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Cowboy X
06-03-04, 11:50 PM
I had some views and questions on ATI's new adaptive filtering method ( now called "trylinear" )and initially started this thread : http://www.ocforums.com/showthread.php?t=297327&highlight=brilinear . It later became clear to me this was a good thing and I contentedly withdrew from wasting time in debates over it . In the last week several hardware sites have decided to 'educate' the masses on the issue . Some do a good job while the others are just so blinkered that it just isn't funny . So I decided to post my views on the matter after looking through the now wealth of reviews, editorials and tech papers on filtering . Is this a cheat , or a good optimisation ?

Firstly, unlike the stuff posted at some sites , there is nothing such as a defined standard way for performing trilinear filtering . A trilinearly filtered 3d scene is one in which the scene's mip map boundaries are not visible either statically or in motion . It should also remove the wave/moving line effect of bilinear filtering . The way that this additional filtering is added to bilinear filtering is as far as I see it , fairly standard .But what is important to note is that trilinear filtering is an effect or end state or result , not a method ( in my opinion , furthermore there are few definitions to be found which tie one into a given method eg full scene or not . ) Classically display drivers would filter the entire scene , not just the relevant mip maps boundaries and incur a performance hit ( bear in mind that trilinear filtering is already several times more intennsive than bilinear filtering ) . Thus the desire /need to optimise drivers . Many people have placed Nvidia's much maligned adaptive method in the same boat as ATI's but I think they are quite distinct and will deal with those differences now .

Nvidia's method , called "brilinear" filtering by many, has several problems . While offering a good performance boost and decent enough image quality for most gamers/reviewers , its main flaw stems from it not producing the trilinear effect ( emphasis on effect ). That is , brilinear in many cases didn't properly blend or filter the mip map boundaries , meaning that there are several games/situations where there is obvious decreased image quality . In some cases this decreased quality varies from barely/not noticeable to downright distracting in actual gameplay ( it shows up best in motion not static screenshots ). Visible mip map boundaries or transitions in gameplay = No trilinear filtering . That is why myself and others have no problem in refuting Nvidia's initial statements that it was true trilinear ( remember trilinear is an effect/result/endpoint ) . Nvidia first implemented this feature in UT2003 (yes, just as ATI is currently accused, Nvidia back then didn't inform a single reviewer ) and then put it in all D3D titles ( not sure about Open Gl ) . Is brilinear a bad thing ??? No ! At least not intrinsically .
This could be a fantastic speed optimisation for several gamers out there :

1/ Those who just want maximun framerate no matter what .

2/ Those who cant' see the differences in brilinear or consider brilinear's quality good enough for them .

3/ Those with a game/computer or both that cannot run at a preferred resoloution or setting with 'full' trilinear enabled at their preferred framerate . This is currently very important in the low-end and will be important in the future as today's FX cards move from highend to midrange to the low-end . It therefore can add prolonged life to such cards in the future at a quality above plain bilinear filtering .

But there are a few major problems :

1/ There was no 'turn it off 'feature in the drivers . Thus true mip map boundary blending was not available ( trilinear ) .

2/ Nvidia's drivers happily told you that you or your game selected trilinear , but in fact it wasn't turned on at all .

3/ Nvidia and some reviewers initially denied that the quality was less .

4/ Eventually Nvidia admitted that the quality was lower and promised us via Kyle at [H] that true trilinear would be enabled soon . The truth is that up to now all geforce FX users are stuck with this reduced quality . Even when card's can handle it , trilinear is not an option ! I am certain that there are many games which a 5800 to 5950u level card could happily handle with trilinear on , but the option is not there . You must then ask , is this there to benefit the gamer , or benchmarks and the company's bottom line ?

