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HDR, AA and AF ?

holycpu

Limp Gawd
Joined
Apr 7, 2005
Messages
393
Can I use AA, AF and HDR together ?

How does SM 3.0 make games look better? (I read the nvidia description but I still don't understand, I know its easier for programmer to program but then how come 6 series card have lots of graphic quality issue? )
 
you cannot run AA with HDR on.. not sure about AF

and right now 3.0 just makes it run faster.. not really optimized or whatnot...

i think im right.. correct me if im wrong
 
holycpu said:
Can I use AA, AF and HDR together ?

How does SM 3.0 make games look better? (I read the nvidia description but I still don't understand, I know its easier for programmer to program but then how come 6 series card have lots of graphic quality issue? )

If a game is using FP16 blending for HDR you cannot currently use AA with it on the GF6 series. AF works just fine.

SM 3.0 does not inherently make things look better. What it can do is increase performance thus allowing the game content developer to increase the image quality of a shader or add more world environment quality, basically offsetting the performance increase with higher IQ, or just taking the performance increase and running with it.

What graphics quality issues are you referring to?
 
Brent_Justice said:
If a game is using FP16 blending for HDR you cannot currently use AA with it on the GF6 series. AF works just fine.

SM 3.0 does not inherently make things look better. What it can do is increase performance thus allowing the game content developer to increase the image quality of a shader or add more world environment quality, basically offsetting the performance increase with higher IQ, or just taking the performance increase and running with it.

What graphics quality issues are you referring to?

take a look at the driver patch description. :)
 
Dudeyourlame said:
you cannot run AA with HDR on.. not sure about AF

I'm not too sure about AF either... Radeons don't support texture filtering at all with floating point textures... GF6 supports filtering, but not sure if that includes AF aswell.
All non-float textures will still be AF'ed though, on both Radeons and GFs... so it 'sorta' works at least.

Multisampling AA doesn't work... Although in theory supersampling AA could work... But you'd probably need specific application support, because you can't force supersampling via the driver, I think... and probably not on rendertargets other than the backbuffers either.
But it is possible to implement AA in the application, dunno if any games currently do that though.
 
holycpu said:
Can I use AA, AF and HDR together ?


For the first question, it depends on the method of giving HDR. There's the type used in rthdribl (which works on all Directx 9 cards), which allows for AA to be turned on easily. FarCry's implementation (more demanding, 6 series only) doesn't allow for AA though.
AF can be turned on in all circumstances of HDR I've seen.

How does SM 3.0 make games look better? (I read the nvidia description but I still don't understand, I know its easier for programmer to program but then how come 6 series card have lots of graphic quality issue? )

I found this article on [H]ardOCP that should outline some new features added.

BTW, what do you mean "graphic quality issue"?
 
PikachuMan said:
AF can be turned on in all circumstances of HDR I've seen.

There's a difference between turning a feature on, and a feature actually working though (like turning on AA in HL2... I can set AA any way I want, but my 8500 doesn't do anything... and I can set 6xAA on a GF6, but it won't work either) :)
Radeons are physically incapable of filtering floating-point textures. Bilinear filter could be emulated in a pixelshader, but anything bigger would be far too slow and complicated.
 
Scali said:
There's a difference between turning a feature on, and a feature actually working though (like turning on AA in HL2... I can set AA any way I want, but my 8500 doesn't do anything... and I can set 6xAA on a GF6, but it won't work either) :)
Radeons are physically incapable of filtering floating-point textures. Bilinear filter could be emulated in a pixelshader, but anything bigger would be far too slow and complicated.

Oh, it's on all right. Here are a few pics of Farcry on HDR mode "7".
 
PikachuMan said:
Oh, it's on all right. Here are a few pics of Farcry on HDR mode "7".

You're not reading what I said.
I said that the FLOAT textures cannot be filtered. Afaik FarCry doesn't use any float textures... at least not for bumpmaps and colourmaps, which are dominant in this scene.
As I said, regular textures will be filtered with AF just fine.
 
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