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Graphics quality (Read 1656 times)
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Re: Graphics quality
Reply #30 - 24.09.03 at 15:58:41
 
Quote:
<quote>How to enable 22 bit filter in V3s ?
Bye ! </quote>

Go into your 3dfx Advanced Features, and in the Direct3d and Opengl/Glide settings, change the 3d Filter Quality to High and the Alpha Blending to Sharper.
Smiley


Thank you, I didnīt know it was already enabled, he...he...he...!
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Re: Graphics quality
Reply #31 - 24.09.03 at 19:24:05
 
[Response to Flaconfly]

I never really though of it like you pointed out -- but I have kept up my reading on Nvidia, and one of the PC mags I read (don't remember which one, was a couple months ago) was touting 256Bit color and were breaking apart how the current color schemes work, and how 256bit will bring better color.....blah,blah,blah... so knowing Nvidia as we do, it will mean they'll use it as an actual color mode. Nvidia hasn't ever been known to use the technology like that as 3Dfx did.

[Response to Boui Andrei]

AGP brought a great promise, but I think it ends there, most of what it promised remained on paper, it did improve things, but not like promised - I have read many documents like Intel's Document Explaining AGP and it all looks great and makes sense why AGP -- but I from what I have read on the subject -- the bus speed its self doesn't even get anywhere =near= as high as any AGP specification design says it will.

With the new video cards w/128MB -- that is ridiculous -- why you'd need =that= much frame buffer since there aren't that many games that will utilize it. I think that's great that someday our video cards will have as much memory as there is main memory. But they haven't made the boards work hard enough to use it; they should find a way to utilize this memory. Otherwise you've just bought an expensive video card w/memory it won't ever touch.

Too Much Of A Good Thing? The Lowdown On 128MB GeForce3 Ti200 Cards

High-Precision Color

That and considering when (with the new blazing fast types or memory/motherboards out there) it can steal from main memory.

There have been tests done, and it was found out that those boards don't even make use of more than 1/2, more if you are lucky or can push it hard enough.

I think all these ideas are great ones, and I would LOVE nothing more than to see them deliver what they promise, if not more. But sadly, we may not ever see that day for a long time - if at all.

NV18 & NV28:
NVIDIA Chips with AGP-8x Flavor


But they admit - silently, that AGP didn't do what is was supposed to so now they ditch that and jump on the PCI Express bandwagon. Rather than improve/re-design the current technology and get it to work as promised. Then just keep redesigning it rather than spend gobs of $ for new design plans, just to scrap it later.

This link, prooves that they are going to trash AGP and go to PCI Express. Meaning AGP was a BIG mistake?
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« Last Edit: 24.09.03 at 19:57:36 by BlacK_Out »  

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Re: Graphics quality
Reply #32 - 25.09.03 at 01:55:36
 
Hm, UT2003 and Unreal 2 already make heavy use of the 128MB Video RAM.

Add 4x/6x FSAA, and you'll even force a mighty 128MB card into heavy AGP Texturing (!)
(I saw my Radeon 9700pro drop downto 1fps occasionally by playing around with that Wink )

UT2003 could actually use 256MB of Video RAM, but the highest Texture Quality setting was intentionally disabled; flush the engine via console command to reload Textures, and see every 128MB Card slow down to a crawl, any 64MB count spf (Seconds per Frame) Grin

The future is already here, beginning to make 64MB Cards a limiting factor, and this development will continue.

IHMO, large Video RAM equipped Cards will have a prolonged lifetime, since nothing slows down a card more, than excessive AGP Texturing.

(use a Voodoo4/5 or even a Voodoo3, and play UT2003 > CTF-FaceIII with 32bots on High Texture Quality settings *g*, you'll quickly know why 32 or even 16MB are way too small juggle some 200MB of Textures Wink )
---------------
The big promise of limitless Texture Memory by the use of AGP indeed was a complete failure. By the time the AGP Performance was actually sufficient (in theory), the amount of Textures had increased by a factor of 10, again putting it far behind actual bandwidth requirements.

And now, the local VRAM is often delivering a peak bandwidth of ~15GB/sec, which puts the mere 2-3GB/s modern High-End DDR-SDRAM delivers to a shame.
It's like switching to an Integrated Video, massively slowing things down...

Hardware T&L seems to benefit nicely from 8x AGP for Data Transfers, but that's about it; AGP Texturing has to be avoided to prevent performance suffering...
-------------------------------
Maybe the future is in smarter/better Compression algorythms ?
Otherwise, 512MB equipped Cards might become a standard quicker than you might think (although advancing DRAM technology will allow for it soon) Wink

Or someone develops CL0-0-0, actual 1000MHz (PC10000?) RAM Modules for Motherboards, that might help as well.
For now, RAMBUS or PC400 DDR-SDRAM are completely unsuitable for full scale Graphics Operations or Texture Manipulations that were aimed to run off low latency, 300MHz+ dedicated VRAM.
(which is upto 15 times faster, since the Motherboard's PCI Bus, Devices and CPU also need fast RAM access, basically all of it already).
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« Last Edit: 25.09.03 at 02:03:19 by FalconFly »  
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Re: Graphics quality
Reply #33 - 25.09.03 at 07:33:57
 
That all makes sense but one that I still wonder.

