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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  • ChanningM - Wednesday, October 5, 2005 - link

    Where is the AA info and AF info on each test?

    You list 4x AA for the High End cards at 1600x1200. What about other levels of AA, and various levels of AF?

    What about other resolutions? and varying levels of AA and AF at different resolutions and how they compare image quality wise? Okay, so the X1600XT loses at 1280x960 with no aa or af. What about at 1028x764 with AA and AF on? And how does that compare image wise?

    Where is the discussion of the results? You just throw out graphs at me, and don't do a real disucssion of them.

    In otherwords, where is the rest of the review?
  • Peldor - Wednesday, October 5, 2005 - link

    At this point, a fairly weak review from Anandtech, especially compared to the 7800GTX review when it appeared. Hot Hardware and Tech Report have a bit better coverage IMO.

    Looking at other reviews around the web, my conclusion is the X1800 cards are viable competitors in performance to the 7800 cards, but the street prices will have to come down near the 7800 cards to be a good value.

    The X1600 cards look dead in the water when the 6600GT is under $150 and available in AGP and PCIe, while the 6800GT is far beyond it in the ~$250 segment.

    The X1300 cards will only survive in the ~$100 and under market.

    ATI is going to need that R580 sooner rather than later.
  • ChanningM - Wednesday, October 5, 2005 - link

    The format of the hardocp articles has grown on me, especially after reading there review + the anandtech + another.

    There are all kinds of AA and AF options for a reason. They look different. How do the affect peformance though? What works best?

    That obviously varies by game, card and resolution. But anandtech and others just don't do the comparisons and I think that makes it difficult to compare. Especially when image quality differences between nvidia and ATI come into play with there various settings.
  • DerekWilson - Wednesday, October 5, 2005 - link

    We will have tables of all the data with all the numbers we ran across all the resolutions with 4xAA and 8xAF up shortly.

    Quite a bit of data was collected and it has taken some time to organize. You are absolutely right to want more, and we are working on getting it out the door as soon as possible.

    Thanks,
    Derek Wilson
  • jeffrey - Wednesday, October 5, 2005 - link

    Derek,

    You really need to evaluate your situation at this website. You are listed as "author" of the "NVIDIA's GeForce 7800 GTX Hits The Ground Running" and "ATI's Late Response to G70 - Radeon X1800, X1600 and X1300" articles. Both of these articles are not up to Anandtech standards and have prompted numerous posts for readers to visit other websites.

    I am a long-time reader of the site and am only posting this because I don't want to go anywhere else. I just don't believe that your articles have been up to snuff. The posts for proofreading, wrong labels, incomplete data, etc keep appearing and back up my opinion.

    If Anand did not finish your mentoring, please let him know. I know that you put a lot of time and effort into this site, but the two biggest articles of the year for GPU's have left me shaking my head in dissapointment. Please work more with Anand, or do your own homework and read some of his old reviews. If you need another person, or co-author to help you ...please swallow your pride and ask for it.

    Respectfully,
    Jeffrey
  • drifter106 - Thursday, October 6, 2005 - link

    What credentials do you have to make such an accusation? What indicators do you use to support such a statement? On the contrary, considering the time frame and the rush to provide us with information it is obvious for the coherent, that he has done a good job. Glad to see information provided that will futher support my next video card selection.
  • erinlegault - Thursday, October 6, 2005 - link

    That is exactly the point! He shouldn't be rushing. The Techreport and Xbit Labs and many others offer much more informative reviews.

    Do you want my credentials? It shouldn't matter a report is a report is a report. You don't have to have a PhD or be a CEO to have an opinion. Any person with a University or College degree knows how to write a report that is complete and accurate.

    The fact of the matter is Anand's graphics reviews have been not up to par. Period.
  • Tamale - Saturday, October 8, 2005 - link

    lol.. the 'fact' is that this 'opinion' isn't up to 'my standards'

    sounds like a real fact, folks.. this guy is serios business
  • Madellga - Wednesday, October 5, 2005 - link

    http://www.overclockers.co.uk/acatalog/X1800_Serie...">http://www.overclockers.co.uk/acatalog/X1800_Serie...
  • AdamK47 3DS - Wednesday, October 5, 2005 - link

    I absolutly hate obvious marketing fluff!

    "16 ultra efficient extreme pipelines"

    Those pipelines are about as extreme as a peanut butter and jelly sandwich is extreme. Try harder next time Ati!

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