The difference with ATI's adaptive method now called "trylinear" is pretty simple . Common sense dictates that the only thing which will make the boundary between mip map A + B visible is if there are differences or gaps between the two . What ATI claims to do is to calculate those differences and blend/filter the boundaries based on how different they are from each other . So if A + B are grossly different and will be visible to the gamer then maximum filtering is necessary and will be applied to prevent the boundary from being apparent . But in the same scene maps D + E are quite similar at their boundary therefore less filtering is needed to hide the edges . This method is intelligent , interesting and efficient if not controversial to some . So far it has been shown to result in properly blended mip map boundaries in gameplay . No visible mip map boundaries or transitions in gameplay = Trilinear Filtering I see it as that simple , but maybe that's just me .

I want to take this paragraph to now comment on the issue of coloured mip maps . Some titles like COD , Quake3 and UT2003show X800 performance losses with coloured mip map boundaries . The colouring of mip maps is important to developers and recently gamers when it helped prove the brilinear nature of Nvidia's filtering last year . For those who don't know the colouring of mip maps looks like this : http://hardocp.com/images/articles/10817474486qLMOmeutS_3_6.jpg http://www.tomshardware.com/graphic/20040603/images/pic12.jpg . A properly filtered border ( trilinear ) will merge with the next making it very difficult to see where one colour or mip map ends or begins relative to the other . Many surmised that ATI's performance loss was due to ATI's driver detecting that the gamer/reviewer had turned on coloured mip maps to check filtering quality . They then accused the driver of turning off the optimisation to render the older 'full scene' trilinear to fool the public and thus they called it a cheat .Wht is really happening here is that the sharply and distinctly coloured mip maps will present to the ATI driver as a situation where the boundaries have the maximum possible differences . As a result maximum filtering will be needed on every boundary not just some . Therefore performance must logically drop . I don't see the big conspiracy here , although several more learned and experienced people than I are reading alot more into it . One site (THG ) even quotes John Carmack's early view on the matter :

" This is indeed a "cheat" that both major vendors now do. Instead of always sampling the two adjacent mip map levels and doing a full blend between them, they have plateaus where only a single mip level is sampled, reducing the average samples from 8 to about 6.

It is actually a pretty sensible performance enhancement, with minimal visual issues. However, having drivers analyze mip map uploads to hide the cheat is an unfortunate consequence.

The colored mip map option in Q3 should have absolutely zero performance impact in the absence of performance options like this.

John Carmack "

But sadly this quote shows that Mr.Carmack was at the time not informmed about the situation with ATI's driver and thus it was a statement made in a vaccuum . Yet it has still been posted after some of those issues were answered ............... why ? Others have been keen to point out where ATI advised the use of coloured mip maps and the turning off of Nvidia's brilinear as further examples of conspiracy to unfairly use ATI's brand of brilinear ( trylinear) versus the 6800u's 'full' trilinear in reviews . This is partly based on the assumption that ATI is specifically detecting coloured mip maps which as I said earlier sounds pretty unlikely . But more importantly these conspiracy theorists have yet to point out any place where gameplay visuals are negatively affected . There are also yet to disprove ATI's assertion of achieving the trilinear effect with their new method . So like a a game of Jenga that argumment falls .

ATI however does not come out of this smelling like a rose . Just as with the Quack issue back in the day , ATI has in my opinion failed to handle the situation well , although they may have been in one of those damned if you do and damned if you don't siuations . Communication is key :

1/ They didn't properly explain to reviewers or even developers the differences in the x800's ( and 9600's ) filtering method . In fact you would have to dig very deep to find some of the statements by ATI emmployees stating that the filtering method would be changing with this new generation .

2/ the argument that they are awaiting a patent is plausible but I will have to wait and see . Either way too little info was given .

3/ Some of their subsequent statements on the issue have not been clear enough .


Finally , in my opinion , ATI's new adaptive filtering method is a good thing . Until such time as someone shows instances where the algorithm visibly fails , I cannot wait to use such tech this year ( if the price is right ) . If it does fail in certain software/situations , then as with nvidia's brilinear I will demand like others that ATI provide a 'turn it off ' option . This would allow me to chose the older 'full scene' method in instances where it looks better and/or performance loss isn't an issue . I believe that is reasonable for all gamers like me . But for others .................... they just seem to have too mch time on their hands ( or axes to grind ) . I'm going now to put on my asbestos suit and await replies .

