Adaptive AA

Antialiasing is becoming more and more important as graphics cards get faster. With the 7800 GTX (and the X1800 XT when it comes along), there are very few monitors that can really stress the fill rate potential of these cards. Not everyone has 30" Apple Cinema Displays, and even at resolutions of 1600x1200 we see CPU limitedness start to become a factor. With many 1600x1200 flat panels out there on the market, this "monitor limitedness" will only get worse and worse as graphics cards continue to improve at a significantly faster rate than display technology. Quality enhancing features will get more and more attention in the meantime, and more power can be spent on enhancing a game rather than just rendering it. Thus more focus has recently been put into antialiasing algorithms.

Multisample AA (MSAA) has been the predominant method of antialiasing for quite a few years now, but it is not perfect. MSAA only works around polygon edges by smoothing lines when the area covered by one pixel falls over multiple triangles. SSAA oversamples everything at every pixel and is traditionally implemented by rendering a scene at a larger resolution and then down-sampling the image to fit the display. Lots of power is wasted with SSAA in areas that are covered by the same color, so MSAA wins out in performance while sacrificing a bit of quality.

One of the major down sides of MSAA is its inability to antialias the interior of polygons mapped with a texture that includes transparency. Things like wires, fences, and foliage are often rendered with huge triangles and transparent texture maps. Since MSAA only works on polygon edges, the areas between transparent and opaque parts inside these large polygons can look very jagged. The only way to combat this is to take multiple texture samples per pixel within the same polygon. This can be done by performing multiple texture lookups per pixel rather than simply rendering the scene at a huge resolution.

ATI is including a feature called Adaptive Antialiasing in the Catalyst release that comes along with the X1000 series. Adaptive AA is functionally similar to NVIDIA's Transparency AA. Rather than just doing multi-sample (MSAA), ATI is able to adaptively take multiple texture samples per pixel in areas that would benefit from including additional texture samples (essentially resulting in a combination of MSAA and SSAA where needed). Depending on where ATI determines it is necessary to perform multiple texture samples, poorly designed or easily aliased textures can benefit in addition to those that include transparency.

Unlike NVIDIA's Transparency AA, ATI's Adaptive AA will be available to all ATI hardware owners. How's that for value-add! This could be a very nice thing for X800/X850 series owners stuck with 1280x1024 panels. Apparently ATI has been tweaking this technology for a few years now, but held off on its introduction until this launch. The use of this feature on most older hardware won't be widespread as performance will degrade too much. In these cases, increasing resolution is almost always more effective than increasing AA quality. Here's a look at the Adaptive AA as compared to Transparency AA:

NVIDIA 7800 GTX 4xAA

NVIDIA 7800 GTX 4xAA

Mouse over to cycle images

ATI has also improved their hardware to the point where they can support MSAA on multiple render target (MRT) and fp16 render targets. No other hardware out now can perform MSAA in games that use these techniques. ATI is touting AA on fp16 targets as the ability to perform AA on HDR enabled games. While it is true that having front to back input and output textures and render targets composed of fp16 information is a very high quality way of doing HDR, it is also very memory bandwidth intensive and requires a lot of GPU horsepower (especially since there are no texture compression techniques that work on fp16 textures). Certainly support for MSAA on floating point and MRT output is a welcome addition to the feature set, but we don't currently have a good way to test the performance or quality of this feature as there aren't any good applications around to test them.

Continuing down the path to high quality AA, ATI has improved the sub-pixel accuracy of their antialiasing hardware. Rather than being limited to selecting samples on an 8x8 grid, ATI is now able to work with select samples from a 16x16 grid. Moving up from 64 to 256 potential sub-pixels per pixel, ATI has improved the accuracy of their AA algorithm. This accuracy improvement may not be directly noticeable, but this enhancement will also improve the quality of dense AA methods like CrossFire's SuperAA technology. Workstation users will also benefit as this will likely translate to improved point and line antialiasing quality.

