Thread View: alt.comp.periphs.videocards.nvidia
10 messages
10 total messages
Started by tnaw
Sat, 03 Mar 2001 00:39
The shining point of GeForce3 at present
Author: tnaw
Date: Sat, 03 Mar 2001 00:39
Date: Sat, 03 Mar 2001 00:39
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The antialiasing performance, both Quincunx AA and supersampling AA, is the most shining point of GeForce3. Benefit by both of the Quincunx AA mode and the high profitability memory bandwidth interface (Table 1.), GeForce3 run today games with Quincunx antialiasing enabled almost twice as fast as the GeForce2 Ultra with 4xFSAA(Supersampling) under the same situation (Table 2.). It is interesting to note that the new memory bandwidth interface to be extremely in favor of antialiasing fulfillment of GeForce3. The known benchmarking results (Table 2.) show that there is about +10% performance boost of GeForce3 over GeForce2 Ultra under the normal conditions, while we get a performance boost as high as over +50% with antialiasing enabled. http://www.geocities.com/tnaw_xtennis/NV20-7.htm
Re: The shining point of GeForce3 at present
Author: me
Date: Sat, 03 Mar 2001 11:35
Date: Sat, 03 Mar 2001 11:35
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I reckon the shining point of the GeForce 3 is the memory architecture, seeing as this is what the bottleneck is on current NVidia cards. kenco. "tnaw" <tnaw@MailAndNews.com> wrote in message news:3AA2633E@MailAndNews.com... > The antialiasing performance, both Quincunx AA and > supersampling AA, is the most shining point of GeForce3. > Benefit by both of the Quincunx AA mode and the high > profitability memory bandwidth interface (Table 1.), > GeForce3 run today games with Quincunx antialiasing > enabled almost twice as fast as the GeForce2 Ultra with > 4xFSAA(Supersampling) under the same situation (Table 2.). > It is interesting to note that the new memory bandwidth > interface to be extremely in favor of antialiasing fulfillment > of GeForce3. The known benchmarking results (Table 2.) show > that there is about +10% performance boost of GeForce3 over > GeForce2 Ultra under the normal conditions, while we get a > performance boost as high as over +50% with antialiasing > enabled. > > http://www.geocities.com/tnaw_xtennis/NV20-7.htm >
Re: The shining point of GeForce3 at present
Author: StraxusII
Date: Sat, 03 Mar 2001 16:31
Date: Sat, 03 Mar 2001 16:31
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Yeah, if I got one at all it would be for the AA performance, at last nvidia produce a feature that works out of the box!
Re: The shining point of GeForce3 at present
Author: david woolfe
Date: Sat, 03 Mar 2001 20:22
Date: Sat, 03 Mar 2001 20:22
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On Fri, 2 Mar 2001 19:39:50 -0500, tnaw <tnaw@MailAndNews.com> wrote: >The antialiasing performance, both Quincunx AA and >supersampling AA, is the most shining point of GeForce3. I don't mean to be a nitpicker, but GF3 uses multisampling, not supersampling. >Benefit by both of the Quincunx AA mode and the high >profitability memory bandwidth interface (Table 1.), >GeForce3 run today games with Quincunx antialiasing >enabled almost twice as fast as the GeForce2 Ultra with >4xFSAA(Supersampling) under the same situation (Table 2.). >It is interesting to note that the new memory bandwidth >interface to be extremely in favor of antialiasing fulfillment >of GeForce3. The known benchmarking results (Table 2.) show >that there is about +10% performance boost of GeForce3 over >GeForce2 Ultra under the normal conditions, while we get a >performance boost as high as over +50% with antialiasing >enabled. For out of the box features, I totally agree. Long term, the vertex processing and expanded pixel processing features are far and away the most important features. Not so much because they make the card attractive to purchase now - because it isn't - but because the existence of the features will push the developer to make better looking games. > >http://www.geocities.com/tnaw_xtennis/NV20-7.htm >
Re: The shining point of GeForce3 at present
Author: fREoN
Date: Sun, 04 Mar 2001 05:25
Date: Sun, 04 Mar 2001 05:25
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"david woolfe" <dwoolfe@home.com> wrote in message news:3aa15318.10067520@news... > On Fri, 2 Mar 2001 19:39:50 -0500, tnaw <tnaw@MailAndNews.com> wrote: > > >The antialiasing performance, both Quincunx AA and > >supersampling AA, is the most shining point of GeForce3. > > I don't mean to be a nitpicker, but GF3 uses multisampling, not > supersampling. Isnt Quincunx the multisampling AA (supersample + multisample actually) and the rest of the modes are still the same supersampling method they use now?
