High IQ: AMD Fixes Texture Filtering and Adds Morphological AA

“There’s nowhere left to go for quality beyond angle-independent filtering at the moment.”

With the launch of the 5800 series last year, I had high praise for AMD’s anisotropic filtering. AMD brought truly angle-independent filtering to gaming (and are still the only game in town), putting an end to angle-dependent deficiencies and especially AMD’s poor AF on the 4800 series. At both the 5800 series launch and the GTX 480 launch, I’ve said that I’ve been unable to find a meaningful difference or deficiency in AMD’s filtering quality, and NVIDIA was only deficienct by being not quite angle-independent. I have held – and continued to hold until last week – the opinion that there’s no practical difference between the two.

It turns out I was wrong. Whoops.

The same week as when I went down to Los Angeles for AMD’s 6800 series press event, a reader sent me a link to a couple of forum topics discussing AF quality. While I still think most of the differences are superficial, there was one shot comparing AMD and NVIDIA that caught my attention: Trackmania.

Poor high frequency filtering

The shot clearly shows a transition between mipmaps on the road, something filtering is supposed to resolve. In this case it’s not a superficial difference; it’s very noticeable and very annoying.

AMD appears to agree with everyone else. As it turns out their texture mapping units on the 5000 series really do have an issue with texture filtering, specifically when it comes to “noisy” textures with complex regular patterns. AMD’s texture filtering algorithm was stumbling here and not properly blending the transitions between the mipmaps of these textures, resulting in the kind of visible transitions that we saw in the above Trackmania screenshot.

Radeon HD 5870 Radeon HD 6870 GeForce GTX 480

So for the 6800 series, AMD has refined their texture filtering algorithm to better handle this case. Highly regular textures are now filtered properly so that there’s no longer a visible transition between them. As was the case when AMD added angle-independent filtering we can’t test the performance impact of this since we don’t have the ability to enable/disable this new filtering algorithm, but it should be free or close to it. In any case it doesn’t compromise AMD’s existing filtering features, and goes hand-in-hand with their existing angle-independent filtering.

At this point we’re still working on recreating the Trackmania scenario for a proper comparison (which we’ll add to this article when it’s done), but so far it looks good – we aren’t seeing the clear texture transitions that we do on the 5800 series. In an attempt to not make another foolish claim I’m not going to call it perfect, but from our testing we can’t find any clear game examples of where the 6870’s texture filtering is deficient compared to NVIDIA’s – they seem to be equals once again. And even the 5870 with its regular texture problem still does well in everything we’ve tested except Trackmania. As a result I don’t believe this change will be the deciding factor for most people besides the hardcore Trackmania players, but it’s always great to see progress on the texture filtering front.

Moving on from filtering, there’s the matter of anti-aliasing. AMD’s AA advantage from the launch of the 5800 series has evaporated over the last year with the introduction of the GeForce 400 series. With the GTX 480’s first major driver update we saw NVIDIA enable their transparency supersampling mode for DX10 games, on top of their existing ability to use CSAA coverage samples for Alpha To Coverage sampling. The result was that under DX10 NVIDIA has a clear advantage in heavily aliased games such as Crysis and Bad Company 2, where TrSS could smooth out many of the jaggies for a moderate but reasonable performance hit.

For the 6800 series AMD is once again working on their AA quality. While not necessarily a response to NVIDIA’s DX10/DX11 TrSS/SSAA abilities, AMD is introducing a new AA mode, Morphological Anti-Aliasing (MLAA), which should make them competitive with NVIDIA on DX10/DX11 games.

In a nutshell, MLAA is a post-process anti-aliasing filter. Traditional AA modes operate on an image before it’s done rendering and all of the rendering data is thrown away; MSAA for example works on polygon edges, and even TrSS needs to know where alpha covered textures are. MLAA on the other hand is applied to the final image after rendering, with no background knowledge of how it’s rendered. Specifically MLAA is looking for certain types of high-contrast boundaries, and when it finds them it treats them as if they were an aliasing artifact and blends the surrounding pixels to reduce the contrast and remove the aliasing.

