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#1 | |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,559
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NV40 Filtering Investigation Test Setup Athlon XP 3200+ Barton 2.2 Ghz 400 FSB Geforce 6800NU (325/850) 2x512 DDR400 (Dual Channel) Albatron KX18D Pro II (Nvidia Nforce 2 400 Ultra) Nvidia Forceware 61.45 drivers. Initial Impression: Owners Nv40 line of graphic cards will be quick to notice that these cards are very configurable in regards to anisotropic filtering and texture filtering, The modes include, High Performance, Performance, Quality, and High Quality, Included into these modes is the ability to turn off trilinear optimizations and anisotropic filtering optimizations. The purpose of this analysis is to help the Nv40 users sort out which modes are usable to them and which are not. Quick Notes Bilinear Texture Filtering: 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. Trilinear Texture Filtering: 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 these before rendering, twice as much as bi-linear does. 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. Anisotropic filtering is a different story. Anisotropic Filtering: Anisotropic filtering is the best but most CPU intensive of the three common texture filtering methods. Trilinear filtering is capable of producing fine visuals, but it only samples from a square area which in some cases is not the ideal way. Anisotropic (meaning `from any direction') samples from more than 8 pixels. The number of sampled pixels and which sampled pixels it uses depends on the viewing angle of the surface relative to your screen. It shines when viewing alphanumeric characters at an angle Mip Mapping: Mip mapping is a technique where several scaled copies of the same texture are stored in the video card memory to represent the texture at different distances. When the texture is far away a smaller version of the texture (mip map) is used. When the texture is near, a bigger one is used. Mip mapping can be used regardless of filtering method (see below). Mip mapping reduces memory bandwidth requirements since the images are in hardware, but it also offers better quality in the rendered image Brilinear: Net Slang, This is a method where you use less than trilinear filtering, But more than bilinear filtering, Ideally this causes the GPU to do less work while still providing trilinear Quality Keeping it Simple: Mipmaps join textures together. The Purpose of Bilinear/Trilinear filtering is to help join these mipmaps together. Trilinear filtering will generally hide these transitions better than Bilinear. When seeing these mip map transistions in motion. You will see rolling textures, also known as "Shimmering". To reduce the amount of texture shimmering trilinear filtering is reccomended. Take note of how the transistion will seem much softer with trilinear enabled. All Shots were taken with 4x Anti Aliasing enabled and 1024x768 resolution. Image Quality Settings High Performance: Highly optimised trilinear filtering. This mode is pretty much pure bilinear with texture stage optimizations enabled, With texture optimizations disabled there appears to alot of quasi trilinear filtering occuring. Note:Turning on anisotropic optimizations makes this mode function as as pure bilinear. With anistropic filtering optimizations off there appears to be alot of quasi trilinear filtering occuring. Performance: High optimised trilinear filtering. This mode is pretty much pure bilinear with texture stage optimizations enabled, With texture optimizations disabled there appears to alot of quasi trilinear filtering occuring. This mode appears to be less aggressive than High Performance mode. Note: Turning on anisotropic optimizations makes this mode function as as pure bilinear. With anisotropic filtering optimizations off there appears to be alot of Quasi Trilinear filtering occuring. Quality: The mode most NV40 users are likely to use. This mode by default employs trilinear optimisations. Also known as as "Brilinear". Note: By default Brilinear filtering is enabled, You can disable it by using the advanced tab in the control panel and switching trilinear optimizations off. Texture stage optimizations are currently default disabled. You can switch them on or off by using the advanced tab in the control panel. High Quality: This mode removes all optimizations from texture filtering. Full Trilinear is employed with no texture stage optimizations. Also Bilinear filtering is performed on all other textures. Note: All optimizations are unchangable with this mode enabled, You cant enable trilinear optimizations or anistropic optimizations. Image Quality Investigation Purpose: The purpose of this investigation is to give the user a better idea of what to expect from Nvidias various anisotropic filtering modes. Included within the comparisons are png shots of Unreal Tournament 2003 with colored mip maps enabled and without colored mip maps. Keep in mind that still screenshots do not always illustrate the difference between bilinear and trilinear anisotropic filtering. These differences can be seen in motion. The purpose of the colored mip maps is to illustrate the transistion that can be seen between each shifting mip map. 8x Anistropic Filtering High Performance 8x High Performance AF with colored mip maps enabled. 8x High Performance AF with colored mip maps disabled 8x High Performance AF (tril opts off) with colored mip maps enabled 8x High Performance AF (tril opts off) with colored mip maps disabled 8x High Performance AF (AF opts on) with colored mip maps enabled 8x High Performance AF (AF opts on) with colored mip maps disabled Performance 8x Performance AF with colored mip maps enabled 8x Performance AF with colored mip maps disabled 8x Performance AF (tril opts off) with colored mip maps enabled 8x Performance AF (tril opts off) with colored mip maps disabled 8x Performance AF (AF opts on) with colored mip maps enabled 8x Performance AF (AF opts on) with colored mip maps disabled Quality 8x Quality AF with colored mip maps enabled 8x Quality AFwith colored mip maps disabled 8x Quality AF (tril opts off) with colored mip maps enabled 8x Quality AF (tril opts off) with colored mip maps disabled 8x Quality AF (tril opts disabled) (AF opts enabled) with colored mip maps enabled 8x Quality AF (tril opts disabled) (AF opts enabled) with colored mip maps disabled High Quality 8x High Quality with colored mip maps enabled 8x High Quality with colored mip maps disabled 16x Anistropic Filtering High Performance 16x High Performance AF with colored mip maps enabled 16x High Performance AF with colored mip maps disabled 16x High Performance AF (tril opts off) with colored mip maps enabled 16x High Performance AF (tril opts off) with colored mip maps disabled 16x High Performance AF (AF opts on) with colored mip maps enabled 16x High Performance AF (AF opts on) with colored mip maps disabled Performance 16x Performance AF with colored mip maps enabled 16x Performance AF with colored mip maps disabled 16x Performance AF (tril opts off) with colored mip maps enabled 16x Performance AF (tril opts off) with colored mip maps enabled 16x Performance AF(AF opts on) with colored mip maps enabled. 