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In general, 2D quality is excellent (but of this sample and in these
conditions).
Test results: cards' performance
Conventional signs: ANISO 8xP - Anisotropic 8x Performance (earlier
it was called Balanced), ANISO 8xQ - Anisotropic 8x Quality, ANISO 16xQ -
Anisotropic 16x Quality.
Test applications:
- Return to Castle Wolfenstein (MultiPlayer) (id Software/Activision)
- OpenGL, multitexturing, ixbt0703-demo, test settings - maximum, S3TC
OFF, the configurations can be downloaded from here
- Serious Sam: The Second Encounter v.1.05 (Croteam/GodGames)
- OpenGL, multitexturing, ixbt0703 demo, test settings: quality, S3TC
OFF
- Quake3 Arena v.1.17 (id Software/Activision) - OpenGL, multitexturing,
ixbt0703
demo, test
settings - maximum: detailing level - High, texture detailing
level - #4, S3TC OFF, smoothness of curves is much
increased through variables r_subdivisions "1" and r_lodCurveError
"30000" (at default r_lodCurveError is 250 !), the configurations
can be downloaded from here
- Unreal Tournament 2003 v.2225 (Digital Extreme/Epic Games) -
Direct3D, Vertex Shaders, Hardware T&L, Dot3, cube texturing,
default quality
- Code Creatures Benchmark Pro (CodeCult) - the game that demonstrates
card's operation in DirectX 8.1, Shaders, HW T&L.
- Unreal II: The Awakening (Legend Ent./Epic Games) - Direct3D,
Vertex Shaders, Hardware T&L, Dot3, cube texturing, default quality
- RightMark 3D
v.0.4 (one of game scenes) - DirectX 8.1, Dot3, cube texturing,
shadow buffers, vertex and pixel shaders (1.1, 1.4).
If you want to get the demo benchmarks that we use let me know by
e-mail.
There are a lot of materials on the Net that the trilinear filtering
doesn't work properly in UT2003 in NVIDIA's cards (see http://www.beyond3d.com/, HardOCP etc.). From time to time we will
touch upon this issue.
Quake3 Arena
Well, they are almost equal. In comparison with the Quality level
the RADEON 9800 has a higher speed, but the quality of this function is
higher in case of NVIDIA. If we compare it with the Performance level, where
NVIDIA has its own downsides like inferior trilinear filtering and
anisotropy on far objects, RADEON 9800 will lose its leadership.
Now quality of these functions. First comes the pure trilinear filtering
(without anisotropy).
RADEON 9800

The quality is OK. Now with the anisotropy 16x Quality:
RADEON 9800

Now the high-level trilinear filtering, all functions work entirely
in the OpenGL .
Serious Sam: The Second Encounter
The RADEON 9800 falls behind in the heavy modes, and comes ahead
in the light ones. If we compare the Quality/Quality anisotropic levels,
the Sapphire comes forward. But in general, they go on a par taking into
account high quality of the RADEON 9800 in the AA4x mode compared to the
GeForce FX 5900.
Return to Castle Wolfenstein (Multiplayer)
Here the RADEON 9800 takes the lead in most cases. But if we compare
the Performance (NVIDIA) to Quality (ATI) the GeForce FX 5900 goes ahead
due to its anisotropy optimization and simpler trilinear filtering.
Code Creatures
In the v44.90 of NVIDIA the cheats for this benchmark are removed.
Plus, normal anisotropy. The RADEON 9800 has a solid advantage! Here are
also results of the FX5900 with the Anti-Detect, that proves that the cheats
are absent. Unfortunately, the Anti-Detect works only in the Detonator up
to v44.65 inclusive; plus, it has problems with anisotropy, that is why we
can compare their performance with AD only without anisotropic filtering.
By the way, the developer of Anti-Detect Aleksei Nikolaichuk AKA Unwinder
is thinking why the NVIDIA driver doesn't turn on anisotropy in this test
when the Anti-Detect is on. Obviously, the latter works but the driver is
not aware that this particular benchmark is started. Why doesn't the Detonator
enable this function? The question is open.
Unreal Tournament 2003
There is an approximate parity again. With the optimizations disabled
the speed of the FX5900 sharply falls down, and the RADEON 9800 has
a great advantage. We have already discussed why NVIDIA uses optimizations
in UT2003 and doesn't Unreal II (the game on the same engine). The
examination with the Anti-Detect on the ATI drivers showed that no
cheats are used in any game tests (3DMark is not used anymore). That is exactly
why we compare the FX5900 with Anti-Detect with the RADEON 9800 without AD.
Now the quality issue. In the UT2003 we can enable trilinear filtering
and choose an anisotropy level. Let's turn on only the trilinear filtering
(High Quality of ATI and NVIDIA). The MIP levels are colored from
the console with the variable "FirstColoredMIP 1".
RADEON 9800

