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Old 06-26-04, 12:14 AM   #13
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Default Re: 6800 Series Anti Aliasing Sample patterns

nice work chris
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Old 06-26-04, 12:17 AM   #14
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Default Re: 6800 Series Anti Aliasing Sample patterns

Yes, this is comendable work Chris.
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Old 06-26-04, 12:30 AM   #15
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Default Re: 6800 Series Anti Aliasing Sample patterns

wow, chris... nice job.
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Old 06-26-04, 12:31 AM   #16
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Default Re: 6800 Series Anti Aliasing Sample patterns

Looking good Chris!
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Old 06-26-04, 12:34 AM   #17
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Default Re: 6800 Series Anti Aliasing Sample patterns

Very informative stuff. Kinda filled me in on super sampling which I know little to nothing about.

Thanks!
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Old 06-26-04, 12:42 AM   #18
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Default Re: 6800 Series Anti Aliasing Sample patterns

Thanks guys, it started out as something small. Just a buncha general data I gathered. I just couldnt stop!
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Old 06-26-04, 01:24 AM   #19
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Default Re: 6800 Series Anti Aliasing Sample patterns

What does rotated grid super sampling look like?
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Old 06-26-04, 07:43 AM   #20
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Default Re: 6800 Series Anti Aliasing Sample patterns

Nice work Chris, that 4xAA sure is a sweet spot now they have copied ATi AA :toast:

Regards

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Old 06-26-04, 04:07 PM   #21
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Default Re: 6800 Series Anti Aliasing Sample patterns

Quote:
Originally Posted by dan2097
Nice work Chris, in that shot 8xfsaa isnt really that much slower than than 4xfsaa

Its always impressive how much better even just 2xfsaa looks than no fsaa. Do you know what the performance is in that shot at 0xfsaa +16xaf/2xfsaa +0xaf?

Good job, hope it makes the front page

alright dan, That is a good idea, Later today I'll add these results to the main graph. I was somewhat surprised by these results so I did 8 runs each time with fraps and Divided the results. The results were remarkably conclusive with only 5. FPS margin for error. As you can see 2x AA and 4x AA yield practically "no" performance hit.

AF yielding in a much larger hit than both of them in Quality Mode. Does anyone remember the days when anti aliasing was harder to do than anistropic filtering? Color compression really does its work.

Keep In Mind AF with Performance/High Performance and High quality yield different results. Since this is an Anti Aliasing comparison I will keep it simple and focus on anti aliasing performance figures.

Chris
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Old 06-26-04, 09:23 PM   #22
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Default Re: 6800 Series Anti Aliasing Sample patterns

Is 2xQ still suported in the 6800??

I ask cause I didn't see in on the comparison
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Old 06-26-04, 09:40 PM   #23
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Default Re: 6800 Series Anti Aliasing Sample patterns

Could you provide the sampling pattern for 16x AA (openGL)?
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Old 06-26-04, 09:59 PM   #24
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Default Re: 6800 Series Anti Aliasing Sample patterns

Quote:
Originally Posted by Cota
Is 2xQ still suported in the 6800??

I ask cause I didn't see in on the comparison

Yes, it is still supported. But I left it out of the equation due to various factors.

But 2x <--->Quincunx are essentially the same performance. (usually within 1 FPS of each other at most)


16x should still be supported, But I havent had a chance to run those tests yet. And its not compatible with Direct3d. Hence why its been left out of these tests. Which are all done within a DirectX enviroment.

I am also trying to find 4x9tap (4x Quincunx) To see if its still supported. But it's hard since there are no tweakers currently compatible with the Nv4x. I tried to contact Unwinder to see if theres a way to force rivatuner to recognise my chip as an NV3x. When I get more information I promise I will post it.

Chris
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