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Anisotropic Filtering on VSA-100? (Read 662 times)
Micha
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Anisotropic Filtering on VSA-100?
23.11.03 at 15:35:09
 
Heard the T-Buffer is evently able to provide Anisotropic Filtering, but as the 3DFX driver developers weren't able to implement this feature we just can't make use of it..true or not?  ???
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Blazkowicz
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Re: Anisotropic Filtering on VSA-100?
Reply #1 - 23.11.03 at 15:51:04
 
never heard about this... but I don't need it  Cheesy

4x FSAA with LOD -1.5 looks great  (even in 640x480 16bits, looks better in 800x600 and awesome in 1024x768 but it begins to run quite slow).
textures are sharp


but I'm missing some true trilinear filtering
the vsa/100 seems to support "Mipmap dithering" only  ???
i think it looks bad, so i disable it
why do we have some half assed trilinear hack, a la detonator 52.16, and not true trilinear Shocked

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Micha
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Re: Anisotropic Filtering on VSA-100?
Reply #2 - 24.11.03 at 09:20:57
 
mipmap dithering was a 3dfx solution since the early beginning (don't know about voodoo1, but voodoo2 makes use of it, too). not a bad idea, but it needs these resources you don't wanna miss for performance, especially when it is useful (quake3arena-based games Roll Eyes )
i really don't know about the case of trilinear filltering, i always thought that has been a driver-specific problem..no matter it just looks quiet the same (in games, not 3dmark) as normal filtering and i evently couldn't point out a performance lack/speed-up..
but would be interesting to deal with anisotropic filtering, 'cause this one would be realised by the t-buffer's supersampling method aswhereas modern cards do by multisampling..well..maybe we can compare quality when the s3 deltachrome chips will come to their purpose (deltachrome based boards will also use supersampling method  Grin )
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Re: Anisotropic Filtering on VSA-100?
Reply #3 - 25.11.03 at 10:49:39
 
Not to mention that DeltaChrome will use some really important features for movies video output, and filtering. You can find informations on Deltachrome on www.s3graphics.com.

Perhaps a card that would be trully state of the art, as the Voodoo 5 was, is making the first steps... S3 Deltachrome...
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dborca
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Re: Anisotropic Filtering on VSA-100?
Reply #4 - 25.11.03 at 13:54:57
 
Guys, guys, hold your horses!

This T-Buffer stuff tends to become a "Rosetta Stone"! You think TBuffer solves everything you dreamed about? TBuffer was implemented in Voodoo3, as well!

Primo, aniso cannot be handled in HW!

Secundo, Voodoo chips DO support TRUE trilinear!
1) sinle-TMU cards:
    a) double-pass trilinear works okay
2) double-TMU cards:
    a) double-pass trilinear works okay
    b) single-pass trilinear works okay, but without multitexturing

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Blazkowicz
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Re: Anisotropic Filtering on VSA-100?
Reply #5 - 25.11.03 at 21:53:40
 
I never managed to enable trilinear filtering on voodoo2 (latest official drivers, windows 98)


gl_texturemode_linear_mipmap_linear   does nothing in half-life / CS  or in quake 1/2/3 based games  ???

I don't mind about double pass or single pass,  Counterstrike is fast enough : o
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Micha
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Re: Anisotropic Filtering on VSA-100?
Reply #6 - 26.11.03 at 14:23:06
 
Quote:
You think TBuffer solves everything you dreamed about? TBuffer was implemented in Voodoo3, as well!


yup, but the t-buffer was even on vsa-100 just a step-up taken from the rampage-development (while there was a former version of t-buffer on avenger-chips)...so it solves more cases on a vsa-100 as on voodoo3 boards, who knows (as the development wasn't finished in the very end of 3dfx) what the final m-buffer could have solved?!
don't know exactly about that, but it should be *theoratically* possible to implement anisotropic filtering on vsa-100 via developed drivers...don't even if it would be possible on a voodoo4, but should run on a voodoo5 5500 (or at least a voodoo5 6000  Wink )
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Micha
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Technical Aspect
Reply #7 - 27.11.03 at 12:28:05
 
How can Vertex based Anisotropic Filering be realized on a VSA-100? Here it is:

For those who don't know:
One of the main techniques to reduce texture aliasing is MIPMapping, here we got blur in a certain direction in the picture as a side effect. You see, MIPMapping works only in ONE perspective/direction. Anisotropic Filtering plays its part here because it can filter the picture in MORE than one direction (by filtering the picture in different angles) and so you won't get blurry effects anywhere in the picture. Naturally you'll get a performance hit by activating AF..let's see what a VSA-100 could realize..without a slow-down..

VSA-100 AF in OpenGL:
Instead of the GL_EXT_texture_lod_bias or GL_SGIX_texture_lod_bias (both for MIPMapping) the 3dfx_multisample extension is adressed.
You may see, to realize the filtering the same subsamples which RG-FSAA makes use of are used for AF, that would make possible up to 16xAF (!) combined with 2xFSAA without any performance hit. For that 8 texture-samples (two time-scanned for FSAA by jitter-process -> becomes 16xAF) are used (the subsample quantity corresponds here to the jitter-sample quantity -> therefore this would be called 8x2 AF).
For 4xFSAA we got 8x4 AF (because 4 subsamples have to be managed by the jitter-process), that would give us 32xFA combined with 4xFSAA but with a surely performance hit on a Voodoo5 5500. Bet the Voodoo5 6000 would do the job prompting..
So when using AF by T-Buffer you ALWAYS HAVE TO use RG-FSAA, otherwise it couldn't work (could also be a course why 3DFX didn't gave us control for AF).
Driver developers should implement a usable GL_anisotropic extension, but I found this one's already implemented in the last 3DFX drivers but can only be seen and used when the game makes use of the T-Buffer. As there's actually no OpenGL based game doing so, you can't make use of AF in OpenGL on your VSA-100 board
..maybe Daniel Borca knows more about the OpenGL case..