/end rant/article .
Cowboy X


This article is my opinion so I expect people to differ , argue and even flame , in all areas especial technical ones I welcome any criticism or better yet education . This is not necessarily an official view of Overclockers.com :)

Voodoo Rufus
06-04-04, 12:01 PM
Job well done on the front page article Cowboy X. Very clear and well stated. :thup:

Cowboy X
06-04-04, 05:06 PM
Cool thanks , Ed made the front page one a little more presentable .

johan851
06-04-04, 05:11 PM
Yeah, I really enjoyed reading through that article. Very clear and coherent, it made a lot of sense to me.

I think I would be inclined to agree with you. As there's no defined method for trilinear, I think any method is reasonable as long as it provides the exact same results.

macklin01
06-04-04, 10:11 PM
You wrote a well-reasoned opinion in the article. Thank you.

And to any who feel the need to behave as in the previous thread on this discussion, you'd better reconsider. My sticky still applies (http://www.ocforums.com/showthread.php?t=292876). Name calling will not be tolerated. Flaming and flamebaiting are not tolerated. I'm giving an immediate warning for that kind of behavior, and if it's repeated, a 3-day. When I said, "I am sick and tired of the flames and foul language I have seen ...".

That being said, I look forward to an interesting discussion. Thanks! :) -- Paul

Cowboy X
06-04-04, 10:36 PM
No problem , at least not with me .

I just got an interesting email where someone took issue and said that ATI actually turned off their method when coloured mip maps are used while encouraging people to use coloured mip maps even though coloured mip maps won't test their new method . If that is the case then that is not good and will have to be added to ATI's poorly handled list . If that is the case I still think that the problem with the X800 and coloured mip maps is as i stated above unless some nice ATI person will correct me . What is also important is the fact that in gameplay , not coloured mip maps, the X800 has yet to show any poorly filtered boundaries . Furthermore we have had access to the 9600 Pro for a year and everyone has praised its image quality , no one in this time has shown the 9600 series failing .

But with that said I'll await for that guy to email me the link or text .

I may even email ATI , but I am not sure how soon I'll get a reply .

This is all about getting to the bottom of the issue , so I welcome any comments , especially the technical ones , even if I end up being dead wrong .

UnLoadeD
06-05-04, 12:46 AM
I really enjoyed your article. Much more informative to me than some of the tech-heavy stuff I've read. I'd be very interested to see facts backing up the email you mention. To me it sounds like ATI's "method" is working if it turns off on colored mip maps. It detects the high contrast between the levels and applies heavier filtering. I'd like to see what would happen if highly contrasting greyscales(almost B/W) were used instead of colored ones. This would show if the "method" is keying on color or contrast and put the whole debate to rest, one way or the other. I've never seen any review using greyscale to test a card's trilinear filtering, so I doubt there would be anything in the drivers to react to it. If performance still drops, I would think the high contrast is being detected and full filtering is being applied. Seems like it would be pretty simple to test but I could be wrong. If there's some flaw with my logic, somebody please explain (in layman's terms plz).

peace.
unloaded

Panzerknacker
06-05-04, 07:50 AM
I already read the THG article (pretty good one). I think ATI cheated indead. Loosing IQ or not, they should have said that they were actually using brilinear filtering. They also advised to turn off brilinair filtering for Nvidia cards because that would allow for better comparison, as according to ATI, the X800 is also using trilinear filtering. Well that doesnt sound fair to me. And they should also include a option like nvidia, allowing us the turn off brilinear filtering.

And I think the difference between brilinear and trilinear is not as small as they claim. I bet I can see the difference.

Cowboy X
06-05-04, 10:51 AM
panzerkzncker , I have no problem with the turn off option if there are areas in which the new method fails . But your statement about Nvidia giving the option is true only with the still yet unreleased 6800 series . The GeforceFX users have no choice but to use brilinear .