FX 5900

FX 5900 with Anti-Detect

One more sin of NVIDIA. Isn't it the gist of their optimizations?
Although the Quality preset is used, the trilinear filtering is not of the
high level. The Anti-Detect reveals the real situation. Judging by the speed
difference, the trilinear filtering alone can't cause such difference. But
in the game the difference between the simplified and normal trilinear filtering
isn't noticeable, the borders between the MIP levels do not catch the eye.
Now let's force anisotropy 16x and 8x at Quality and Performance
(in the game itself the game is disabled).
RADEON 9800 Quality

RADEON 9800 Performance

FX 5900

FX 5900 with Anti-Detect

One more surprise! As to NVIDIA, it was clear even in the previous
test that they use simpler trilinear filtering which was proved with the
Anti-Detect. And what about ATI? I've got a bad feeling... There is
no trilinear filtering at all! Then what?
Now let's enable in the game with ut2003.ini and disable in the
drivers.
Now the RADEON 9800 uses the normal trilinear filtering! It turns
out that the driver detects a game, asks it whether it knows about anisotropy,
and if the game says it doesn't "know how", the anisotropy forcing is successful.
And if the game "knows how", the driver "overcomes" settings in the game
and sets user's ones. Or it can give the control over this function to the
game, and until the game enables its optimization it doesn't work. Both variants
are logic, though the second one is strange because - why forcing then? But
there is the third variant that works indeed: the ATI driver detects a game,
asks for the anisotropy level enabled, and if the function is off, it sets
a lower level for the trilinear filtering. May be a cheats?
No. ATI engineer tells me, and forum of Beyond3D has the same information.
ATI doesn't detect the application, this is just how their control
panel AF works. In Quality mode only texture stage 0 has
Trilinear, all other stages have Bilinear - so with multitexturing you
are getting a Trilinear and Bilinear blend. This is occurring in all
cases with the app controlled AF, but you only "see" it in UT2003
because of the nature of the textures.
Any application that has AF controls, as UT2003 does, will receive
full Trilinear on all layers if the application requests it.
The FX 5900 doesn't show normal trilinear filtering without the
Anti-Detect either.
Now we leave the anisotropy enabled in the game and force it in
the drivers.
The NVIDIA driver didn't understand what's they want from it and disabled
the true trilinear filtering at all :-) ATI driver makes the bilinear.
In general, everyone is guilty including the game developers.
- ATI: the
normal anisotropy and the trilinear filtering work only when they are enabled
in the game itself; for this purpose you must change ut2003.ini, but not
every gamer can do it. ATI programmers must decide this question.
- NVIDIA: there are cheats as usual...
- Game developers: if you bring into game the anisotropy control,
why to hide it from users? Why not to make it available in the options panel!
The subject will be discussed further in the next test because it's
based on the same engine.
Unreal II: The Awakening
The speed of the RADEON 9800 is brilliant. NVIDIA has no
cheats for this game.
Now let's have a look at the quality level with the trilinear and
anisotropic filtering enabled together. At the Performance level the RADEON
9800 has no trilinear filtering at all and the FX 5900 has it very crippled.
Unfortunately, the MIP levels coloring in the Unreal II looks
very strange: starting from the second level everything is colored black.
However, it excellently shows the border between the MIP levels.
Now we force anisotropy in the Quality mode where the trilinear
filtering must be normal:
The trilinear filtering is well seen. Why does it look so complicated
in the UT2003 which has benchmarks and why don't we see such problems in
the Unreal II that doesn't offer standard tests? Well, business has its own
tricks.
RightMark 3D
The victory of the RADEON 9800 is obvious. However, some fans of
the FX 5900, especially those who have already bought the 5900 Ultra at very
high prices, will keep on asserting that these shaders are not needed in
the near future, and when the games become available, all these cards will
jump into the middle-end sector. The time will show whether they are right.
I understand them: they paid $500 for such a powerful device running at 450
MHz and then saw such a lousy card at 380 MHz which easily beats their monster...
Some need speed in the Quake3, some need it in future shader games...
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