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Radeon R300g Morphological Anti-Aliasing Performance
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I wonder if something will happen on that (VRAM/RAM move handling) before the summer? I was thinking it'd be a nice thesis topic.
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Originally posted by Kivada View PostIf the case of this old Radeon hardware we KNOW what the hardware is capable of, so what we're seeing with these tests is what the Gallium3D drivers are capable of making the card do since we are still far off from what the hardware is known to be capable of.
Anyway, I just wanna say that the r300g driver is complete. It implements all hardware optimizations we know of. Trust me, there is nothing else to do in that driver to make it better. In my opinion, the only thing which continues to negatively affect performance and is fixable is the GPU memory management in the kernel.
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I have an integrated Radeon X300 in a notebook, I couldn't even play Quake 3 at 1024x768 with it so I am not going to be bold enough to test it with MSAA.
Even under Windows it was a struggle to get it work with OpenGL as I remember, but I also remember that I played Doom 3 and Quake 4 in it with playable framerates, I am not so sure about the quality.
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Originally posted by duby229 View Posta fullhd screen that is 3/4in ??? I mean really what kind of application would such a screen be useful for?
But I can see this tech as a good viewfinder in high end cameras as they are now starting to move to digital viewfinders in DSLR cameras.
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Originally posted by Kivada View PostYeah they used AA at 2048x1536 check the link I posted to a review of the the X1950XTX running Quake 4 as it's the fastest card covered by the R300 series drive and Quake 4 is Linux native.
Even at 2048x1536 @ 20" you still need AA since it's still only 123DPI which still isn't high enough to make visible pixelation go away, though due to the nature of CRT screens you did get something like a 2xAA at all times.
On on LCD you have to play the game at the screen's native resolution or at exactly half of the screen's native resolution or else the scaling will make everything look like crap.
AA will eventually become irreverent whenever the damn display companies start making 300+ DPI screens so something like 3840x2160 @ 15" since at that point the physical pixels are too small to see from a normal viewing distance and thus you won't have jagged objects. This shouldn't be the issue it is since there are phones now that are 1920x1080 @ 5" which is 440 DPI. But even that is nothing compared to the state of the art digital view finder: Silicon Micro Display ST1080 1920x1080 @ 0.74" 2976.9 DPI and no thats not a typo.
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Originally posted by Nobu View PostI'm not going to argue whether they were using such high resolutions or not--I know they were, or were close, with the right hardware. I will however ask, were they using AA at such high resolutions? Generally speaking, weren't most displays around the 19-22 inch range? Even at 26 inches, I would think the resolution at 2048x1536 would be high enough where AA would be unnecessary in games.
Even at 2048x1536 @ 20" you still need AA since it's still only 123DPI which still isn't high enough to make visible pixelation go away, though due to the nature of CRT screens you did get something like a 2xAA at all times.
On on LCD you have to play the game at the screen's native resolution or at exactly half of the screen's native resolution or else the scaling will make everything look like crap.
AA will eventually become irreverent whenever the damn display companies start making 300+ DPI screens so something like 3840x2160 @ 15" since at that point the physical pixels are too small to see from a normal viewing distance and thus you won't have jagged objects. This shouldn't be the issue it is since there are phones now that are 1920x1080 @ 5" which is 440 DPI. But even that is nothing compared to the state of the art digital view finder: Silicon Micro Display ST1080 1920x1080 @ 0.74" 2976.9 DPI and no thats not a typo.
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Originally posted by Kivada View PostNope, even when you are adding the new feature, you still hit it ard to see how much of an impact it makes at what resolutions people where actually running when the hardware was current and those resolutions where 1600x1200 - 1920x1200 for people with LCDs and 1600x1200 - 2048x1536 for people that still had/have decent CRT monitors.
It's called a regression dumbass
If you have issue with the test take it up with Larabel, he's posting crap articles for ad hits again. Install Adblock and call him out for not putting a little more effort into figuring out why the regressions where so bad instead of running an automated test and tossing the results on the site without looking at them and asking himself "WTF happened here?".Last edited by smitty3268; 17 January 2013, 02:57 PM.
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I'm not going to argue whether they were using such high resolutions or not--I know they were, or were close, with the right hardware. I will however ask, were they using AA at such high resolutions? Generally speaking, weren't most displays around the 19-22 inch range? Even at 26 inches, I would think the resolution at 2048x1536 would be high enough where AA would be unnecessary in games.
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Nope, even when you are adding the new feature, you still hit it ard to see how much of an impact it makes at what resolutions people where actually running when the hardware was current and those resolutions where 1600x1200 - 1920x1200 for people with LCDs and 1600x1200 - 2048x1536 for people that still had/have decent CRT monitors.
Originally posted by smitty3268 View PostWhen non-AA is giving you 7fps, anything with 2-3 is within the margin of error, so you can't even tell if anything is happening or not.
If you have issue with the test take it up with Larabel, he's posting crap articles for ad hits again. Install Adblock and call him out for not putting a little more effort into figuring out why the regressions where so bad instead of running an automated test and tossing the results on the site without looking at them and asking himself "WTF happened here?".Last edited by Kivada; 17 January 2013, 09:55 AM.
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Originally posted by Kivada View PostYou always max out everything you can when benchmarking as you are again maxing out the card and driver's abilities.
You don't do that if you are testing out enabling a feature, and the framerates before you start aren't even playable. At that point, you are just running into limitations that no one in real life will ever hit. Or will they? I have no idea, because these tests can't tell me if i'll run into the same problem when i'm running games at a more reasonable framerate or not.
When non-AA is giving you 7fps, anything with 2-3 is within the margin of error, so you can't even tell if anything is happening or not.
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