Image Quality: Anisotropic Filtering Tweaks & Tessellation Speed

Since the launch of Evergreen AMD has continued to tweak their anisotropic filtering quality. Evergreen introduced angle-independent filtering, and with the 6000 series AMD tweaked their AF algorithm to better handle high frequency textures. With Southern Islands that trend continues with another series of tweaks.

For Southern Islands AMD has changed the kernel weights of their anisotropic filtering mechanism in order to further reduce shimmering of high frequency textures. The algorithm itself remains unchanged and as does performance, but image quality is otherwise improved. Admittedly these AF changes seem to be targeting increasingly esoteric scenarios – we haven’t seen any real game where the shimmering matches the tunnel test – but we’ll gladly take any IQ improvements we can get.

Since AMD’s latest changes are focused on reducing shimmering in motion we’ve put together a short video of the 3D Center Filter Tester running the tunnel test with the 7970, the 6970, and GTX 580. The tunnel test makes the differences between the 7970 and 6970 readily apparent, and at this point both the 7970 and GTX 580 have similarly low levels of shimmering.


Video Download, H.264 (203MB)

While we’re on the subject of image quality, had you asked me two weeks ago what I was expecting with Southern Islands I would have put good money on new anti-aliasing modes. AMD and NVIDIA have traditionally kept parity with AA modes, with both implementing DX9 SSAA with the previous generation of GPUs, and AMD catching up to NVIDIA by implementing Enhanced Quality AA (their version of NVIDIA’s CSAA) with Cayman. Between Fermi and Cayman the only stark differences are that AMD offers their global faux-AA MLAA filter, while NVIDIA has support for true transparency and super sample anti-aliasing on DX10+ games.

Thus I had expected AMD to close the gap from their end with Southern Islands by implementing DX10+ versions of Adaptive AA and SSAA, but this has not come to pass. AMD has not implemented any new AA modes compared to Cayman, and as a result AAA and SSAA continue to only available in DX9 titles. And admittedly alpha-to-coverage support does diminish the need for these modes somewhat, but one only needs to fire up our favorite testing game, Crysis, to see the advantages these modes can bring even to DX10+ games. What’s more surprising is that it was AMD that brought AA IQ back to the forefront in the first place by officially adding SSAA, so to see them not continue that trend is surprising.

As a result for the time being there will continue to be an interesting division in image quality between AMD and NVIDIA. AMD still maintains an advantage with anisotropic filtering thanks to their angle-independent algorithm, but NVIDIA will have better anti-aliasing options in DX10+ games (ed: and Minecraft). It’s an unusual status quo that apparently will be maintained for quite some time to come.

Update: AMD has sent us a response in regard to our question about DX10+ SSAA

Basically the fact that most new game engines are moving to deferred rendering schemes (which are not directly compatible with hardware MSAA) has meant that a lot of attention is now being focused on shader-based AA techniques, like MLAA, FXAA, and many others. These techniques still tend to lag MSAA in terms of quality, but they can run very fast on modern hardware, and are improving continuously through rapid iteration.  We are continuing work in this area ourselves, and we should have some exciting developments to talk about in the near future.  But for now I would just say that there is a lot more we can still do to improve AA quality and performance using the hardware we already have.

Regarding AAA & SSAA, forcing these modes on in a general way for DX10+ games is problematic from a compatibility standpoint due to new API features that were not present in DX9.  The preferred solution would be to have games implement these features natively, and we are currently investigating some new ways to encourage this going forward.

Finally, while AMD may be taking a break when it comes to anti-aliasing they’re still hard at work on tessellation. As we noted when discussing the Tahiti/GCN architecture AMD’s primitive pipeline is still part of their traditional fixed function pipeline, and just as with Cayman they have two geometry engines that can process up to two triangles per clock. On paper at least Tahiti doesn’t significantly improve AMD’s geometry performance, but as it turns out there’s a great deal you can do to improve geometry performance without throwing more geometry hardware at the task.

