Final Words

Making useful sense of all this information is tricky at best.

There is no real-time 3D engine or hardware in existence that does everything the “right way” to all things visible all the time. In order to affect real-time 3D rendering, trade-offs must be made. Only when these trade-offs become highly perceptible are they a problem.

It is the GPU makers' responsibility to implement optimizations in ways that don't negatively impact the image quality of a scene, but there really isn't a way to quantitatively make a decision about any given optimization. That which is acceptable to one person may not be acceptable to another, and it is a tough call to make.

One stop gap is the end user community's perspective on the issues. If it is decided that a particular optimization shouldn't be done by the people who own (or potentially own) a particular card, it is in the GPU makers' best interest to make some changes.

It is in game developers' best interest to work with GPU makers to keep image quality top notch for their game's sake. In fact, rather than concentrating on getting raw frame rate to the end user, IHVs should focus on getting powerful and easy-to-use features to the developer community. So far, ATI has a leg up on ease of use (developers have said that programming has gone quickly and smoothly with ATI cards with NVIDIA code paths taking longer to tweak), while NVIDIA's hardware offers more flexibility (NVIDIA allows much longer shader programs than ATI and offers functionality above the minimum of current APIs). At this point, ATI is in a better position because it doesn't matter if NVIDIA offers more functionality, if the only code that can take advantage of it runs incredibly slow after taking a very long time to develop. Hopefully, we will see more flexibility from ATI and fewer nuances in how programs need to be written from NVIDIA in next year's hardware.

At this point, ATI uses a more visually appealing algorithm for antialiasing, while NVIDIA does a better job calculating texture LOD and does more alpha blending. The question we are asking now is whether or not these optimizations degrade image quality in any real way. We feel that NVIDIA needs to refine its antialiasing algorithms, and ATI needs to do a better job of rendering alpha effects. We are still looking into the real world effects of the distance calculations that ATI uses in determining LOD, but the problem definitely manifests itself in a more subtle way than the other two issues that we have raised.

The decision on what is acceptable is out of our hands, and we can't really declare a clear winner in the area of image quality. We can say that it appears from the tests we've done that, generally, NVIDIA hardware does more work than ATI. Honestly, it is up to the reader to determine what aspects of image quality are important, and how much of what we covered is relevant.

We really don't have a good way to compare pixel shader rendering quality yet. The possible issues with different shader implementations have yet to be seen in a game, and we hope they never will. It is a developer's responsibility to create a game that gives a consistent experience across the two most popular GPUs on the market, and both ATI and NVIDIA have the ability to produce very high quality shader effects. Each architecture has different limitations that require care when programming, and we will still have to wait and see whether or not there will be image quality differences when more DX9 games hit the shelves.

For now, we are committed to bringing to light as much information as possible about image quality and optimizations in graphics hardware. Armed with this information, individuals will be able to come to their own conclusions about which optimizations go too far and which serve their intended purpose. We hope that all the details that we have brought to light have served their purpose in helping our readers to make informed decisions about graphics hardware.

X2: The Threat
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  • retrospooty - Thursday, December 11, 2003 - link

    I have been visiting Anandtech for well over 4 years , and I have often exclaimed how thorough, fair, and unbiased this site is to others...

    This is the first article I have ever read here that I think is complete poop. I cannot beleive that in any fair IQ test Nvidia came anywhere close to ATI. Either the author is not being honest, or is color blind. Anyone with eyeballls can compare the two and see that ATI is much sharper, and vibrant especially with AA... Nvidia is WAY blurry.

    I am very VERY dissapointed in this. :(
  • TheGoldenMenkey - Thursday, December 11, 2003 - link

    Excellent article. I would much rather be taught why things are different than be showed some differences in rendering and then have someone declare which one is cheating. Thanks for teaching us enough to let us come to our own conclusions. Keep up the good work AT.
  • tazdevl - Thursday, December 11, 2003 - link

    Better look @ that... then we might have something to discuss

    http://www.anandtech.com/video/showdoc.html?i=1931...
  • dvinnen - Thursday, December 11, 2003 - link

    Artical seemed fair and unbias to me. Your AA and AF question is odvious. Look at the URL of the png file. It clearly states what is on.

    It seems they have cleaned up there DX9 proformance, but they still treat synthitic benchmarks badly. Most recintly the 3DMark03 patch a month ago and how they handeled the media (PR on one side of the pond said one thing, on the other saide, they said another)
  • tazdevl - Thursday, December 11, 2003 - link

    So Derek to you own stock in nVIDIA? Did Brian Burke write this for you?

    Were AA and Aniso used in all tests or a few? Which ones? What modes are we comparing against which benchmarks?

    Ever thought that BOTH nVIDIA and ATI can fix the outstanding instead of just nVIDIA?

    I swear, every since Anand got caught up in the whole NV30 fiasco, the site's credibility is worth absolutely squat when it comes to nVIDIA.

    I'm not saying ATI is without faults, but let's try to appear unbiased at a minimum in the article.

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