The one thing I would ask for from ATI is the ability to turn off "gamma-correct" AA. Such methods only shift inaccuracies between overly dark and overly bright pixels. Consistent results would only be possible if all displays were the same. Since they are not, it's really a six of one half-dozen of the other choice. Putting the decision in the user's hands as to what looks better is always our favored suggestion.

As if all of these enhancements weren't enough to top off ATI's already industry leading antialiasing (NVIDIA's grid aligned sample patterns just can't touch ATI's fully programmable sample patterns in quality), ATI has also vastly improved antialiasing performance with the X1000 generation of hardware. Neither NVIDIA nor previous generation ATI hardware can match the minimal performance hit the X1000 series incurs when enabling standard AA. The performance we see is likely due to a combination of the improvements made to the AA hardware itself along side enhancements to the memory architecture that allow for higher bandwidth and the prioritization of data moving on the ring bus.
High Quality AF Test Setup and Power Performance
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  • GoatMonkey - Wednesday, October 5, 2005 - link

    What?!?! But it's **EXTREME**
  • kilkennycat - Wednesday, October 5, 2005 - link

    ...there is an old saying. "Wait to see the whites of their eyes before shooting". Pre-orders mean nothing and delivery dates can change. Never ever order from a vendor that has a pre-order queue, unless you really don't care when you get the item. Who knows where you are in this queue? Few, if any of such vendors ever give you this information - for the obvious reason that thery don't want to risk losing the order. The first shipment might be 5 pieces and you are 20th on the list. Order product from vendors like Newegg or ZipZoomFly that sell only from available stock, but also have immediate auto e-mail notification when a sold-out item is back in stock... first come, first serve then of course, but at least the customer is never ever 'left hung out to dry'.

    I personally view vendors with pre-order queues as somewhat sleazy, but maybe my view is extreme. A pre-order queue is entirely to the benefit of the vendor and not the customer.
  • southpawuni - Wednesday, October 5, 2005 - link

    Bad results from ATI.

    Look at the midrange.. I'm guessing most people around here buy that hardware (6800GT/7800GT)..

    disappointing day for ATI.
    Since the NV cards have been out, and are priced right.. I dont see much hope for ATI now.
  • bob661 - Wednesday, October 5, 2005 - link

    I was expecting the new ATI cards to be a bit more competitive especially given that they'll be more expensive. Wow, what a shocker! The X1600 isn't even worth buying at less than or equal to 6600GT performance at 6800GT prices. What a bargain!!!
  • segagenesis - Wednesday, October 5, 2005 - link

    They are simply arriving late to the game. I curious see how anyone will really want the X1800 XL over the 7800 GT, consideing the price.

    And why no show all the cards on each graph? Why is the 7800 GT missing on the Day of Defeat graph? Are we not trying to compare cards?
  • Questar - Wednesday, October 5, 2005 - link

    Simple - Image quality.

    It's been reported just about everywhere else that Nvidia lowered the image quality on the 7800 to gain speed. The image quality comparison in this review proves it.
  • Questar - Wednesday, October 5, 2005 - link

    Heh, modded down by the Nvidia fanboys already!

    How about this guys, enable HDR and AA in any game you would like on a 7800. Oops, can't do it!

    Open your eyes and look at the AF charts in this review. ATI has better AF, period.
  • segagenesis - Wednesday, October 5, 2005 - link

    They looked like crap to me honestly. And where are you getting this crap about no AA/HDR on nVidia cards? Are you trying to troll? No wonder you got modded down.
  • Questar - Wednesday, October 5, 2005 - link

    It's not crap. A 7800 can't do HDR and AA at the same time. Read the HOCP review where they explain this.
  • JarredWalton - Wednesday, October 5, 2005 - link

    It was mentioned in this article as well. However, HDR already kills performance, and HDR + AA is going to be unplayable on anything short of Crossfired X1800 XT cards. Then again, HDR at 1600x1200 really isn't dying for 4xAA support, and I think many people looking at HDR are running very high-end displays and GPUs.

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