For Southern Islands AMD has implemented several techniques to boost the efficiency of their geometry engines. A larger parameter cache is a big part of this, but AMD has also increased vertex re-use and off-chip buffering. As such while theoretical geometry throughput is unchanged outside of the clockspeed differences between 7970 and 6970, AMD will be making better use of the capabilities of their existing geometry pipeline.

By AMD’s numbers these enhancements combined with the higher clockspeed of the 7970 versus the 6970 give it anywhere between a 1.7x and 4x improvement in tessellation performance. In our own tests the improvements aren’t quite as great, but they’re still impressive. Going by the DX11DetailTessellation sample program the 7970 has better performance than the GTX 580 at both normal and high tessellation factors (and particularly at high tessellation factors), while under Unigine Heaven – a tessellation-heavy synthetic benchmark – the 7970 leads the GTX 580 by over 20%. Or compared to the 6970 the difference is even more stark, with the 7970 leading the 6970 by about 55% in both of these benchmarks.

Of course both of these benchmarks are synthetic and real world performance can (and will) differ, but it does prove that AMD’s improvements in tessellation efficiency really do matter. Even though the GTX 580 can push up to 8 triangles/clock, it looks like AMD can achieve similar-to-better tessellation performance in many situations with their Southern Islands geometry pipeline at only 2 triangles/clock.

Though with that said, we’re still waiting to see the “killer app” for tessellation in order to see just how much tessellation is actually necessary. Current games (even BF3) are DX10 games with tessellation added as an extra instead of being a fundamental part of the rendering pipeline. There are a wide range of games from BF3 to HAWX 2 using tessellation to greatly different degrees and none of them really answer the question of how much tessellation is actually necessary. Both AMD and NVIDIA have made tessellation performance a big part of their marketing pushes, so there’s a serious question over whether games will be able to utilize that much geometry performance, or if AMD and NVIDIA are in another synthetic numbers war.

Managing Idle Power: Introducing ZeroCore Power Drivers & ISV Relations
Comments Locked

292 Comments

View All Comments

  • Zingam - Thursday, December 22, 2011 - link

    And at the time when it is available in D3D. AMD's implementation won't be compatible... :D That's sounds familiar. So will have to wait for another generation to get the things right.
  • Ryan Smith - Thursday, December 22, 2011 - link

    As for your question about FP64, it's worth noting that of the FP64 rates AMD listed for GCN, "0" was not explicitly an option. It's quite possible that anything using GCN will have at a minimum 1/16th FP64.
  • Sind - Thursday, December 22, 2011 - link

    Excellent review thanks Ryan. Looking forward to see what the 7950 performance and pricing will end up. Also to see what nv has up their sleeves. Although I can't shake the feeling amd is holding back.
  • chizow - Thursday, December 22, 2011 - link

    Another great article, I really enjoyed all the state-of-the-industry commentary more than the actual benchmarks and performance numbers.

    One thing I may have missed was any coverage at all of GCN. Usually you guys have all those block diagrams and arrows explaining the changes in architecture. I know you or Anand did a write-up on GCN awhile ago, but I may have missed the link to it in this article. Or maybe put a quick recap in there with a link to the full write-up.

    But with GCN, I guess we can close the book on AMD's past Vec5/VLIW4 archs as compute failures? For years ATI/AMD and their supporters have insisted it was the better compute architecture, and now we're on the 3rd major arch change since unified shaders, while Nvidia has remained remarkably consistent with their simple SP approach. I think the most striking aspect of this consistency is that you can run any CUDA or GPU accelerated apps on GPUs as old as G80, while you even noted you can't even run some of the most popular compute apps on 7970 because of arch-specific customizations.

