Texture Filtering Image Quality

Texture filtering is always a hot topic when a new GPU is introduced. For the past few years, every new architecture has had a new take on where and how to optimize texture filtering. The community is also very polarized and people can get really fired up about how this company or that is performing an optimization that degrades the user's experience.

The problem is that all 3D graphics is an optimization problem. If GPUs were built to render every detail of every of every scene without any optimization, rather than frames per second, we would be looking at seconds per frame. Despite this, looking at the highest quality texture filtering available is a great place from which to start working our way down to what most people will use.

The good news is that G80 completely eliminates angle dependent anisotropic filtering. Finally we have a return to GeForce FX quality anisotropic filtering. When stacked up against R580 High Quality AF with no optimizations enabled on either side (High Quality mode for NVIDIA, Catalyst AI Disabled for ATI), G80 definitely shines. We can see at 8xAF (left) under NVIDIA's new architecture is able to more accurately filter textures based on distance from and angle to the viewer. On the right, we see ATI's angle independent 16xAF degrade in quality to a point where different texture stages start bleeding into one another in undesirable ways.



ATI G80

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Oddly enough, ATI's 16xAF is more likely to cause shimmering with the High Quality AF box checked than without. Even when looking at an object like a flat floor, we can see the issue pop up in the D3DAFTester. NVIDIA has been battling shimmering issues due to some of their optimizations over the past year or so, but these issues could be avoided through driver settings. There isn't really a way to "fix" ATI's 16x high quality AF issue.



ATI Normal Quality AF ATI High Quality AF

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But, we would rather have angle independent AF than not, so for the rest of this review, we will enable High Quality AF on ATI hardware. This will give us a more fair comparison to G80, even if we still aren't really looking at two bowls of apples. G70 is not able to enable angle independent AF, so we'll be stuck with the rose pattern we've been so familiar with over the past few years.

There is still the question of how much impact optimization has on texture filtering. With G70, disabling optimizations resulted in more trilinear filtering being done, and thus a potential performance decrease. The visual result is minimal in most cases, as trilinear filtering is only really necessary to blur the transition between mipmap levels on a surface.



G70 Normal Quality AF G70 High Quality AF

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On G80, we see a similar effect when comparing default quality to high quality. Of course, with angle independent anisotropic, we will have to worry less about shimmering period, so optimizations shouldn't cause any issues here. Default quality does show a difference in the amount of trilinear filtering being applied, but this does not negatively impact visual quality in practice.



G80 Normal Quality AF G80 High Quality AF

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What's Transparency AA? Turning Optimizations Off
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  • JarredWalton - Wednesday, November 8, 2006 - link

    The text is basically complete, and minor spelling issues aren't going to change the results. Obviously, proofing 29 pages of article content is going to take some time. We felt our readers would be a lot more interested in getting the content now rather than waiting even longer for me to proof everything. I know the vast majority of readers don't bother to comment on spelling and grammar issues, but my post was to avoid the comments section turning into a bunch of short posts complaining about errors that will be corrected shortly. :)
  • Iger - Wednesday, November 8, 2006 - link

    Pff, of course we would! If I would like to read a novel I would find a book! Results first - proofing later... if ever :) Thanks for the article!
  • JarredWalton - Wednesday, November 8, 2006 - link

    Did I say an hour? Okay, how about I just post here when I'm done reading/editing? :)
  • JarredWalton - Wednesday, November 8, 2006 - link

    Okay, I'm done proofing/editing. If you still see errors, feel free to complain. Like I said, though, try to keep them in this thread.

    --Jarred
  • LuxFestinus - Thursday, November 9, 2006 - link

    Pg. 3 under <b>Unified Shaders</b>

    quote:

    <i>Until now, building a GPU with unified shaders would not have desirable, let alone practical, but Shader Model 4.0 lends itself well to this approach.</i>

    Should read as follows:
    <i>Until now, building a GPU with unified shaders would not have <b>been</b> desirable, let alone practical, but Shader Model 4.0 lends itself well to this approach.</i>

    Good try though.;)
  • shabby - Wednesday, November 8, 2006 - link

    $600 for the gtx and $450 for the gts is pretty good seeing how much they crammed into the gpu, makes you wonder why the previous gen topped 650 bucks at times.
  • dcalfine - Wednesday, November 8, 2006 - link

    How does the 8800GTX compare to the 7950GX2? Not just in FPS, but also in performance/watt?
  • dcalfine - Wednesday, November 8, 2006 - link

    Ignore ^^^
    sorry


    Hot card by the way!
  • neogodless - Wednesday, November 8, 2006 - link

    I know you touched on this, but I assume that DirectX 10 is still not available for your testing platform, Windows XP Professional SP2, and additionally no games have been released for that platform. Is this correct? If so...

    Will DirectX 10 be made available for Windows XP?
    Will you publish a new review once Vista, DirectX 10 and the new games are available?

    Can we peak into the future at all now?
  • JarredWalton - Wednesday, November 8, 2006 - link

    DX10 will be Vista only according to Microsoft. What that means according to some game developers is that DX10 support is going to be somewhat slow, and it's also going to be a major headache because for the next 3-4 years they will pretty much be required to have a DX9 rendering solution along with DX10.

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