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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  • GenSozo - Thursday, December 22, 2011 - link

    Style? Another possibility is that he has no life, a heavily worn F5 key, and lots of angst.
  • Blaster1618 - Monday, December 26, 2011 - link

    One request when diving into acronyms (from the “quick refresher”), first one is followed by (definition in parenthesis) or hyperlink. Your site does the best on the web at delving into and explaining the technical evolution of computing. You maybe even able to tech the trolls and shills a thing or to they can regurgitate at there post X-mas break circle jerk. Never underestimate the importance or reach of your work.
  • lordken - Friday, January 6, 2017 - link

    mmh quite far from disappointing, still running on 7950 as of today [5 years later] :)
  • Concillian - Thursday, December 22, 2011 - link

    Page 1
    Power Consumption Comparison: Columns: AMD / Price / NVIDIA

    Presumably mislabeled.
  • Anand Lal Shimpi - Thursday, December 22, 2011 - link

    Fixed, thank you!

    Take care,
    Anand
  • Penti - Thursday, December 22, 2011 - link

    Will the new video decode engine either add software accelerated gpu or fixed function hardware WebM/VP8 video decode? ARM SoC's basically already has those capabilities with rock-chip including hw-decoding, TI OMAP IVA3 DSP-video processor supporting VP8/WebM, Broadcom supporting it in their video processor and others to come. Would be odd to be able to do smooth troublefree 1080p WebM on a phone or tablet, but not a desktop and laptop computer without taxing the cpu and buses like crazy. It's already there hardware-wise in popular devices to do if they add software/driver support for it.

    Nice to see a new generation card any how.
  • Ryan Smith - Thursday, December 22, 2011 - link

    It's UVD3, the same decoder that was on Cayman. So if Cayman can't do it, Tahiti can't either.
  • MadMan007 - Thursday, December 22, 2011 - link

    Pretty sure the chart on the first page should be labeled Price Comparison not Power Consumption Comparison.

    Unless perhaps this was a sly way of saying money is power :)
  • descendency - Thursday, December 22, 2011 - link

    You list the HD 6870 as 240 on the first page ("AMD GPU Specification Comparison" chart) but then list it as around 160 in the "Winter 2011 GPU Pricing Comparison" chart. 80 dollars is quite a difference.
  • Anand Lal Shimpi - Thursday, December 22, 2011 - link

    Fixed, sorry those were older numbers.

    Take care,
    Anand

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