Part 4: Rendering Quality, New Anti-Aliasing and Anisotropic Filtering Modes
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4x/16x |
JPEG (~530 KB) | PNG (~2.6 MB) |
JPEG (~530 KB) | PNG (~2.6 MB) |
4x+TA/16x |
JPEG (~530 KB) | PNG (~2.6 MB) |
JPEG (~530 KB) | PNG (~2.6 MB) |
4x+TA/16x+HQ |
JPEG (~530 KB) | PNG (~2.6 MB) |
JPEG (~530 KB) | PNG (~2.6 MB) |
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4x/16x |
JPEG (~530 KB) | PNG (~2.6 MB) |
4x+TA/16x |
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4x+TA/16x+HQ |
JPEG (~530 KB) | PNG (~2.6 MB) |
Not a trace remains of the unanimity in Far Cry. Pay attention how much worse GF7800 filters the grid texture on the floor than both Radeons — the GF7800 can match the RX1800 only in High Quality mode. In our opinion, trilinear filtering in the GF7800 remains "optimized" even in High Quality mode; at least, it obviously of lower quality than that in Radeon cards.
When Catalyst A.I. is disabled, both Radeon cards stop substituting a shader responsible for texture lighting. As a result, lighting changes and performance drops noticeably.
And again we see no special advantages of the new anisotropy algorithm in the R520. None can antialias semitransparent textures in this frame: for some reason, the central grid on the background remains unsmoothed not only on the RX1800, but on the GF7800 as well.
We have witnessed a strange artifact in Doom 3 on the RX1800: HQ anisotropy with active Catalyst A.I. is of lower quality than even the regular anisotropy. That's how it looks: a clearly visible line at the border of the texture and the first MIP level. So you'd better disable Catalyst A.I. to get back the normal HQ anisotropy:
Radeon X1800 HQ AF, AI On | Radeon X1800 HQ AF, AI Off |
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