Image Quality: Summing it All Up

With NVIDIA's new method of acquiring a more detailed blur via CSAA, angle independent anisotropic filtering, and high performance with Transparency AA, potential image quality is improved over G70 and R580. The new architecture is capable of floating point frame buffer blends and antialiasing of floating point data. ATI has continually called this ability HDR+AA, and while it is better to be able to use full floating point for HDR, this isn't the only solution to the problem. There are some rendering techniques that employ MRTs (Multiple Render Targets) that will still not allow AA to be performed on them alongside HDR. There are also HDR techniques that allow antialiasing to be performed along with HDR without the need for AA + floating point (like games based on Valve's Source engine).

In any case, we've already covered the major differences in AA and AF modes and we even looked at how the optimizations affect image quality. For this section, we'll take a look at three different cases in which we employ the non-AA graphics settings we will be using in our performance tests. We are looking for differences in alpha blending, effective AF level in a game, and shader rendering. We didn't see anything that stood out, but feel free to take a look for yourselves.



G70 G80 ATI

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G70 G80 ATI

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Turning Optimizations Off The Cards: 8800 GTX and GTS
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  • dwalton - Thursday, November 9, 2006 - link

    When using older cards sacrificing IQ for performance is typically acceptable. Who needs AA when running F.E.A.R on a 9700 Pro.

    However, on a just launched high-end card, why would anyone feel the need to sacrifice IQ for performance? Some may say resolution over AA, but I find it hard to believe that there is a lot of gaming enthusiasts with deep pockets, who play with insane resolutions yet no AA.
  • JarredWalton - Thursday, November 9, 2006 - link

    If I look for jaggies, I see them. On most games, however, they don't bother me much at all. Running at native resolution on LCDs or at a really high resolution on CRTs, I'd take that over a lower res with 4xAA. If you have the power to enable 4xAA, great, but I'm certainly not one to suggest it's required. I'd rather be able to enable vsync without a massive performance hit (i.e. stay above 60 FPS) than worry about jaggies. Personal preference.
  • munim - Wednesday, November 8, 2006 - link

    "With the latest 1.09 patch, F.E.A.R. has gained multi-core support,"

    Where is this?
  • JarredWalton - Wednesday, November 8, 2006 - link

    I wrote that, but it may be incorrect. I'm trying to get in contact with Gary to find out if I'm just being delusional about Quad Core support. Maybe it's NDA still? Hmmm.... nothing to see here!
  • JarredWalton - Wednesday, November 8, 2006 - link

    Okay, it's the 1.08 patch, and that is what was tested. Since we didn't use a quad core CPU I don't know if it will actually help or not -- something to look at in the future.
  • Nelsieus - Wednesday, November 8, 2006 - link

    I haven't even finished reading it yet, but so far, this is the most comprehensive, in-depth review I've seen on G80 and I just wanted to mention that beforehand.

    :)
  • GhandiInstinct - Wednesday, November 8, 2006 - link

    What upcoming games will be the first to be fully made on DX10 structure? And does the G80 have full support of DX10?
  • timmiser - Thursday, November 9, 2006 - link

    Microsoft Flight Simulator X will be DX10 compliant via a planned patch once Vista comes out.
  • JarredWalton - Wednesday, November 8, 2006 - link

    All DX10 hardware will be full DX10 (see pages 2-4). As for games that will be DX10 ready, Halo 2 for Vista will be for sure. Beyond that... I don't know for sure. As we've explained a bit, DX10 will require Vista, so anything launching before Vista will likely not be DX10 compliant.
  • shabby - Wednesday, November 8, 2006 - link

    They're re-doing a dx8 game in dx10? You gotta be kidding me, whats the point? You cant polish a turd.

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