Detonator 52.14 Test & 52.10 Re-Test

Zealot

I quit My Job for Folding
Onde se lê "Optimizations" deve-se ler "cheats". :P

Conclusion

Finally, let's draw the conclusion of everything we found out in this article. First of all, let's have a look at the discovered "optimizations" of the Detonator 45.23 and 52.10/14, but only related to the GeForceFX series.

The Detonator 45.23 shows an exemplary filter quality for both OpenGL and Direct3D. However, an application specific "optimization" has been found for Unreal Tournament 2003, which can be deactivated by using the Application mode.

The Detonators 52.10 and 52.14 instead are showing us a lot of "optimizations" for Direct3D filtering, but seemingly neither an application specific "optimization" nor an "optimization" for OpenGL. You could say that in Direct3D, generally all texture stages are filtered by this faked trilinear filter, regardless of the filter setting forced by the control panel or by using the Application mode. In addition to that, there is another "optimization" when using the Control panel mode (not the Application mode), where the texture stages 1 till 7 are only filtered with a 2x anisotropic filter at the best.

On the credit side we’ve got a clearly better Shader performance for both new drivers, but on the debit side we’ve got the already known Unreal-Tournament-2003-"optimization" now for all games which do not have the possibility to set the level of anisotropy themselves and also the fact that the trilinear filter was given up in favor of the faked trilinear filter, regardless of the filter setting forced by the control panel or the settings made by the game.

Because of the new level of "optimizations", we cannot see a real performance increase, apart from the Shader performance. In our opinion, a few percent more performance don’t justify the "optimizations" that were made at all. They are only making sense (if you can call it that way) on closer inspection of the Unreal Tournament 2003 Flyby benchmark. There, you can even double the performance by "optimizing" the filter quality.

And what’s the benefit for the consumer? Almost nothing. The real performance advantage in the game, e.g. Unreal Tournament 2003, is clearly below 10 percent, which is not more than 2-5 fps. The Flyby rates are still theoretical measurements and will remain theoretical measurements, which of course can show quite good the raw performance of a graphic card, but tell absolutely nothing about the real game performance of Unreal Tournament 2003.
(...)
This obviously does not excuse the behavior of nVidia "optimizing" the Detonators 52.10 and 52.14, where now all of a sudden the old "optimization" for Unreal Tournament 2003 applies to all games. The performance gain obtained therefrom is way too small to justify this "optimization", if you take anything into consideration – and at the same time nVidia forces the customer to use their own faked filter for the majority of games. That's because whoever plays a game which has no possibility to set the anisotropic filter on its own has got only one means to set it up, namely by the means of the Control panel, where the user is forced to use the faked trilinear filtering method. With this, nVidia offers its GeforceFX customers no correct trilinear filtering for the majority of currently available games!
(...)
Unfortunately the Application mode isn’t that what it used to be, because the applications (the games) don’t decide over the anisotropic filter themselves, but rather the nVidia driver does, which generally uses the faked trilinear filter, instead of the correct one.

This represents a new stage in the history of driver "optimizing", because nVidia hurts a clear and fixed standard. In contrast to the anisotropic filter, which does not have an exact definition, the trilinear filter is produced based on an exact definition, which nVidia hereby clearly and obviously breaks. If these drivers or a driver with similar filter behaviour should be published officially, than nVidia should not permit themselves to put the trilinear filtering onto the feature checklist of their GeForceFX graphic chip series.




Mas há aqui uma coisa que eu não estou a perceber bem. Afinal o que é o Trilinear filtering concretamente? Para que serve? Qual a diferença entre o trilinear e o bilinear?
E como devo interpretar estas imagens no UT2003?
ut2003_45.23.png

ut2003_44.65.png
 
Há um prob grave no s detonadores para placas acima das GF3...

Sem isto fico com gráficos todos lixados


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Anexos

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Originally posted by Zealot

Mas há aqui uma coisa que eu não estou a perceber bem. Afinal o que é o Trilinear filtering concretamente? Para que serve? Qual a diferença entre o trilinear e o bilinear?
E como devo interpretar estas imagens no UT2003?

A de cima tem bilinear filtering, as transições são abruptas...
A de baixo tem trilinear filtering, as transições são suaves.
 
Mas porque é que na imagem de cima o chão tem várias barras grossas de cores variadas, e na de baixo quase que só se vê a barra azul?
 
Originally posted by Zealot
Mas porque é que na imagem de cima o chão tem várias barras grossas de cores variadas, e na de baixo quase que só se vê a barra azul?

O Trilinear filtra mais bocados de texturas em relação ao Bilinear... a parte do chão que não têm cor é a que está abranjido pelo filtro. Se botasses então AF 8x por exemplo o azul afastava-se mais.

Com o Trilinear+AF têm mais hit de perfomance em relação ao Bilinear+AF... só que quando se joga não se nota muito a diferença de qualidade.

O que é mau é a NV não disponibilizar pelo paínel para que seja activado o Trilinear para os benchmarks... a ATI dá tanto para activar o Trilinear como o Bilinear. NO R300 o AF Quality usa Trilinear e o perfomance força Bilinear.
 
Bilinear filtering is a computationally cheap but low quality texture filtering. It approximates the gaps between textures by sampling the color of the four closest (above, below, left and right) texels. All modern 3D accelerated video cards can do bilinear filtering in hardware with no performance hit.

and

Trilinear filtering is a high quality bilinear filter which uses the four closest pixels in the second most suitable mip map to produce smoother transitions between mip map levels. Trilinear filtering samples eight pixels and interpolates them before rendering. Trilinear filtering always uses mip mapping. Trilinear filtering eliminates the banding effect that appears between adjacent mip map levels. Most modern 3D accelerated video cards can do trilinear filtering in hardware with no performance hit.

cumps.
 
Originally posted by NeCaS
Most modern 3D accelerated video cards can do trilinear filtering in hardware with no performance hit.

:-D

Pois claro, temos as Radeon 9500, 9600 SE, 9600, 9600 Pro, 9500 Pro, 9600 XT, 9700, 9700 Pro, 9800 SE, 9800, 9800 Pro, 9800 XT... ena tantas! :D
 
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