Re: The shining point of GeForce3 at present
Author: david woolfe
Date: Mon, 05 Mar 2001 03:10
Date: Mon, 05 Mar 2001 03:10
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Well, this article strongly implies that all GF3 FSAA will use multisampling, with three options: 2x, 4x, and "quincunx." But then, even after editing, this guy writes like crap, so your guess is as good as mine. http://WWW.TOMSHARDWARE.COM/graphic/01q1/010227/geforce3-26.html Over at Anands, here is another statement not quite definitve but implies that it uses multisampling for all AA: "The combination of the GeForce3's hardware based multisampling HRAA and its use of Quincunx patterns results in quality identical to what you would expect from a conventional 4-sample FSAA solution yet with the performance hit of what you would expect from a 2-sample FSAA solution." By referring to the "combination" of multisampling and quincunx he suggests that they are not synonymous, i.e. that quincunx is a further innovation on top of multisampling. Guess we'll know when the board is released. On Sun, 04 Mar 2001 05:25:16 GMT, "fREoN" <none@nothanks.com> wrote: >"david woolfe" <dwoolfe@home.com> wrote in message >news:3aa15318.10067520@news... >> On Fri, 2 Mar 2001 19:39:50 -0500, tnaw <tnaw@MailAndNews.com> wrote: >> >> >The antialiasing performance, both Quincunx AA and >> >supersampling AA, is the most shining point of GeForce3. >> >> I don't mean to be a nitpicker, but GF3 uses multisampling, not >> supersampling. > >Isnt Quincunx the multisampling AA (supersample + multisample actually) and >the rest of the modes are still the same supersampling method they use now? > > >
Re: The shining point of GeForce3 at present
Author: Matt
Date: Mon, 05 Mar 2001 03:45
Date: Mon, 05 Mar 2001 03:45
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Here is what I saw at Sharkyextreme: "Using a new technique dubbed HRAA, NVIDIA claims that they can achieve better performance than super-sampling with comparable quality. A "reconstruction filter" uses data from neighboring pixels to compute the final output of any given pixel. The sampling pattern used by the reconstruction filter is called Quincunx and, according to NVIDA, offers quality rivaling traditional four-sample super-sampling while incurring the performance hit of two-sample super-sampling." http://www.sharkyextreme.com/hardware/articles/nvidia_geforce3_preview/6.sht ml To me, this says Quincunx is the HRAA, which is the MSAA. After seeing that, I checked Nvidia's site and downloaded the HRAA brief (PDF). It backs up the statement made at Shary's by having this: "GeForce3 has new technology for graphics hardware antialiasing in the form of multisampling using a new sampling pattern. The locations of the sample points for multisampling enable the use of a "reconstruction filter" that uses data from neighboring pixels to compute the final pixel color. This increases the total amount of work, and therefore slows down the frame rate marginally, but it delivers much higher quality as a reward. This new sampling pattern is called Quincunx, after the name of the pattern of the five dots on the "5" sided of a 6-sided die." http://www.nvidia.com/Pages.nsf/Lookup/HRAA/$file/HRAA.pdf "david woolfe" <dwoolfe@home.com> wrote in message news:3aa30361.27887413@news... > Well, this article strongly implies that all GF3 FSAA will use > multisampling, with three options: 2x, 4x, and "quincunx." But then, > even after editing, this guy writes like crap, so your guess is as > good as mine. > > http://WWW.TOMSHARDWARE.COM/graphic/01q1/010227/geforce3-26.html > > Over at Anands, here is another statement not quite definitve but > implies that it uses multisampling for all AA: > > "The combination of the GeForce3's hardware based multisampling HRAA > and its use of Quincunx