Cowboy X
06-05-04, 11:10 AM
Just got an email which links back to the techreport article :

" Our algorithm for image analysis-based texture filtering techniques is patent-pending. It works by determining how different one mipmap level is from the next and then applying the appropriate level of filtering. It only applies this optimization to the typical case – specifically, where the mipmaps are generated using box filtering. Atypical situations, where each mipmap could differ significantly from the previous level, receive no optimizations. This includes extreme cases such as colored mipmap levels, which is why tests based on color mipmap levels show different results. Just to be explicit: there is no application detection going on; this just illustrates the sophistication of the algorithm. "

What does this mean ?

1/ If totally turned off , then pushing for the use of cooloured mip maps is at least silly by ATI and at worse purposely misleading . There is nothing wrong with asking reviewers to use NV's cards with brilinear turned off if you think that your card is using trilinear . Likewise coloured mip maps are good to ensure that you and the competition are performing trilinear filtering . The problem here is that with coloured mip maps on , the ATI filtering method will not represent what users will see in games in the X800 or 9600 series . So this is misleading . In game analysis shows the full trilinear (trylinear) effect but they should have given a disclaimer regarding coloured mip maps not being accurate for their cards .

Ahhh , I'll see what Ed has to say later today .

Cowboy X
06-05-04, 11:27 AM
Here it is : http://overclockers.com/articles1040/

johan851
06-05-04, 12:36 PM
Good quotes Cowboy. I can't see how this would be cheating. It's not that they're not filtering - they're only filtering what's necessary to filter, and no more. It's like that technology (I forgot what it's called) that doesn't render objects behind objects (invisible to the user). Saying this method of trilinear is cheating is like saying that not rendering invisible objects is cheating because the full scene isn't being drawn.

johan851
06-05-04, 12:53 PM
Here it is : http://overclockers.com/articles1040/

Great article. Definitely worth everbody reading, I think.

hUMANbEATbOX
06-05-04, 12:58 PM
trillinear filtering is trillinear filtering. there is no set standard that says that is HAS to be done on the full screen to qualify.

its like when video cards only render the poly's that will actually be seen by the gamer. noone says that vid card companies are "cheating" for omitting the poly's that aren't visible. how is this any different?

^my post in the other (locked) thread.

johan, basically echoing my views. :attn:

Panzerknacker
06-05-04, 01:08 PM
Anyway, if we consider it cheating or not, it's just not good. For example, when I buy a new graphics card, I don't wanna hear 1 week later about how ATI cheated, and that I better had bought a Nvidia card because it performs better than the ATI, both using REAL Trilinear filtering. So from now on, when the new stuff is out there, I'll wait a couple of weeks to see if they have been messing around with things again. It's not that it would differ much in performance and stuff, but just for the principe u know. I wanna know what I buy. But I won't need to buy something else the next 2 years, I'll stick to my GeForce 3 Ti 500 that offers REAL trilinear AF.

johan851
06-05-04, 01:24 PM
For example, when I buy a new graphics card, I don't wanna hear 1 week later about how ATI cheated, and that I better had bought a Nvidia card because it performs better than the ATI, both using REAL Trilinear filtering. So from now on, when the new stuff is out there, I'll wait a couple of weeks to see if they have been messing around with things again. It's not that it would differ much in performance and stuff, but just for the principe u know. I wanna know what I buy.
That's pretty fair. It sucks to find out that there's "something wrong" with the new hardware you bought. Still though, I think you'll run into something of the sort whether you buy nVidia or ATi. There's always someone complaining.

But still....what isn't real about ATi's method?

Albuquerque
06-05-04, 02:31 PM
I'll stick to my GeForce 3 Ti 500 that offers REAL trilinear AF.
You are making this statement with the insinuation that the X800 doesn't do "real" trilinear filtering (AF is not tied to trilinear; make sure you know this). Please show me any screenshot, movie, video capture or other such scrap of evidence from ANY current or previous game that shows the X800 not performing trilinear filtering -- or performing "degraded" trilinear filtering.

