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Old 04-01-09, 12:31 AM   #13
JasonPC
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Default Re: New Forms of SLIAA draw near.

Also on an unrelated note when will nvidia release a NEW driver that properly supports SLI in Empire: Total War. No drivers have been released with any notes of any support for that game. I think there's even some non-SLI issues with the newer drivers.
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Old 04-01-09, 12:46 AM   #14
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Default Re: New Forms of SLIAA draw near.

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Originally Posted by gstanford View Post
See my signature. I use a Samsung 30" 305T. You don't need that big a monitor to see the difference though, the differences were quite visible with SLI'd 7900's on a 19" Philips 109P20 CRT I used to own.
I guess I'm thinking more of resolutions.

I'm used to playing games at 1600x1200 or 2048x1536, where AA isn't even needed that badly and 4x is nearly perfect. It just surprises me that 32xAA actually isn't good enough for some people.

I never even use AA because it still causes large frame rate fluctuations, even on a GTX 260.
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Old 04-01-09, 01:06 AM   #15
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Default Re: New Forms of SLIAA draw near.

I cant give an exact date. Because it could change. But when I said near. Probably within the next 2 weeks. More likely sooner.

The ambient occlusion feature which was in the earlier beta drivers is also going to be officially supported. And the game support is far wider than it was in those broken beta drivers.
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Old 04-01-09, 02:14 AM   #16
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Default Re: New Forms of SLIAA draw near.

The thing is you can't have 32xAA unless you are using 32xS (big performance hit but top notch IQ providing the application will run in that mode - some won't go past 16xS) or SLIAA. nvidia's standard control panel AA modes top out at 16xQ.

I guess I'm just pretty sensitive to aliasing and shimmering.

Speaking of which ChrisRay, you might like to ask the nvidia driver team when they are going to get around to fixing the aliasing on the battlecruiser at the start of the 3dmark05/06 demos (pics attached, see "saw teeth" on horizontal edges under hangar opening). This has never been addressed and looks butt ugly (horrendous in motion). Of course it could be a futuremark modeling error, I'm not sure.

http://img19.imageshack.us/img19/983...board01kxg.jpg
http://img19.imageshack.us/img19/514/clipboard02jzc.jpg
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Old 04-01-09, 02:41 AM   #17
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Default Re: New Forms of SLIAA draw near.

Quote:
Originally Posted by gstanford View Post
The thing is you can't have 32xAA unless you are using 32xS (big performance hit but top notch IQ providing the application will run in that mode - some won't go past 16xS) or SLIAA. nvidia's standard control panel AA modes top out at 16xQ.

I guess I'm just pretty sensitive to aliasing and shimmering.

Speaking of which ChrisRay, you might like to ask the nvidia driver team when they are going to get around to fixing the aliasing on the battlecruiser at the start of the 3dmark05/06 demos (pics attached, see "saw teeth" on horizontal edges under hangar opening). This has never been addressed and looks butt ugly (horrendous in motion). Of course it could be a futuremark modeling error, I'm not sure.

http://img19.imageshack.us/img19/983...board01kxg.jpg
http://img19.imageshack.us/img19/514/clipboard02jzc.jpg
That seems more of a shadow rendering issue, where the mapping for the shadows creates the saw tooth effect, maybe due to lower resolution shadowmaps. It doesn't look like something that AA can fix.
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Old 04-01-09, 02:45 AM   #18
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Default Re: New Forms of SLIAA draw near.

I know its not an AA problem.

As you said most likely shadows (like farcry1). The thing is, did futuremark code it that way for nvidia cards, or did nvidia "optimize" the shadow maps?
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Old 04-01-09, 02:49 AM   #19
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Default Re: New Forms of SLIAA draw near.

Quote:
Originally Posted by gstanford View Post
I know its not an AA problem.

As you said most likely shadows (like farcry1). The thing is, did futuremark code it that way for nvidia cards, or did nvidia "optimize" the shadow maps?
If it looks better running under ATI, then I would definitely attribute it to nvidia buggery in the 3DMark driver profiles.
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Old 04-01-09, 03:02 AM   #20
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Default Re: New Forms of SLIAA draw near.

Anyone here with an ATi card (preferably 48xx series) that can provide a comparable image? (resolution need not be the same, and I just hit printscreen to get it).
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Old 04-01-09, 03:16 AM   #21
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Default Re: New Forms of SLIAA draw near.

Quote:
Originally Posted by gstanford View Post
The thing is you can't have 32xAA unless you are using 32xS (big performance hit but top notch IQ providing the application will run in that mode - some won't go past 16xS) or SLIAA. nvidia's standard control panel AA modes top out at 16xQ.

I guess I'm just pretty sensitive to aliasing and shimmering.

Speaking of which ChrisRay, you might like to ask the nvidia driver team when they are going to get around to fixing the aliasing on the battlecruiser at the start of the 3dmark05/06 demos (pics attached, see "saw teeth" on horizontal edges under hangar opening). This has never been addressed and looks butt ugly (horrendous in motion). Of course it could be a futuremark modeling error, I'm not sure.

http://img19.imageshack.us/img19/983...board01kxg.jpg
http://img19.imageshack.us/img19/514/clipboard02jzc.jpg
Actually. SLI 64xQ is 32x multisampling. Its 32x multisampling, 32x Coverage Sampling, ((and a very weakly positioned 2x2 Supersampling)). ((8x8x8x8x)) + CSAA 8x8x8x8x

I'll look into the 3dmark thing. I dont have any comments because I'm not familiar with the problem. 32xS "working" is entirely dependent on whether the driver detects the available memory amount. Say you may find that 32xS will work on a 512 card at 800x600 but will revert back to 16xS at 1024x768. Its a driver fail safe thing. 32xS can be used in some games like World of Warcraft with Quad GTX 295 and net about an AVG of 45-50 FPS typically at 1680x1050.
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Old 04-01-09, 03:30 AM   #22
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Default Re: New Forms of SLIAA draw near.

Back when I was replaying Severance: Blade of Darkness, I found I couldn't use 32xS with it, or I ended up with a garbled screen (like it was made up of lots of oblong lego blocks). going back down to 16xS corrected the problem. That was last year and quite a few driver revisions ago though. I recall seeing the issue a couple of other times, but the details escape me.
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Old 04-01-09, 03:33 AM   #23
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Default Re: New Forms of SLIAA draw near.

Sounds like a video ram issue to me. You gotta keep in mind. Nvidia doesn't actually support those modes. So driver bugs are bound to happen as they don't go through Nvidias QA. They also are not 100% compatible with HDR using titles which are becoming more prevalent.'

The main reason they are included is basically a friendly "use at your own risk" for the hardcore enthusiast.


One other thing to point out. The new SLIAA modes ((that were available for Windows XP users with G80 and above)) are not the same as the new ones available to Windows Vista. SLI 32xQ has been modified and now there are more CSAA options ((SLI 32x which is 16x CSAA x2))
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Old 04-01-09, 03:50 AM   #24
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Default Re: New Forms of SLIAA draw near.

Yes, I know the xS modes are consumer "courtesy" modes, which is why I typically do not kick up too much of a stink if they don't work properly in a title (particuarly newer titles). I really only mentioned them as a way of getting a 32x AA mode without SLIAA, since normal MSAA/CSAA modes top out at 16xQ.

I'm thankful to see the new SLIAA modes have more CSAA options available. I believe I suggested something similar along these lines could happen a while back.
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