patterns results in quality identical to what > you would expect from a conventional 4-sample FSAA solution yet with > the performance hit of what you would expect from a 2-sample FSAA > solution." > > By referring to the "combination" of multisampling and quincunx he > suggests that they are not synonymous, i.e. that quincunx is a further > innovation on top of multisampling. Guess we'll know when the board > is released. > > On Sun, 04 Mar 2001 05:25:16 GMT, "fREoN" <none@nothanks.com> wrote: > > >"david woolfe" <dwoolfe@home.com> wrote in message > >news:3aa15318.10067520@news... > >> On Fri, 2 Mar 2001 19:39:50 -0500, tnaw <tnaw@MailAndNews.com> wrote: > >> > >> >The antialiasing performance, both Quincunx AA and > >> >supersampling AA, is the most shining point of GeForce3. > >> > >> I don't mean to be a nitpicker, but GF3 uses multisampling, not > >> supersampling. > > > >Isnt Quincunx the multisampling AA (supersample + multisample actually) and > >the rest of the modes are still the same supersampling method they use now? > > > > > > >
Re: The shining point of GeForce3 at present
Author: david woolfe
Date: Mon, 05 Mar 2001 04:20
Date: Mon, 05 Mar 2001 04:20
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Interesting. Assuming that we can interpret this as suggesting that quincunx is the only multisampling mode, I wonder if the board will have the two traditional 2x and 4x supersampling modes as well. Like I said, I guess we'll know in about two weeks. On Mon, 05 Mar 2001 03:45:48 GMT, "Matt" <none@nothanks.com> wrote: >Here is what I saw at Sharkyextreme: >"Using a new technique dubbed HRAA, NVIDIA claims that they can achieve >better performance than super-sampling with comparable quality. A >"reconstruction filter" uses data from neighboring pixels to compute the >final output of any given pixel. The sampling pattern used by the >reconstruction filter is called Quincunx and, according to NVIDA, offers >quality rivaling traditional four-sample super-sampling while incurring the >performance hit of two-sample super-sampling." >http://www.sharkyextreme.com/hardware/articles/nvidia_geforce3_preview/6.sht >ml > >To me, this says Quincunx is the HRAA, which is the MSAA. After seeing >that, I checked Nvidia's site and downloaded the HRAA brief (PDF). It backs >up the statement made at Shary's by having this: > >"GeForce3 has new technology for graphics hardware antialiasing in the form >of multisampling using a new >sampling pattern. The locations of the sample points for multisampling >enable the use of a "reconstruction >filter" that uses data from neighboring pixels to compute the final pixel >color. This increases the total >amount of work, and therefore slows down the frame rate marginally, but it >delivers much higher quality as >a reward. This new sampling pattern is called Quincunx, after the name of >the pattern of the five dots on >the "5" sided of a 6-sided die." >http://www.nvidia.com/Pages.nsf/Lookup/HRAA/$file/HRAA.pdf > >"david woolfe" <dwoolfe@home.com> wrote in message >news:3aa30361.27887413@news... >> Well, this article strongly implies that all GF3 FSAA will use >> multisampling, with three options: 2x, 4x, and "quincunx." But then, >> even after editing, this guy writes like crap, so your guess is as >> good as mine. >> >> http://WWW.TOMSHARDWARE.COM/graphic/01q1/010227/geforce3-26.html >> >> Over at Anands, here is another statement not quite definitve but >> implies that it uses multisampling for all AA: >> >> "The combination of the GeForce3's hardware based multisampling HRAA >> and its use of Quincunx patterns results in quality identical to what >> you would expect from a conventional 4-sample FSAA solution yet with >> the performance hit of what you would expect from a 2-sample FSAA >> solution." >> >> By referring to the "combination" of