Part 4: Rendering Quality, New Anti-Aliasing and Anisotropic Filtering Modes
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| Radeon X1800 | GeForce 7800 | |
| 4x/16x |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
| 4x+TA/16x |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
| 4x+TA/16x+HQ |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
| Radeon X850 | |
| 4x/16x |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
| 4x+TA/16x |
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| 4x+TA/16x+HQ |
![]() JPEG (~380 KB) | PNG (~2.4 MB) |
You make out the difference in shadow rendering quality between the R520 and the other two cards right away here. For example, look at the boxes on the left wall: the R520 renders black sharp shadows, while the G70 and R480 render them blurred and gray. We cannot tell you the reasons for this difference so far and why it shows only in the R520. Besides, we really shouldn't draw far-reaching conclusions on a demo version — let's wait for the release, new RX1800 drivers, and then get back to this comparison in our 3Digest quality control.
It should also be noted that none of the video cards in any AF mode coped well with filtering the floor grid in the right part of the screenshot. The best results are demonstrated by the GF7800 in High Quality mode, but a suspicious horizontal line makes you pause: can cunning NVIDIA possibly use bilinear filtering in this game to squeeze a couple of extra fps?..
No less strange is the fact that neither RX1800 nor GF7800 managed to smooth a transparent floor texture in TAA/AAA mode.
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