MLAA is not a new AA method, but it is the first time we’re seeing it on a PC video card. It’s already in use on video game consoles, where it’s a cheap way to implement AA without requiring the kind of memory bandwidth MSAA requires. In fact it’s an all-around cheap way to perform AA, as it doesn’t require too much computational time either.

For the 6800 series, AMD is implementing MLAA as the ultimate solution to anti-aliasing. Because it’s a post-processing filter, it is API-agonistic, and will work with everything. Deferred rendering? Check. Alpha textures? Done. Screwball games like Bad Company 2 that alias everywhere? Can do! And it should be fast too; AMD says it’s no worse than tier Edge Detect AA mode.

So what’s the catch? The catch is that it’s a post-processing filter; it’s not genuine anti-aliasing as we know it because it’s not operating on the scene as its being rendered. Where traditional AA uses the rendering data to determine exactly what, where, and how to anti-alias things, MLAA is effectively a best-guess at anti-aliasing the final image. Based on what we’ve seen so far we expect that it’s going to try to anti-alias things from time to time that don’t need it, and that the resulting edges won’t be quite as well blended as with MSAA/SSAA. SSAA is still going to offer the best image quality (and this is something AMD has available under DX9), while MSAA + transparency/adaptive anti-aliasing will be the next best method.

Unfortunately AMD only delivered the drivers that enable MLAA yesterday, so we haven’t had a chance to go over the quality of MLAA in-depth. As it’s a post-processing filter we can actually see exactly how it affects images (AMD provides a handy tool to do this)  so we’ll update this article shortly with our findings.

Finally, for those of you curious how this is being handled internally, this is actually being done by AMD’s drivers through a DirectCompute shader. Furthermore they’re taking heavy advantage of the Local Data Store of their SIMD design to keep adjacent pixels in memory to speed it up, with this being the biggest reason why it has such a low amount of overhead. Since it’s a Compute Shader, this also means that it should be capable of being back-ported to the 5000 series, although AMD has not committed to this yet. There doesn’t appear to be a technical reason why this isn’t possible, so ultimately it’s up to AMD and if they want to use it to drive 6800 series sales over 5000 series sales.

Seeing the Present: HDMI 1.4a, UVD3, and Display Correction What’s In a Name?
Comments Locked

197 Comments

View All Comments

  • StriderGT - Friday, October 22, 2010 - link

    I agree with you that the inclusion of the FTW card was a complete caving and casts shadows to a so far excellent reputation of anandtech. I believe the whole motivation was PR related, retaining a workable relation with nvidia, but was it worth it?!

    Look how ugly can this sort of thing get, they do not even include the test setup... Quote from techradar.com:

    We expected the 6870 to perform better than it did – especially as this is essentially being pitched as a GTX 460 killer.
    The problem is, Nvidia's price cuts have made this an impossible task, with the FTW edition of the GTX 460 rolling in at just over £170, yet competently outperforming the 6870 in every benchmark we threw at it.
    In essence, therefore, all the 6870 manages is to unseat the 5850 which given its end of life status isn't too difficult a feat. We'd still recommend buying a GTX 460 for this sort of cash. All tests ran at 1,920 x 1,080 at the highest settings, apart from AvP, which was ran at 1,680 x 1,050.

    http://www.techradar.com/reviews/pc-mac/pc-compone...
  • oldscotch - Friday, October 22, 2010 - link

    ...where a Civilization game would be used for a GPU benchmark.
  • AnnihilatorX - Friday, October 22, 2010 - link

    It's actually quite taxing on the maps. It lags on my HD4850.

    The reason is, it uses DX 11 DirectCompute features on texture decompression. The performance is noticeably better on DX11 cards.
  • JonnyDough - Friday, October 22, 2010 - link

    "Ultimately this means we’re looking at staggered pricing. NVIDIA and AMD do not have any products that are directly competing at the same price points: at every $20 you’re looking at switching between AMD and NVIDIA."