VSA-100 AF in Direct3D:
Direct3D can't make use AF on VSA-100 because the T-Buffer functions have never been implemented in DirectX.

VSA-100 AF in 3DFX GLide:
Well, the GLide-API wasn't developed for AF at the very end of 3DFX. (You'll see, the 3DFX driver developers maybe didn't gave you FA driver control because there wasn't a game for! At least I think so..maybe AF control was planned for inside the games..)


Remember, this is all theoratically stuff, I don't think anybody could manage a driver which gives us control for AF! Otherwise it's also possible that our well-known VSA-100 FSAA automatically uses AF as described when activated. Here I would get Blazkowicz's opinion (no need for AF because FSAA works fine enough)...but as I know/understand it you must have a native support for the T-Buffer in the game to make use of AF.
Show me your opinion about that..there goes the madness..!
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« Last Edit: 27.11.03 at 12:29:25 by Micha »  

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Re: Anisotropic Filtering on VSA-100?
Reply #8 - 27.11.03 at 16:05:21
 
Hm, I would not confuse AF with the presence of FSAA.

IMHO (judging from other Cards), especially the usage of high FSAA levels really is asking for AF as well to keep the Textures nice & crisp.

(my ATI R9700pro shows a tremendous difference between 0 AF and 4xAF already, regardless of FSAA used, for example)

Sort of what 3dfx Users do when they move to quite extreme LOD Bias levels when using 2x or even 4x FSAA, in order to retain a high Texture Fidelity.
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Micha
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TF
Reply #9 - 28.11.03 at 13:48:38
 
Refering to Trilinear Filtering (@ Blazkowicz):
Stand-alone Voodoo cards are able to work with trilinear filering but they can't do it in only one rendering round. Therefore performance would break in by 15-30% (cards which do TF in one rendering round will only get a hit by 2-3%). Some of you may have seen this case on a Matrox G400. That's why 3DFX didn't gave us support for TF in the driver. To excuse 3DFX, they gave us MipMap-Dithering instead...doesn't works as fine as TF but better than nothing.

Well, but let's talk again about AF...really wanna know what you think about!
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dborca
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Re: TF
Reply #10 - 20.12.03 at 10:22:38
 
Quote:
Stand-alone Voodoo cards are able to work with trilinear filering but they can't do it in only one rendering round. Therefore performance would break in by 15-30% (cards which do TF in one rendering round will only get a hit by 2-3%).


Well, Voodoo cards CAN do single-pass trilinear! Mesa can prove it. the only problem is that Napalm chips exhibit mipmap errors for the smallest LODs when doing single-pass trilinear. And, of course, there is single -pass multitex which complicate the problem further (due to the way Napalm combiners are being set).

I will look deeper into TF, as well as AF. But it might take a looooong time. Without any help...
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Micha
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Re: Anisotropic Filtering on VSA-100?
Reply #11 - 20.12.03 at 14:55:01
 
According to AF, i found this here, maybe it can give you a piece of mind (but I'm sure you read it already  Wink :

"Full-scene spatial anti-aliasing, motion blur, depth of field effects, soft shadows, and reflectance blur all have one important thing in common: From a strict
technical sense, they are all variations on anti-aliasing. [...]
The T-Buffer also opens the door to more effects that we have covered here, because the T-Buffer is a tool, rather than a technique."
(Taken from 3DFX T-Buffer White Paper)

For everybody out there:
When we look at Spectre & Fear future 3dfx products we'll recognize they would have been even able to work with 128-tabs AF in 8 rendering rounds (That would mean 128xAF combined with a sort of 8xFSAA...dunno). As VSA-100 was just slipped in to compete with nVidia, most advantages of the Rampage development resource group were put into the shortterm arranged Venom development. So T-Buffer is, indeed, just a "budget variation" of M-Buffer (all T-Buffer/Supersampling enhancements & Multisampling effects), which was meant to be the one working on rampage types.
That's why we can state that it actually is possible to work with AF on VSA-100 based boards.
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dborca
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Re: Anisotropic Filtering on VSA-100?
Reply #12 - 22.12.03 at 09:33:39
 
Quote:
That's why we can state that it actually is possible to work with AF on VSA-100 based boards.


Well, you shouldn't believe everything what you hear!  Grin 3dfx jumped the gun many times in the past!

VSA can only be useful in certain implementations of AF, where you need different sampling probes to compute the best coverage inside an elliptical gaussian filter.

BUT, this is only theory for now, I cannot guarantee it will be feasible. Nor will I state that it will be ever done!

I'm thinking to do it, that's all!

Bear in mind that our coding team is pretty small: me & Kool!  Grin
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Re: Anisotropic Filtering on VSA-100?
Reply #13 - 22.12.03 at 14:39:33
 
Quote:
VSA can only be useful in certain implementations of AF, where you need different sampling probes to compute the best coverage inside an elliptical gaussian filter.


yeah...that's why 3dfx didn't got it..er..? so it's a question which sample scanning method has to be used for the elliptical filter on VSA?
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« Last Edit: 22.12.03 at 14:49:39 by Micha »  

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Re: Anisotropic Filtering on VSA-100?
Reply #14 - 10.01.04 at 16:16:44
 
Quote:
they would have been even able to work with 128-tabs AF in 8 rendering rounds (That would mean 128xAF combined with a sort of 8xFSAA...dunno).


128-tap AF == 32xAF, at least following ATi's conventions. Besides the higher sample rate, this would probably look far better than any board out there when used with 4xFSAA. Too bad it would be slow. Sad
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