I'm already able to say you cannot, because no such screenshot / movie / video capture exists to show any such discrepancy. Care to guess why? I might be able to help :)

Dragonprince
06-05-04, 03:05 PM
I feel strongly that this threads (nice job Cowboy X) supports the decisions made by HardOCP to test ALL cards at the best "playable" settings for that card. No more canned benchmarks or game time demos. Set the new card up in a real machine, let real people play real games on them using the settings that those people feel are the best for that hardware.
Yes it is subjective testing, but Id argue the results will be closer to "average joe buyers" real experience when they buy the card than it would be if they bought a card tested on nothing but benchmarks and time demos.
I just think the whole "who's better" video card issue is totaly out of hand. Folks posting thier opinion is fine, but if you dont have possesion of both venders cards how can anyone say that one card or method of filtering is better than another. I'd like to be able to play with both cards and decide for myself, but I am willing to trust a review site like HardOCP that states clearly they will test with real games, not benchmarks, and they will run the cards at the cards most "playable" settings.
On the other hand when a site posts a review and shows nothing but 3DMark03 results, Sandra scores, and Quake3 time demos I feel like I have just wasted my time looking for the review because Ive learned nothing about the card. :-/

macklin01
06-05-04, 03:09 PM
I think that some of this is really pretty silly.

What next? Some manufacturers "cheat" by applying polygon culling and hidden surface removal, and so we demand that stop doing this so we can do "true" benchmarking?

Not applying a full algorithm where it isn't required isn't cheating. It's making intelligent use of limited computational resources. The trick is finding the sweet spot of how little computational effort to expend (and thereby free for other tasks) while maintaining good visual quality. It's a quality / performance cost ratio. It's not a binary decision, and frankly, deciding all quality or nothing at all is pretty silly. The very fact that it hadn't been noticed before a few extremely artificial speaks well of the ATI engineering deparment in choosing how to implement this optimization.

This binary "all or nothing" thinking is a bit too self-limiting in the analysis department. We don't operate this way in our hardware purchases. It's not EITHER a completely cheap rig OR top of the line. We choose the best price / performane ratio that suits our needs.

Perhaps ATI needs to include a "slider bar" so that you can choose to what extent it applies its optimization, but honestly, I wouldn't want to buy from a card manufacturer that DOESN'T try to make more efficient use of the limited computational resources. It may not pan out on the first shot, but it's an important mode of development that should be encouraged, rather than discouraged. -- Paul

*edit*
@Dragonprince: I think you raised some very interesting points. -- Paul
*/edit*

micamica1217
06-05-04, 04:21 PM
I've stayed away from this thread because I thought it might turn ugly....

COWBOY X, nice job dude.

what I'd like to add is:

why are some people putting triliner filtering on such a high pedestal???

the good and bad of common filtering:

bilinear- sharper textures then point sampling, yet has mip map transitions are the bad points.

trilinear-mip map transitions are gone, yet texture edges are now softer or unsharp...lowing IQ of the texture in order to avoid banding.

brilinear- a turm used to discribe what nVidia is displaying when triliner is asked for.
it's better then full biliner, yet it still has mipmap transitions...looking like bilinear.
I must say that they are doing better in the briliner filtering then when they tested for benchmarks.

ati's "smart trilinear" or adaptive trilinear: mip map transitions are still gone (meaning full triliner), yet some texture edges are no longer soft or unsharp.
giving improved IQ (if anything) if you are willing to enlarge the image by 80times.
most likely, you'll notice no improvment to IQ while playing any game.

I can't see why anyone would call an improvement in tech a cheat....
what is going to happen when triliner is obsolete?

better yet, why would anyone want to stick with the old filtering methods?

mica

Cowboy X
06-05-04, 06:14 PM
Well as others have said , there is just nothing wrong with the actual method as far as anyone knows . To call the method cheating would make occlusion culling and tile based rendering the biggest cheats of all time , right behind loading programs into memory and processors having cache .

Trilinearly filtering mip map borders which don't need it is to me about as rational and as useful as pressing the inside of my pants pocket .