    Not when you figure in NVidia's superior drivers, or power consumption...depending on which one matters most to you.
  • Fleeb - Friday, October 22, 2010 - link

    I looked at the load power consumption charts and saw the Radeon cards are better in this department and I don't clearly understand your statement. Did you mean that the nVidia cards in these tests should be better because of superior power consumption or that their power consumption is superior in a sense that nVidia cards consume more power?
  • jonup - Friday, October 22, 2010 - link

    I think he meant the nVidia has better drivers but worse power consumption. So it all depends on what you value most. At least that's how I took it.
  • zubzer0 - Friday, October 22, 2010 - link

    Great review!

    If you have the time I would be wery happy if you test how well these boards do in Age of Conan DX10?

    Some time ago you included (feb. 2009) Age of Conan in your reviews, but since then DX10 support was added to the game. I have yet to see an official review of the current graphics cards performance in AoC DX10.

    Btw. With the addon "Rise of the godslayer" the graphics in the new Khitai zone are gorgeous!
  • konpyuuta_san - Friday, October 22, 2010 - link

    In my case (pun intended), the limiting factor is the physical size of the card. I've abandoned the ATX formats completely, going all out for mini-ITX (this one is Silverstone's sugo sg06). The king of ITX cases might still be the 460, but this is making me feel a bit sore about the 460 I'm just about to buy. Especially since the 6870 is actually only $20 more than the 6850 where I live and the 6850 is identically priced to the 460. There's just no way I can fit a 10.5 inch card into a 9 inch space. The 9 inch 6850 would fit, but there's a large radiator mounted on the front of the case, connected to a cpu water cooling block, that will interfere with the card. I've considered some crazy mods to the case, but those options just don't feel all that attractive. The GTX460 is a good quarter inch shorter and I'm getting a model with top-mounted power connectors so there's ample room for everything in this extremely packed little gaming box. I'm still kind of trying to find a way to put a 6850 in there (bangs and bucks and all that), which leads to my actual question, namely:

    The issue of rated power consumption; recommended minimum for the 460 is 450W (which I can support), but for the 6850 it's 500W (too much). How critical are those requirements? Does the 6850 really require a 500W supply? Despite having lower power consumption than the 460?! Or is that just to ensure the PSU can supply enough amps on whatever rail the card runs off? If my 450W SFF PSU can't supply the 6850, it really doesn't matter how much better or cheaper it is ....
  • joshua4000 - Friday, October 22, 2010 - link

    let me get this straigt, fermi was once too expensive to manufacture due to its huge die and stuff but its striped down versions sell for less and outpace newley released amd cards (by a wide margin when looked at the 470)

    amds cheaper to manufacture cards (5xxx) on the other hand came in overpriced once the 460 had been released (if they havent been over priced all along...), still, the price did not drop to levels nvidia could not sell products without making a loss.

    amd has optimised an already cheap product price wise, that does not outperforme the 470 or an oced 460 while at the same time selling for the same amount $.

    considering manufacturing and pricing of the 4870 in its last days, i guess amd will still be making money out of those 6xxx when dropping the price by 75% msrp.
  • NA1NSXR - Friday, October 22, 2010 - link

    Granted there have been a lot of advancements in the common feature set of today's cards and improvement in power/heat/noise, but the absolute 3D performance has been stagnant. I am surprised the competition was called alive and well in the final words section. I built my PC back in 7/2009 using a 4890 which cost $180 then. Priced according to the cards in question today, it would slot in roughly the same spot, meaning pretty much no performance improvement at all since then. Yes, I will repeat myself to ward off what is certainly coming - I know the 4890 is a pig (loud, noisy, power hungry) compared to the cards here. However, ignoring those factors 3D performance has barely budged in more than a year. Price drops on 5xxx was a massive disappointment for me. They never came in the way I thought was reasonable to expect after 4xxx. I am somewhat indifferent because in my own PC cycle I haven't been in the market for a card, but like I said before, disappointment in the general market and i wouldn't really agree with the statement that competition is alive and well, at least in any sense that is benefiting people who weight performance more heavily in criteria.

Log in

Don't have an account? Sign up now