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

  • B3an - Thursday, December 22, 2011 - link

    Anyone with half a brain should have worked out that being as this was going to be AMD's Fermi that it would not of had a massive increase for gaming, simply because many of those extra transistors are there for computing purposes. NOT for gaming. Just as with Fermi.

    The performance of this card is pretty much exactly as i expected.
  • Peichen - Friday, December 23, 2011 - link

    AMD has been saying for ages that GPU computing is useless and CPU is the only way to go. I guess they just have a better PR department than Nvidia.

    BTW, before suggesting I have suffered brain trauma, remember that Nvidia delivered on Fermi 2 and GK100 will be twice as powerful as GF110
  • CeriseCogburn - Thursday, March 8, 2012 - link

    Well it was nice to see the amd fans with half a heart admit amd has accomplished something huge by abandoned gaming, as they couldn't get enough of screaming it against nvidia... even as the 580 smoked up the top line stretch so many times...
    It's so entertaining...
  • CeriseCogburn - Thursday, March 8, 2012 - link

    AMD is the dumb company. Their dumb gpu shaders. Their x86 copying of intel. Now after a few years they've done enough stealing and corporate espionage to "clone" Nvidia architecture and come out with this 7k compute.
    If they're lucky Nvidia will continue doing all software groundbreaking and carry the massive load by a factor of ten or forty to one working with game developers, porting open gl and open cl to workable programs and as amd fans have demanded giving them PhysX ported out to open source "for free", at which point it will suddenly be something no gamer should live without.
    "Years behind" is the real story that should be told about amd and it's graphics - and it's cpu's as well.
    Instead we are fed worthless half truths and lies... a "tesselator" in the HD2900 (while pathetic dx11 perf is still the amd norm)... the ddr5 "groundbreaker" ( never mentioned was the sorry bit width that made cheap 128 and 256 the reason for ddr5 needs)...
    Etc.
    When you don't see the promised improvement, the radeonites see a red rocket shooting to the outer depths of the galaxy and beyond...
    Just get ready to pay some more taxes for the amd bailout coming.
  • durinbug - Thursday, December 22, 2011 - link

    I was intrigued by the comment about driver command lists, somehow I missed all of that when it happened. I went searching and finally found this forum post from Ryan:
    http://forums.anandtech.com/showpost.php?p=3152067...

    It would be nice to link to that from the mention of DCL for those of us not familiar with it...
  • digitalzombie - Thursday, December 22, 2011 - link

    I know I'm a minority, but I use Linux to crunch data and GPU would help a lot...

    I was wondering if you guys can try to use these cards on Debian/Ubuntu or Fedora? And maybe report if 3d acceleration actually works? My current amd card have bad driver for Linux, shearing and glitches, which sucks when I try to number crunch and map stuff out graphically in 3d. Hell I try compiling the driver's source code and it doesn't work.

    Thank you!
  • WaltC - Thursday, December 22, 2011 - link

    Somebody pinch me and tell me I didn't just read a review of a brand-new, high-end ATi card that apparently *forgot* Eyefinity is a feature the stock nVidia 580--the card the author singles out for direct comparison with the 7970--doesn't offer in any form. Please tell me it's my eyesight that is failing, because I missed the benchmark bar charts detailing the performance of the Eyefinity 6-monitor support in the 7970 (but I do recall seeing esoteric bar-chart benchmarks for *PCIe 3.0* performance comparisons, however. I tend to think that multi-monitor support, or the lack of it, is far more an important distinction than PCIe 3.0 support benchmarks at present.)

    Oh, wait--nVidia's stock 580 doesn't do nVidia's "NV Surround triple display" and so there was no point in mentioning that "trivial fact" anywhere in the article? Why compare two cards so closely but fail to mention a major feature one of them supports that the other doesn't? Eh? Is it the author's opinion that multi-monitor gaming is not worth having on either gpu platform? If so, it would be nice to know that by way of the author's admission. Personally, I think that knowing whether a product will support multi monitors and *playable* resolutions up to 5760x1200 ROOB is *somewhat* important in a product review. (sarcasm/massive understatement)

    Aside from that glaring oversight, I thought this review was just fair, honestly--and if the author had been less interested in apologizing for nVidia--we might even have seen a better one. Reading his hastily written apologies was kind of funny and amusing, though. But leaving out Eyefinity performance comparisons by pretending the feature isn't relative to the 7970, or that it isn't a feature worth commenting on relative to nVidia's stock 580? Very odd. The author also states: "The purpose of MST hubs was so that users could use several monitors with a regular Radeon card, rather than needing an exotic all-DisplayPort “Eyefinity edition” card as they need now," as if this is an industry-standard component that only ATi customers are "asking for," when it sure seems like nVidia customers could benefit from MST even more at present.

    I seem to recall reading the following statement more than once in this review but please pardon me if it was only stated once: "... but it’s NVIDIA that makes all the money." Sorry but even a dunce can see that nVidia doesn't now and never has "made all the money." Heh...;) If nVidia "made all the money," and AMD hadn't made any money at all (which would have to be the case if nVidia "made all the money") then we wouldn't see a 7970 at all, would we? It's possible, and likely, that the author meant "nVidia made more money," which is an independent declaration I'm not inclined to check, either way. But it's for certain that in saying "nVidia made all the money" the author was--obviously--wrong.

    The 7970 is all the more impressive considering how much longer nVidia's had to shape up and polish its 580-ish driver sets. But I gather that simple observation was also too far fetched for the author to have seriously considered as pertinent. The 7970 is impressive, AFAIC, but this review is somewhat disappointing. Looks like it was thrown together in a big hurry.
  • Finally - Friday, December 23, 2011 - link

    On AT you have to compensate for their over-steering while reading.
  • Death666Angel - Thursday, December 22, 2011 - link

    "Intel implemented Quick Sync as a CPU company, but does that mean hardware H.264 encoders are a CPU feature?" << Why is that even a question. I cannot use the feature unless I am using the iGPU or use the dGPU with Lucid Virtu. As such, it is not a feature of the CPU in my book.
  • Roald - Thursday, December 22, 2011 - link

    I don't agree with the conclusion. I think it's much more of a perspective thing. Comming from the 6970 to the 7970 it's not a great win in the gaming deparment. However the same can be said from the change from 4870 to 5870 to 6970. The only real benefit the 5870 had over the 4870 was DX11 support, which didn't mean so much for the games at the time.

    Now there is a new architechture that not only manages to increase FPS in current games, it also has growing potential and manages to excell in the compute field aswell at the same time.

    The conclusion made in the Crysis warhead part of this review should therefore also have been highlighted as finals words.

    Meanwhile it’s interesting to note just how much progress we’ve made since the DX10 generation though; at 1920 the 7970 is 130% faster than the GTX 285 and 170% faster than the Radeon HD 4870. Existing users who skip a generation are a huge market for AMD and NVIDIA, and with this kind of performance they’re in a good position to finally convince those users to make the jump to DX11.

Log in

Don't have an account? Sign up now