Part 4: Rendering Quality, New Anti-Aliasing and Anisotropic Filtering Modes
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| 4x/16x |
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| 4x+TA/16x |
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| 4x+TA/16x+HQ |
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| 1x/16x+HQ/HDR |
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| 4x/16x |
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| 4x+TA/16x |
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| 4x+TA/16x+HQ |
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| 1x/16x+HQ/HDR |
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Let's clear up the HDR issue at first: I guess it's not hard to notice that while HDR works on the X1800, it's obviously not the very HDR, which can be seen in the 7800. This HDR is more like the "HDR" implemented in Patch 1.4 for SM2, that is for old Radeon cards. Why the quotes? That's because it's hard to bring into line HDR GF7800 with Tone Mapping and HDR RX850 with... no, Tone Mapping is available in the menu, but we haven't seen its results. And the dynamic range of the RX850 is evidently narrower than in the GF7800.
So, again no rational HDR comparison. We look forward to game patches and new RX1800 driver versions.
And in other respects? Everything else is horribly identical: the game is dark, textures are rather muddy, they successfully hide filtering imperfections in the GF7800. Sam Fisher's forelock is the only semitransparent texture, successfully smoothed by RX1800 as well as GF7800. And again — no advantages of the new anisotropy algorithm in the R520, though we hoped to see the difference on slanting walls of the tunnel...
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