally posted by: BenSkywalker
6 bit filtering is not an optimization, it is standard DX9 specs.
Anisotropic is not a DX spec, using your basis for lower quality being OK because it is within DX specifications, then a company need only show slight improvement over base trilinear filtering to have acceptable IQ in terms of anisotropic. You are sliding down a very slippery slope when you go the route you are supporting with that statement.
I thought that the MS Reference Rasterizer used for DirectX also used 6 bits of precision for aniso. I haven't confirmed that personally, but I read that somewhere.
Originally posted by: BenSkywalker
Otherwise, claims of "filtering tricks" when even the article points out that ATI's implementation matchs Direct3D's reference rasterizer will only appeal to people looking for a reason to dog on ATI.
It is clearly visible in any 3D game that has texture maps. I could as easily say to you that the only people who would deny it are those looking to worship ATi. I can pull up tons of quotes of people talking about the additional "detail" in ATi's parts over nV's("detail" that is actually loss of accuracy due to lower precission). It introduces aliasing, and lots of it.
Although it may still be "standard" (or not), it is slightly unfortunate, because the purpose of AF is to reduce aliasing of the textures applied to polygon sides, and if aliasing is still visible to the user, then ... well, it's not doing a very good job. I would be really surprised that you would be able to notice it in every game, it would seem to manifest itself the worst on very large-area textures, much like the poor-quality linear texmapping used on the PSX (1), and which was later mitigated by the use of polygon sub-division in the 3D API libs.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
That's true, but it's still not and optimization and I don't think you can blame a ATI for following minimum specs.

It isn't a specification to support anisotropic filtering at all- are you trying to tell me you wouldn't blame a company for not supporting AF as of this point? Of course you would. ATi's filtering accuracy is lower then that of parts introduced by its competitors six years ago.

Plus Nvidia uses 4-bit filtering when they can. And remember Nvidia could be using 4-bit filtering throughtout all OpengGL games because John that the number of bits used for filtering isn't as important in OGL games unlike DX games.

I don't know where you got that from, but it is wrong. If any company was using 4 bits for blend ops it would look very close to point filtering, it isn't happening.

I think the one you should be blaming here is Nvidia for going the way ATI did instead of displaying optimal IQ.

Blame that on the fans with extremely low standards for image quality. After the worship of ATi's R3x0 parts IQ I was honestly shocked at how poor it was at displaying even basic textures properly. With fairly non existant IQ standards ATi was gloating how fast their "AF" was back during the R2x0 days and unfortunately nVidia learned that the mass market wasn't only not caring about IQ, they were stating the company doing an unquestionably bad job of performing an operation were doing it better.

Well, if you want to shut off the application detection in Doom3, you would turn Catalyst A.I. from Advanced to Standard, the default setting that doesn't use questionable optimizations according to ATI. Trylinear should be able to be disabled by turning off Catalyst A.I.

What driver revision? It isn't being disabled for me with any I have tried.

I wouldn't say lot's of it, but more than Nvidia's.

Lots and lots of it.

The idea that aliasing looks like additional detail is because it provides a bit more definition to the image when it's not moving and makes lines in the textures clearer to see when moving - because you can see jaggies on them.

It's not detail it's noise.

What we need is Ti4600 Anisotropic with 6800 Filtering and X800 optimizations(other than anisotropic).

No, we need Ti4600 anisotropic, Ti4600 filtering and Ti4600 optimizations. Everything from ATi is significantly sub par and everything nV has made since then has been on a downward slope.

Larry-

I thought that the MS Reference Rasterizer used for DirectX also used 6 bits of precision for aniso. I haven't confirmed that personally, but I read that somewhere.

There isn't a refrast way of doing anisotropic.

I would be really surprised that you would be able to notice it in every game, it would seem to manifest itself the worst on very large-area textures, much like the poor-quality linear texmapping used on the PSX (1), and which was later mitigated by the use of polygon sub-division in the 3D API libs.

The noise introduced into the image being displayed is very easily noticeable on every textured 3D game I have tried. It looks as if there is a -0.7 - -1.0 LOD bias adjust versus doing it with a higher quality blend. It isn't just using anisotropic filtering either, even with base trilinear or even bilinear filtering it is the same.
 
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