View Full Version : 3D Center Article: In-Depth Filtering Examination

07-27-03, 04:08 AM
*Update* The article has been translated to English: http://www.3dcenter.org/artikel/ati_nvidia_treiberoptimierungen/index_e.php


I can't read German but...I can read graphs and look at pictures.

Specifically, the focus of this article is investigating what gfFX and Radeon are doing in UT2003. This time someone looks at things right, they compare NVIDIA full trilinear to NVIDIA tri/bi mode and see what differences there are, if any.


In the center of the page there are two pictures which are mouseovers. Normal picture is the IQ you get through the drivers. Mouseover is full triliner exposed with anti-detect.

You can see what a difference it can make in some scenes.

07-27-03, 04:51 AM
Looks very comprehensive - Shame there isn't an English version to read, I'm sure we'd get a lot more out of it that way.

Again, it makes me wonder how [H] managed to miss some of the IQ issues, because they are clearly visible in some of the examples given there.

07-27-03, 05:04 AM
:confused: :confused: :confused:

07-27-03, 05:11 AM
ha? antidetect wouldn't run with ATI's latest Cat v3.6 ?
wtf encrypted?

07-27-03, 05:13 AM
Go here for translating that page,


07-27-03, 05:21 AM
Originally posted by BigFish7
ha? antidetect wouldn't run with ATI's latest Cat v3.6 ?
wtf encrypted?

No it isn't.

07-27-03, 05:26 AM
As one of the persons who do a small part of the analyse work for this article I have posted my results at beyond3d: http://www.beyond3d.com/forum/viewtopic.php?t=7072

Unfortunately there is no English translation due to the weak reaction to past translations.

07-27-03, 05:36 AM
Originally posted by Demirug
Unfortunately there is no English translation due to the weak reaction to past translations.

I think this is the exception that would prove the rule - A lot of people would be interested in reading this one. :)

07-27-03, 06:25 AM
Originally posted by BigFish7
ha? antidetect wouldn't run with ATI's latest Cat v3.6 ?
wtf encrypted?

I'm not sure where you got that idea, maybe it is true, maybe it isn't.

From what I skimmed, ATI's driver behaves exactly as we knew it did. Nothing new here.

What is new, is the NVIDIA screenshots directly comparing trilinear to bi/tri :) I haven't seen that yet, and I'm sure people are interested. After all, they show "real results" with colored mipmaps off.

07-27-03, 07:25 AM
blah it's this stupid translator it puts words in wrong places :D

08-14-03, 11:25 PM
The article is now in English: http://www.3dcenter.org/artikel/ati_nvidia_treiberoptimierungen/index_e.php

I haven't read it yet, but I intend to(even though I already know what it said more or less ;) )

08-15-03, 12:40 AM
Honestly, even when taking a very scrutinizing looks, there is just not much visible difference. This applies, by the way, to the rest of the other screenshots we created for this purpose in Unreal Tournament 2003. nVidia's driver optimization for Unreal Tournament 2003 seems to cost only very marginal image quality. However, at least in the picture with 8x anisotropic filter some differences can be identified (MouseOver effect with Javascript, alternative: click opens both screenshots):

To be honest. It's too marginal for me to even care.

But I'm not a filtering nut either.

The situation in Unreal Tournament 2003 is nearly the same for nVidia and ATi under anisotropic filter since both use no complete trilinear filter. Theoretically we could go on without remarking that this specific optimization is an unallowed one at nVidia and a partical unallowed at ATI. Ironically, both chip manufacturers have de-optmized the image quality so far, that they find themselves facing each other at knee-level again. nVidia has "created" an unallowed optimization which looks not worse than the ATi normal condition ;-).

As a result of this comparison, however, some other problem arose: Because without anisotropic filter ATi filters normally (purely trilinear) under Unreal Tournament 2003, while nVidia uses the pseudo trilinear filter. But other benchmarks show an disadvantage for nVidia in image quality. Because while nVidia filters outside from Unreal Tournament 2003 everywhere clearly trilinear at anisotropic filtering, there are the observed bilinear/trilinear mix at ATi in all applications. If one regards however this latter comparison as generally fair, then also the application specific optimization is not unallowed Under unreal Tournament 2003 any more, since it does in the long run only the same.

The whole thing reminds a gordian knot, which you can cut but not untie. Surely it would be the simplest to set the bilinear/trilinear anisotropic filtering of the ATi driver as unallowed optimization and to use only the pure trilinear filter offered by tools like rTool. Then we would have weapons equally (with exception Unreal Tournament 2003). But we have also to consider that most of the users take the control panel for switching the anisotropic filter and not any externat tools like rTool or aTuner.

Btw. I think they neglected to mention that Pure trillinear can be forced by game? Not sure about that. As I never really cared about Ut2003 :)