16x Performance AF(AF opts on) with colored mip maps disabled. Quality 16x Quality AF with colored mip maps enabled 16x Quality AF with colored mip maps enabled 16x Quality AF (tril opts off) with colored mip maps enabled 16x Quality AF (tril opts off) with color mip maps disabled 16x Quality AF (tril opts off) (AF opts on) with colored mip maps enabled 16x Quality AF (tril opts off) (AF opts on)with colored mip maps disabled) High Quality 16x High Quality AF with colored mip maps enabled 16x High Quality AF with colored mip maps disabled Minor Note: One thing to note is the effect texture stage optimisations have on the filtering. This optimization is not enabled by default. However under many circumstances this optimization can be used without effecting image quality and increasing performance. Under most circumstances I keep it turned off. Performance Analysis Performance: To conduct the tests I used the DM Antalus map in unreal tournament 2003. I used fraps and took 3 preset runs through antalus and then divided the results by three to reduce margin of error. ![]() Conclusion Conclusion: Does anyone remember the Geforce 2 days? There was one setting for anisotropic filtering and thats all we used. Tweaking modern day graphic cards can be a chore. With all the buzz circling the latest trilinear optimizations going on in graphic cards Nvidia has stepped forth and allowed users the ability to disable them. Nvidia currently offers the most tweakability with its image quality settings. Die hard image quality freaks and performance enthusiasts alike will easily be able to find a setting that suits them.
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members Last edited by ChrisRay; 07-14-04 at 09:22 PM. |
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#2 |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,559
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Shew, That was a lot of work. Was also my first attempt at using a spreadsheet to illustrate my graphs. Hope everyone enjoys this..
Chris
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members Last edited by ChrisRay; 07-08-04 at 03:52 AM. |
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#3 |
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GeForce 6800
Join Date: Oct 2002
Posts: 8,141
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It's aaaaliiiiiiiiivveee!
Nice work Chris, now go take a few days off.
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SLI GeForce 7800 GTX 512MB @ 550/1700 | MSI K8N Neo4/SLI | A64 X2 4400+ Toledo | CORSAIR XMS 2GB (2 x 1GB) TwinX PC 3500 | Silverstone ST65ZF 650W| 93.71| XP SP2 and a Dell 2405FPW I personally believe that us americans are unable to do so because osama. People out there in our nation don't have that, And I believe that our education like such as south africa and such as the Iraq. everywhere "such as". And I believe our education should help the US should help the south africa and the iraq and the asian countries so we can build up our future. -- Miss Teen South Carolina |
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#4 |
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Super Mod!
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Some nice work Chris.
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#5 |
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Registered User
Join Date: Oct 2003
Posts: 141
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Maybe this TNT2 I'm using until a 6800u comes along isn't so bad after all
All you have to do is pick a resolution. No tweaking necessary...or possible ![]() |
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#6 |
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...
Join Date: Jul 2002
Location: Virginia
Posts: 10,409
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Great job Chris!
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#7 |
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*BANNED*
Join Date: Jul 2002
Posts: 1,024
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Very nice job Chris...you put alot of time and energy into that and it shows in the output!
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#8 |
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Geforce 4 ti 4200
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Great work, Chris.
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- ragejg -
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#9 |
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One Goal. Achieved.
Join Date: Jul 2001
Location: Crook County, "Ill"-inois
Posts: 18,368
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This is so getting linked in my GT review. CR rocks the house!
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Blackhawk: MSI GX740 | Core i7 720QM | 8 GB DDR3-1333 | ATI Radeon Mobility 5870 | 240 GB Patriot Inferno SSD | Windows 7 Ultimate x64 |
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#10 |
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F@H - Is it in you?
Join Date: Jan 2003
Location: Between Austin and Tampa
Posts: 23,901
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gj dood
![]() you deserve a break after this one init ![]()
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HTPC: AMD 4400+ | 2GB Corsair | 2 TB Storage | 8800 GTS (G92) | Logitech Edge | Hauppauge 1600 | Windows 7 Ultimate x86 Notebook Dell E6400 | Core2Duo 8400 | 4GB | Encrypted 160GB with FFS | WXGA+ LED | Quadro NVS 160 | Windows 7 Enterprise x64 Folding @ Home | XBL / PSN / Steam : SAZARIUS | Zune Social : SAZAR99 |
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#11 |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 4,280
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Great job Chris.
![]() We also have a similar comparison using AquaMark 3: http://www.nvnews.net/vbulletin/show...light=aquamark |
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#12 |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,559
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Thanks everyone, I appreciate the support, It was a lot of work and I knew that going into it, Though its always fun to work on something and slowly see research form into something tangible and easily understood.
Thats what I was aiming for here, To make Nvidias AF modes a bit easier to understand and use.
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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