multisampling and quincunx he >> suggests that they are not synonymous, i.e. that quincunx is a further >> innovation on top of multisampling. Guess we'll know when the board >> is released. >> >> On Sun, 04 Mar 2001 05:25:16 GMT, "fREoN" <none@nothanks.com> wrote: >> >> >"david woolfe" <dwoolfe@home.com> wrote in message >> >news:3aa15318.10067520@news... >> >> On Fri, 2 Mar 2001 19:39:50 -0500, tnaw <tnaw@MailAndNews.com> wrote: >> >> >> >> >The antialiasing performance, both Quincunx AA and >> >> >supersampling AA, is the most shining point of GeForce3. >> >> >> >> I don't mean to be a nitpicker, but GF3 uses multisampling, not >> >> supersampling. >> > >> >Isnt Quincunx the multisampling AA (supersample + multisample actually) >and >> >the rest of the modes are still the same supersampling method they use >now? >> > >> > >> > >> > >
Re: The shining point of GeForce3 at present
Author: Hans Bergengren
Date: Tue, 06 Mar 2001 02:09
Date: Tue, 06 Mar 2001 02:09
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"Matt" <none@nothanks.com> wrote:
> To me, this says Quincunx is the HRAA, which is the MSAA. After seeing
> that, I checked Nvidia's site and downloaded the HRAA brief (PDF). It
backs
> up the statement made at Shary's by having this:
> "GeForce3 has new technology for graphics hardware antialiasing in the
form
> of multisampling using a new
> sampling pattern. The locations of the sample points for multisampling
> enable the use of a "reconstruction
> filter" that uses data from neighboring pixels to compute the final pixel
> color.
This sounds a lot like plain 'ol video interpolation. IE, you might reduce
jaggies and texture aliasing ("crawling ants") with this method, but it will
not be able to reduce "polygon flicker" (when small details like lamp-posts
far away in a driving game seem to flicker in and out of existence), as only
a true super/multisampling AA will deal with that. ...Provided this Quincunx
method is interpolating rather than supersampling, of course... I'm not sure
about that, but as I said, I would think it probable. Considering the claim
is 4x performance at 2x performance penalties, I would think it's some kind
of interpolation, perhaps using 2x super/multisampling as source material
since that's the kind of performance hit the system takes when enabling
it...
Bye!
/HB.
Re: The shining point of GeForce3 at present
Author: Matt
Date: Tue, 06 Mar 2001 04:16
Date: Tue, 06 Mar 2001 04:16
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"Hans Bergengren" <faar@swipnet.se> wrote in message
news:BFXo6.22015$AH6.3081839@newsc.telia.net...
> This sounds a lot like plain 'ol video interpolation. IE, you might reduce
> jaggies and texture aliasing ("crawling ants") with this method, but it
will
> not be able to reduce "polygon flicker" (when small details like
lamp-posts
> far away in a driving game seem to flicker in and out of existence), as
only
> a true super/multisampling AA will deal with that. ...Provided this
Quincunx
> method is interpolating rather than supersampling, of course... I'm not
sure
> about that, but as I said, I would think it probable. Considering the
claim
> is 4x performance at 2x performance penalties, I would think it's some
kind
> of interpolation, perhaps using 2x super/multisampling as source material
> since that's the kind of performance hit the system takes when enabling
> it...
To me, it looks like Quicunx is a combination of both Super and
Multisampling.
It supers to 2x, then basically blurs the samples to a near equivalent of
4x.
Of course, the only way to find out what it actually does for the image is
to buy one yourself and try it cause we all know the websites are anything
but reliable when it comes to reporting image quality, especially with FSAA.
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