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
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  • Zingam - Thursday, December 22, 2011 - link

    I think this card is a kinda fail. Well, maybe it is a driver issue and they'll up the performance 20-25% in the future but it is still not fast enough for such huge jump - 2 nodes down!!!
    It smell like a graphics Bulldozer for AMD. Good ideas on paper but in practice something doesn't work quite right. Raw performance is all that counts (of course raw performance/$).
    If NVIDIA does better than usual this time. AMD might be in trouble. Well, will wait and see.
    Hopefully they'll be able to release improved CPUs and GPUs soon because this generation does not seem to be very impressive.

    I've expected at least triple performance over the previous generation. Maybe the drivers are not that well optimized yet. After all it is a huge architecture change.

    I don't really care that much about that GPU generation but I'm worried that they won't be able to put something impressively new in the next generation of consoles. I really hope that we are not stuck with obsolete CPU/GPU combination for the next 7-8 years again.

    Anyway: massively parallel computing sounds tasty!
  • B3an - Thursday, December 22, 2011 - link

    You dont seem to understand that all them extra transistors are mostly there for computing. Thats mostly what this was designed for. Not specifically for gaming performance. Computing is where this card will offer massive increases over the previous AMD generation.
    Look at Nvidia's Fermi, that had way more transistors than the previous generation but wasn't that much faster than AMD's cards at the time. Because again all the extra transistors were mainly for computing.

    And come on LOL, expecting over triple the performance?? That has never happened once with any GPU release.
  • SlyNine - Friday, December 23, 2011 - link

    The 9700pro was up to 4x faster then the 4600 in certian situations. So yes it has happened.
  • tzhu07 - Thursday, December 22, 2011 - link

    LOL, triple the performance?

    Do you also have a standard of dating only Victoria's Secret models?
  • eanazag - Thursday, December 22, 2011 - link

    I have a 3870 which I got in early 2007. It still does well for the main games I play: Dawn of War 2 and Starcraft 2 (25 fps has been fine for me here with settings mostly maxed). I have eyeing a new card. I like the power usage and thermals here. I am not spending $500+ though. I am thinking they are using that price to compensate for the mediocre yields they getting on 28nm, but either way the numbers look justified. I will be look for the best card between $150-$250, maybe $300. I am counting on this cards price coming down, but I doubt it will hit under $400-350 next year.

    No matter what this looks like a successful soft launch of a video card. For me, anything smokes what I have in performance but not so much on power usage. I'd really not mind the extra noise as the heat is better than my 3870.

    I'm in the single card strategy camp.

    Monitor is a single 42" 1920x1200 60 Hz.
    Intel Core i5 760 at stock clocks. My first Intel since the P3 days.

    Great article.
  • Death666Angel - Thursday, December 22, 2011 - link

    Can someone explain the different heights in the die-size comparison picture? Does that reflect processing-changes? I'm lost. :D Otherwise, good review. I don't see the HD7970 in Bench, am I blind or is it just missing.
  • Ryan Smith - Thursday, December 22, 2011 - link

    The Y axis is the die size. The higher a GPU the bigger it is (relative to the other GPUs from that company).
  • Death666Angel - Friday, December 23, 2011 - link

    Thanks! I thought the actual sizes were the sizes and the y-axis meant something else. Makes sense though how you did it! :-)
  • MonkeyPaw - Thursday, December 22, 2011 - link

    As a former owner of the 3870, mine had the short-lived GDDR4. That old card has a place in my nerd heart, as it played Bioshock wonderfully.
  • Peichen - Thursday, December 22, 2011 - link

    The improvement is simply not as impressive as I was led to believed. Rumor has it that a single 7970 would have the power of a 6990. In fact, if you crunch the numbers, it would be at least 50% faster than 6970 which should put it close to 6990. (63.25% increase in transistors, 40.37% in TFLOP and 50% increase in memory bandwidth.)

    What we got is a Fermi 1st gen with the price to match. Remember, this is not a half-node improvement in manufacturing process, it is a full-node and we waited two years for this.

    In any case, I am just ranting because I am waiting for something to replace my current card before GTA 5 came out. Nvidia's GK104 in Q1 2012 should be interesting. Rumored to be slightly faster than GTX 580 (slower than 7970) but much cheaper. We'll see.

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