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#1
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AA and AF:
Is it normal that enabling Antisotropic Filtering and Antialiasing in DX
games will result in absolutely no difference (tested using the snapshot maker of 3dmark 2k3) and in OpenGl ones (tested 800x600 Worms 3D demo) those work astonishingly well? Poochie (Hercules Radeon 9600 Pro 128 MB) |
#2
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On Sat, 22 Nov 2003 13:10:54 GMT, "Poochie"
wrote: Is it normal that enabling Antisotropic Filtering and Antialiasing in DX games will result in absolutely no difference (tested using the snapshot maker of 3dmark 2k3) and in OpenGl ones (tested 800x600 Worms 3D demo) those work astonishingly well? No. Are you sure she screenshots you are taking are anti-aliased? A lot of screenshot utilities just record the framebuffer, not what it actually looks like on the screen. -- Andrew. To email unscramble & remove spamtrap. Help make Usenet a better place: English is read downwards, please don't top post. Trim messages to quote only relevent text. Check groups.google.com before asking a question. |
#3
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"Andrew" spamtrap@localhost wrote in message
... On Sat, 22 Nov 2003 13:10:54 GMT, "Poochie" wrote: Is it normal that enabling Antisotropic Filtering and Antialiasing in DX games will result in absolutely no difference (tested using the snapshot maker of 3dmark 2k3) and in OpenGl ones (tested 800x600 Worms 3D demo) those work astonishingly well? No. Are you sure she screenshots you are taking are anti-aliased? A lot of screenshot utilities just record the framebuffer, not what it actually looks like on the screen. -- Andrew. To email unscramble & remove spamtrap. Help make Usenet a better place: English is read downwards, please don't top post. Trim messages to quote only relevent text. Check groups.google.com before asking a question. They should be antialiased, but neither the image i see while the demo is playing, nor the screenshot looks antialiased... enabling the option or not will make no difference! (enev though I forced the setting ON) Poochie |
#4
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I have also noticed that Direct3D FSAA doesn't seem to work as well quality
wise as OpenGL FSAA on my Radeon 9700 Pro. What's up with that? It seems it's a bit better with Catalyst 3.4 and earlier than later versions, but I'm not sure. "Poochie" wrote in message .. . "Andrew" spamtrap@localhost wrote in message ... On Sat, 22 Nov 2003 13:10:54 GMT, "Poochie" wrote: Is it normal that enabling Antisotropic Filtering and Antialiasing in DX games will result in absolutely no difference (tested using the snapshot maker of 3dmark 2k3) and in OpenGl ones (tested 800x600 Worms 3D demo) those work astonishingly well? No. Are you sure she screenshots you are taking are anti-aliased? A lot of screenshot utilities just record the framebuffer, not what it actually looks like on the screen. -- Andrew. To email unscramble & remove spamtrap. Help make Usenet a better place: English is read downwards, please don't top post. Trim messages to quote only relevent text. Check groups.google.com before asking a question. They should be antialiased, but neither the image i see while the demo is playing, nor the screenshot looks antialiased... enabling the option or not will make no difference! (enev though I forced the setting ON) Poochie |
#5
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I have also noticed that Direct3D FSAA doesn't seem to work as well
quality wise as OpenGL FSAA on my Radeon 9700 Pro. What's up with that? I believe FSAA is being disabled in many titles in the newer drivers. Specifically FSAA is disabled in Splinter Cell (and this has been confirmed by an ATI tester), and I can't get it to work in Tron2.0 either. I don't know what's going on (using Cat 3.9 + COD hotfix). rms |
#6
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rms wrote:
Specifically FSAA is disabled in Splinter Cell (and this has been confirmed by an ATI tester), and I can't get it to work in Tron2.0 either. I think it works (the pixels are antialiased - can't really tell at 1600x1200 without looking very hard and I never did)... but lights tend to shine through solid objects, which creates somewhat interesting lighting effects. Ben -- I'm not just a number. To many, I'm known as a String... |
#7
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I think it works [Splinter Cell] (the pixels are antialiased - can't
really tell at 1600x1200 without looking very hard and I never did)... but lights tend to shine through solid objects, which creates somewhat interesting lighting effects. No, its been disabled. I'm aware of the light through solid objects effect, but haven't even been able to get even that with the newer drivers. No biggie, but Tron2.0 should not be having these sorts of issues. rms |
#8
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On Sat, 22 Nov 2003 13:56:38 GMT, Glzmo wrote:
I have also noticed that Direct3D FSAA doesn't seem to work as well quality wise as OpenGL FSAA on my Radeon 9700 Pro. What's up with that? It seems it's a bit better with Catalyst 3.4 and earlier than later versions, but I'm not sure. Actually, I noticed that AA is a lot better in Cat 3.5 than in earlyer versions. |
#9
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"Marko Svirčić" wrote in message ... On Sat, 22 Nov 2003 13:56:38 GMT, Glzmo wrote: I have also noticed that Direct3D FSAA doesn't seem to work as well quality wise as OpenGL FSAA on my Radeon 9700 Pro. What's up with that? It seems it's a bit better with Catalyst 3.4 and earlier than later versions, but I'm not sure. Actually, I noticed that AA is a lot better in Cat 3.5 than in earlyer versions. Are you talking about OpenGL or Direct3D FSAA? It seems to me that FSAA in Direct3D seems to not antialias distant thing as well as the not so distant stuff with Catalyst 3.9, whereas in OpenGL it does. |
#10
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On Tue, 25 Nov 2003 06:16:42 GMT, Glzmo wrote:
Are you talking about OpenGL or Direct3D FSAA? It seems to me that FSAA in Direct3D seems to not antialias distant thing as well as the not so distant stuff with Catalyst 3.9, whereas in OpenGL it does. Well, actually, you can't determine the diference between OGL and D3D AA, because most games don't offer both modes of accleration. From what I have seen i haven't seen any difference between OGL and D3D. But if you say it's different, I beleve you. Could you please tell me a couple of titles where you saw the difference. Thanks. |
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