View Full Version : anisotropic
aagiants
04-28-02, 08:18 PM
what is anisotropic.. I heard of this b4, but Im trying to make the qquality of games go up.. what does it do. I had fsaa on but notice no change and had a big hit in FPS so i turned it of...
basically smoothes textures so you can see far away better
ok in order to answer that you need to know what bilinear and trilinear filtering is and what mip-maps are
do you?
If not i'll try and sum up a little paragraph on it that'll be easy to understand if you don't know
aagiants
04-28-02, 08:24 PM
Originally posted by Brent
ok in order to answer that you need to know what bilinear and trilinear filtering is and what mip-maps are
do you?
If not i'll try and sum up a little paragraph on it that'll be easy to understand if you don't know
please help me lol
aagiants
04-28-02, 08:25 PM
Originally posted by Amro
basically smoothes textures so you can see far away better
Nice that is what i want :) :) but how much does it hit ur FPS... I want qualtiy since CS doesn't demand much on my CPU/Vid card
aagiants
04-28-02, 08:27 PM
Oh yeha while i have ur attention lol, what is the diffrence in 32bpp and 16bpp sp?
ok.. performance hit varies on your video card, aniso setting..etc.. basically on a gf3, a good setting is 2x or 4x.. for an 8500 radeon 8x or 16x.. both of those have about the same effect on each card.. GF3's take more of a performance hit but do aniso in a true way..the 8500 uses a trick to do it, so it looks nearly as good (compensate for by higher setting) but without as much of a performance hit..
32bit color vs 16bit.. basically more colors (a few million vs 65,000 or there abouts.. 32bit is a little slower, but looks a lot better on most modern games.. textures look better, and a lot of times sky scenes do too. stick to 32bit..
Originally posted by Amro
ok.. performance hit varies on your video card, aniso setting..etc.. basically on a gf3, a good setting is 2x or 4x.. for an 8500 radeon 8x or 16x.. both of those have about the same effect on each card.. GF3's take more of a performance hit but do aniso in a true way..the 8500 uses a trick to do it, so it looks nearly as good (compensate for by higher setting) but without as much of a performance hit..
32bit color vs 16bit.. basically more colors (a few million vs 65,000 or there abouts.. 32bit is a little slower, but looks a lot better on most modern games.. textures look better, and a lot of times sky scenes do too. stick to 32bit..
actually on the 8500's anisotropic issue
The Radeon 8500 and GF3/4 accelerate Anisotropic Filtering
However, they do IMPLEMENT it in different ways
The 8500 has a subroutine that determines WHEN a texture needs to be Anisotropically filtered, It decides when the correct time to anisotropic a texture is. This way it only anisotropics the textures that you see and not the textures you don't see. The downside? As you approach 45 degree angles with a texture the Anisotropic filtering is lessened to a point to where it is not present. So if you are a straight 90 degre angle you get anisotropically filtered and all is well, but as you rotate around to 45 degrees the anisotropy lessens to a point to where it is not there. Tha advantage? This method is faster.
The GF3/4 just goes ahead and Anisotropics EVERYTHING regardless. The disadvantage, it's slower, the advantage everything is anisotropically filtered therefore no matter what angle the texture is it's filtered and no errors are introduced. For example in the 8500's method what happens if it Guess Wrong? I guess somepart of the texture don't get filtered hehehe, but with NVIDIA's method this problem does not excist by nature cause everything is filtered regardless.
That's the difference betweeen the 8500's method and the GF3/4's method.
Now, in my next paragraph I talk about WHAT anisotropic is
Ahh, WELL HELL
it's easier to just SHOW you rather then just write it all out lolol
GO SEE THIS PAGE
http://www.nvnews.net/previews/geforce3/anisotropic.shtml
Scroll down and you will find Screenshots that show the difference better then I can explain it lol
let me know if you have any questions
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.