Panzerknacker
06-05-04, 07:03 PM
better yet, why would anyone want to stick with the old filtering methods?

mica

Yeah I agree on that. Inspired by all those articles and threads, I did some tests for myself. I used Max Payne 2 and made screenshots of the EXACT same situation, using bilinear, trilinear and AF. I have to say I really didnt believe my eyes when I saw the difference between trilinear and AF. I never knew it could be that much better!

But of course, that's just Max Payne 2. I mean, my card is fast enough for that, but I'm really not going to even think about using AF with Far Cry or something. And people with 9800 pros neither.

Maybe brilinear is good, if it can really get you a better framerate without loss of IQ. But I think is isnt that simple and there wil be a loss of quality. Nah, the the difference between bilinear and trilinear I got with MP2 is by far not as big as the difference between trilinear and AF (expect for the lines of course but they are not that visible on a screenshot because it doesnt move). And brilinear has no lines.

micamica1217
06-05-04, 07:20 PM
Yeah I agree on that. Inspired by all those articles and threads, I did some tests for myself. I used Max Payne 2 and made screenshots of the EXACT same situation, using bilinear, trilinear and AF. I have to say I really didnt believe my eyes when I saw the difference between trilinear and AF. I never knew it could be that much better!

But of course, that's just Max Payne 2. I mean, my card is fast enough for that, but I'm really not going to even think about using AF with Far Cry or something. And people with 9800 pros neither.

Maybe brilinear is good, if it can really get you a better framerate without loss of IQ. But I think is isnt that simple and there wil be a loss of quality. Nah, the the difference between bilinear and trilinear I got with MP2 is by far not as big as the difference between trilinear and AF (expect for the lines of course but they are not that visible on a screenshot because it doesnt move). And brilinear has no lines.

I'm about to edit my reply as I've left out brilinear filtering.

to even call what ATI is doing, brilinear, is to not understand video filtering.

mica

Panzerknacker
06-06-04, 04:21 AM
I'm about to edit my reply as I've left out briliner filtering.

to even call what ATI is doing, briliner, is to not understand video filtering.

mica

Well, that's what Tomshardware is calling it, it's the same filtering method that is being used the GeForce FX/6 cards.

micamica1217
06-06-04, 05:35 AM
Well, that's what Tomshardware is calling it, it's the same filtering method that is being used the GeForce FX/6 cards.

sorry, but THG is the most nVidia biased site that I know.
plus, the shear fact that they are calling it briliner filtering tells you that they have no clue as to what they are talking about.

no, the FX cards are not doing the same as the x800 or 9600 cards, in mipmap filtering.....not even close.
the 6800 cards when you turn triliner filtering to "optimised" or "on...then you get true briliner filtering.

I wish Tom would just sell his site already...
instead of confusing the public with false/inacurate/misleading/bogus information.

mica

Panzerknacker
06-06-04, 10:10 AM
sorry, but THG is the most nVidia biased site that I know.
plus, the shear fact that they are calling it briliner filtering tells you that they have no clue as to what they are talking about.

no, the FX cards are not doing the same as the x800 or 9600 cards, in mipmap filtering.....not even close.
the 6800 cards when you turn triliner filtering to "optimised" or "on...then you get true briliner filtering.

I wish Tom would just sell his site already...
instead of confusing the public with false/inacurate/misleading/bogus information.

mica

No.

Tomshardware knows what they are talking about. They are right and don't try to say that ATI's filtering method is entirely different than Nvidia's. Currently, Nvidia's GeForce 6 GPU offers better filtering than ATI's X800 series GPU, because Nvidia gives u the option to disable optimization. ATI does NOT give u this option.

And Tomshardware is not THAT biased.

Hardin
06-06-04, 11:41 AM
NO, ATI's new method IS NOT the same as nVIDIA's brilinear filtering! Nvidia's method was like a version that is half way in between bilinear filtering and trilinear. I saw a link that showed what it actually did but I can't find it now. ATI only uses trilinear filtering when it needs to.

Edited typos.