    I also really enjoyed the ISV and driver/support commentary. It sounds like AMD is finally serious about "getting in the game" or whatever they're branding it nowadays, but I have seen them ramp up their efforts with their logo program. I think one important thing for them to focus on is to get into more *quality* games rather than just focusing on getting their logo program into more games. Still, as long as both Nvidia and AMD are working to further the compatibility of their cards without pushing too many vendor-specific features, I think that's a win overall for gamers.

    A few other minor things:

    1) I believe Nvidia will soon be countering MLAA with a driver-enabled version of their FXAA. While FXAA is available to both AMD and Nvidia if implemented in-game, providing it driver-side will be a pretty big win for Nvidia given how much better performance and quality it offers over AMD's MLAA.

    2) When referring to active DP adapter, shouldn't it be DL-DVI? In your blurb it said SL-DVI. Its interesting they went this route with the outputs, but providing the active adapter was definitely a smart move. Also, is there any reason GPU mfgs don't just add additional TMDS transmitters to overcome the 4x limitation? Or is it just a cost issue?

    3) The HDMI discussion is a bit fuzzy. HDMI 1.4b specs were just finalized, but haven't been released. Any idea whether or not SI or Kepler will support 1.4b? Biggest concern here is for 120Hz 1080p 3D support.

    Again, thoroughly enjoyed reading the article, great job as usual!
  • Ryan Smith - Thursday, December 22, 2011 - link

    Thanks for the kind words.

    Quick answers:

    2) No, it's an active SL-DVI adapter. DL-DVI adapters exist, but are much more expensive and more cumbersome to use because they require an additional power source (usually USB).

    As for why you don't see video cards that support more than 2 TMDS-type displays, it's both an engineering and a cost issue. On the engineering side each TMDS source (and thus each supported TMDS display) requires its own clock generator, whereas DisplayPort only requires 1 common clock generator. On the cost side those clock generators cost money to implement, but using TMDS also requires paying royalties to Silicon Image. The royalty is on the order of cents, but AMD and NVIDIA would still rather not pay it.

    3) SI will support 1080P 120Hz frame packed S3D.
  • ericore - Thursday, December 22, 2011 - link

    Core Next: It appears AMD is playing catchup to Nvidia's Cuda, but to an extent that halves the potential performance metrics; I see no other reason why they could not have achieved at varying 25-50% improvement in FPS. That is going to cost them, not just for marginally better performance 5-25%, but they are price matching GTX 580 which means less sales though I suppose people who buy 500$ + GPUs buy them no matter what. Though in this case, they may wait to see what Nvidia has to offer.

    Other New AMD GPUs: Will be releasing in February and April are based on the current architecture, but with two critical differences; smaller node + low power based silicon VS the norm performance based silicon. We will see very similar performance metrics, but the table completely flips around: we will see them, cheaper, much more power efficient and therefore very quiet GPUs; I am excited though I would hate to buy this and see Nvidia deliver where AMD failed.

    Thanks Anand, always a pleasure reading your articles.
  • Angrybird - Thursday, December 22, 2011 - link

    any hint on 7950? this card should go head to head with gtx580 when it release. good job for AMD, great review for Ryan!
  • ericore - Thursday, December 22, 2011 - link

    I should add with over 4 billion transistors, they've added more than 35% more transistors but only squeeze 5-25% improvement; unacceptable. That is a complete fail in that context relative to advancement in gaming. Too much catchup with Nvidia.
  • Finally - Thursday, December 22, 2011 - link

    ...that saying? It goes like this:
    If you don't show up for a race, you lose by default.
    Your favourite company lost, so their fanboys may become green of envydia :)

    Besides that - I'd never shell out more than 150€ for a petty GPU, so neither company's product would have appealed to me...
  • piroroadkill - Thursday, December 22, 2011 - link

    Wait, catchup? In my eyes, they were already winning. 6950 with dual BIOS, unlock it to 6970.. unbelievable value.. profit??

    Already has a larger framebuffer than the GTX580, so...

Log in

Don't have an account? Sign up now