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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| 4x/16x |
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| 4x+TA/16x |
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| 4x+TA/16x+HQ |
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First of all, pay your attention to reflections in building windows in the background: they are quite normal on both Radeons, while they are pixelized on the GeForce card — an evident lack of FP16 calculation precision. How strange that the shader got into the game in this very form. We guess the GF6x00/7x00 cards will not lose much performance, if they process this shader with FP32 precision.
Update: Soon after publishing the article we've got a letter from Dean Sekulic, programmer of Serious Sam 2:
Just wanted to let you know that this is actually not a precision issue (on NV40 everything works just fine), but a little bug in NV shader assembler for G70 which will (probably...) be fixed in the next public beta driver.
In other respects, everything is yawningly identical. Well, just the HQ anisotropy in the R520 has finally shown its worth on a sloping lawn in the bottom left part of the screenshot. Have you noticed? And will you notice it in the process? Especially in a game like Serious Sam 2, where 99.9% of the time goes to shooting and only 0.01% is left for sight-seeing?
Serious Sam 2 allows to enable HDR in GF6x00/7x00 video cards. And we were not slow to take advantage of this opportunity to see how it works on the RX1800. Especially as SS2 Demo settings allow to activate HDR together with MSAA! Unfortunately, the result was negative again: we got a black screen with HUD icons, when we activated HDR with AA; having disabled AA — a surprisingly strong artifact in the form of bright yellow horizontal stripe periodically appearing on screen, instead of HDR bloom. Well, not this time, not in this version.
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