Panzerknacker
06-06-04, 12:09 PM
NO, ATI's new method IS NOT the same as nVIDIA's brilinear filtering! Nvidia's method was like a version that is half way in between bilinear filtering and trilinear. I saw a link that showed what it actually did but I can't find it now. ATI only uses trilinear filtering when it needs to.

Edited typos.

How do u mean? I think games ALWAYS need trilinear filtering, so there are no moments 'when it needs to' because it needs always. If ATI's method is no bilinear filtering AND no trilinear filtering, what do u call it then? I just call it brilinear :p

Hardin
06-06-04, 12:35 PM
Well Cowboy X called it tryliniear filtering in the first post as if it was trying to do trilinear :p :p :p. I just know that it uses trilinear when it needs to.

snyper1982
06-06-04, 01:17 PM
panzer you have obviously not been around here very long, otherwise you would know TOMS isnt one of the better sites. They have a good article every once in a while, but for the most part its NV biased garbage.

the whole thing about ati's filtering is that it IS running the WHOLE time, it just doesnt filter what doesnt need to be filtered.

i dont understand why that is so hard for you to comprehend. you wouldnt want a card that rendered every polygon in the scene, even the ones that wouldnt be seen, would you? you wouldnt want you AF filtering to filter angles that wouldnt change the image? if you want a card that does all that, i pitty the framerates you would get.

the difference between atis "trylinear" and nvs "brilinear" is that the trylinear does FULL trilinear, it gets rid of mip maps, the nvs method does not.

micamica1217
06-06-04, 01:58 PM
boys, calm down.
not everybody understands, or has been around long enough to realise just how nVidia biased THG is.....
the thoughts and ideas from THG on this issue is flawed in many ways.
and many are not going to notice or understand this.
give people a break....and let's not let this get ugly.


No.

Tomshardware knows what they are talking about. They are right and don't try to say that ATI's filtering method is entirely different than Nvidia's. Currently, Nvidia's GeForce 6 GPU offers better filtering than ATI's X800 series GPU, because Nvidia gives u the option to disable optimization. ATI does NOT give u this option.

And Tomshardware is not THAT biased.

sorry, but I have to disagree with you.
THG articals have been so nVidia biased over the past 2 years, that it makes my head spin.
the author of that THG artical is spreading false information and spreading misleading labeling (calling ATI's triliner filtering, briliner).

he is also leaving out a vast number of facts that can be deseptive....
this tells me that ether the auther doesn't realise the facts, or he is hiding them because of bias

if you like THG, then keep injoying the site.
I for one find the site to be misinformed and biased.

Panzerknacker, the reason that that article calls what ATI is doing brilinear is because it wants to help smear ATI's name, or it doesn't have a clue about what is going on.
to call what ATI's trilinear filtering is doing, brilinear, is a grave diservice to it's readers.

mica

Panzerknacker
06-06-04, 04:17 PM
Ok then give me a link to one of the better articles on this. And please no ATI-biased stuff because that would be as worse as THG.

Silent Buddha
06-06-04, 08:11 PM
I swear when I don't visit for a week the best debates pop up :p

Panzer...THG is one of the most biased sites around. They are HEAVILY inclined toward Intel and nVidia. I swear that site has been trash for years.

What mica said basically sums up my views...Tri-linear filtering is not a definable mathematical standard. The whole point is to get rid of the mip-map transitions. But the "true" way has softer textures.

nVidia tried to get the both of worlds but ended up getting the worst of both worlds with bri-linear. They got very noticeable transition lines. What ATI is doing with their smart optimized tri-linear is giving increased performance without a decrease in IQ. Who is to argue that the 9800 series offered better IQ with their "true" tri-linear than the X800 series with their "smart" tri-linear? Nobody. Sharper textures + more fps = WIN

I don't think ATI was deceptive at all. Their open chat on-line and response to the situation has been very good. You can't say they are not applying true tri-linear because it's not a definable mathematical standard.

micamica1217
06-06-04, 09:06 PM
Ok then give me a link to one of the better articles on this. And please no ATI-biased stuff because that would be as worse as THG.

how about this...http://www.eliteb*stards.com/page.php?pageid=4937&head=1&comments=1

or try this... http://69.93.88.162/page.php?pageid=4937&head=1&comments=1

(I have no idea if the IP addy will work so just try the top, and up an "a" were the star is.)

you could alway goto Beyond3D forums, there is a 55 page thread on this...
please don't feed the monster. ;)

mica

digitalwanderer
06-06-04, 09:48 PM
how about this...http://www.eliteb*stards.com/page.php?pageid=4937&head=1&comments=1

or try this... http://69.93.88.162/page.php?pageid=4937&head=1&comments=1

(I have no idea if the IP addy will work so just try the top, and up an "a" were the star is.)

you could alway goto Beyond3D forums, there is a 55 page thread on this...
please don't feed the monster. ;)

mica
I HATE IT WHEN SITES FILTER OUT OUR SITES BLOODY NAME!!!!!!!! :temper:

Sorry, I just had to rant for a second....my apologies. :-/



;)

Dragonprince
06-06-04, 09:50 PM
How do u mean? I think games ALWAYS need trilinear filtering, so there are no moments 'when it needs to' because it needs always. If ATI's method is no bilinear filtering AND no trilinear filtering, what do u call it then? I just call it brilinear :p

Once again Panzerknacker you are arguing without anything to support your assertions and your arguing with people that have posted examples and full descriptions of what they are talking about. If you chose not to believe what you read, fine. But you seriously need to do some checking with yourself about whether or not your posts are of any value to anyone, it seems like you prefer to argue, rather than post anything that might actually be usefull...

This forum is supposed to be about community, helping folks out and showcasing OC'd rigs. Not constant, unsupported arguements, to support your point of view across mulitiple threads.

micamica1217
06-06-04, 10:34 PM
I HATE IT WHEN SITES FILTER OUT OUR SITES BLOODY NAME!!!!!!!! :temper:

Sorry, I just had to rant for a second....my apologies. :-/



;)

WELCOME TO THE FORUMS.

and I hope to see more of you here, as I do at your site and Beyond3D.

mica

digitalwanderer
06-06-04, 10:45 PM
WELCOME TO THE FORUMS.

and I hope to see more of you here, as I do at your site and Beyond3D.

mica
Thanks for the warm greets! I think I will, but I've been here before....I registered here over two years ago. :attn:

Funny thing, I was probably more shocked than anyone when I entered me username and found out I was a member here! (Yeah, that happens a LOT to me! ;) )

Funnier thing, CHECK OUT MY SIG!!!!

OMG, what a trip down memory lane!

Me current sig:

BluePhoenix Tuly 1.4Ghz, TUSL2-C, 512MBcas2, ATi AIW 128MB Radeon 9600 Pro, TBSC, DVD, 10/100NIC, 60GB
Bubbles Barton 2500+, NF7-s rev 2, 1Gb PC3200, ATi engineering sample 128MB Radeon 9700 Pro (380/360), Audigy2, Altec-Lansing ADA885, ATi TV-wonder VE, DVD, CDRW, 10/100NIC, 80GB, 80GB
Boomer PIII800@944, CUSL2-C, 512MB, GF4 ti4400, Forti, DVD, 10/100NIC, 40GB
Kitty 1Ghz celeron, Asus P3B-F, 512MB, GF2 MX400 (240/420), SB-live 5.1, 60GB, TV-card, 10/100 NIC

I'm not gonna update this one for a bit, I want a few friends to check it out for a giggle! :D

Cowboy X
06-07-04, 10:26 AM
Welcome Digitalwanderer .

Now this is one of the main reasons I started this thread :
http://www.ocforums.com/showthread.php?p=2827279#post2827279

The THG review .

Nandro
06-07-04, 11:24 AM
If you look at the review of the x800 pro on hard ocp most of the testd on image quality favor the 6800U, with some of the x800's having issues on the highest settings. It looks like this might just be a driver bug that needs to be worked out. I was suprised to see NV having the better IQ in so many different games.