Have you ever gotten the =true= 1.2 Gig/sec data trnafers from AGP 4X, etc. or whatever the teoretcial tansfer rate is, for any AGP spec. for that matter?

The reason I call it a failure is because it cannot live up to that standards it was supposed to.

Last I knew 8X was the thing I was not aware they have gone abouve that -- or even implemented it in cards that are alread in retail.....I must be on drugs  Tongue because last I saw, the current cards you can go out and buy are 8X AGP max.... Undecided

I keep reading - anywhere AGP is tested in a mutlitiude of ways (via the web, magazines) that it doesn't even reach more than 1/2 of its promised bandwidth -- it doesn't even go to the qouted Gigahertz range for the current and past specifications by a land slide. Some features are great some don't matter worth jack squat.

And I don't know if you read that Intel link about AGP8X but is specifcally said they see the future technology as PCI Express, in the desciption of AGP 8x! That clearly states, they are switching to that standard as a replacement -- for whatever reason.

I have come to that anlyzartion because if it weren't true PCI Express wouldn't be mentioned on that page and just it's own page.

sounds kinda fishy readin that and actually thinking they'd keep AGP....just me but I think they are trashing AGP (good/bad/etc.) and going to PCI Express, they have gotten the press to hype it up to no end and you see it on every web site, mention it on the AGP homepage.....it looks like it will be phased out in the near future, improved to some extent but ultimately phased out.
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« Last Edit: 25.09.03 at 07:34:36 by BlacK_Out »  

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Re: Graphics quality
Reply #34 - 25.09.03 at 09:26:00
 
Falconfly stated that the game would need a VRAM of about 256 MB for textures. That is utterly huge and a massive waste: where does the texture compression enter the game? An S3TC or a DXT1 would bring this huge wasted RAM downto a mere 64Mb, which would be a much more acceptable and real figure.

The facts with texture compression brings back images from the Vice City game, we all know that it has texture compression. However, by activating or disabling texture compression from the drivers on a ProSavage DDR, there was no overall increase in quality, even if the game was using the decompressed textures. The speed of the game was slower, but not halfed!!!

This shows clearly that S3TC, along with a maybe future well thinking PAL16 (16-bit color palette) texture compression, would bring any game, no matter how complicated, to incredible quality levels (as oposed to the very lossy DXT), with even lesser texture memory usage than DXT.

Texture compression can bring the true balance between marketing and true performance and efficiency.

But, let's return to UT2003. The game was viewed and analyzed. And what do you know? The 256x256 textures were awsome in Unreal Tournament 1, as oposed to the wastefull, not so amazing, but considerably huge 512x512 and 1024x1024 textures in certain areas of the game.

Also, the test with the Banshee in Quake3 with 512x512 textures didn't bring an AMAZING difference to the overall quality in game, even if more VRAM is used.

In short, the conclusion would be that the overall look of the UT2003 game is very relative when compared to high-end results from the pasts (UT1), but with hardware costs trippled, with frequency the same, and with a very big complexity in the design. And fun, I don't think I will have more fun than in good old UT, with a 3dfx or S3 Savage...
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Re: Graphics quality
Reply #35 - 25.09.03 at 15:35:19
 
@Boui :

lol

The Textures are already compressed.
(what were you thinking ?)

Uncompressed, they would be somewhere around 2-4 GigaBytes, wouldn't fit anywhere Wink
Without Texture Compression, nothing works anymore since a long time now.

And DXTC is basically S3TC (DXTC being a relabeled DirectX variant, but they are quite similar, as they do about the same job).

16bit Color Palette ?
Well, last time I saw that was on Quake 1 I think...
Most Games now are fully optimized towards 32bit; anything else is only for fallback Options (hence really not optimal).

UT's original 256x256 Textures don't cut it by today's standards; they looked "as good as it gets" though, since it was really optizimed for 3dfx Glide with some really nice tricks.
But now, just compare it to the S3TC Compressed counterpart in OpenGL (if available) and the difference is simply gigantic.

I do agree that some of the Textures of UT2003 didn't turn out to be as good as expected, but it rather looks like they rushed the Release, than the Texture's own fault. When I look at DM-TokaraForest at Max. Detail, though, it becomes apparent what High-Res Textures really can do Smiley

What card you choose to have fun with, is of course your own decision. I play Unreal Tournament and UT2003 "competitive", meaning I cannot accept even 0.1 Seconds delay, still I want the Option of the best Graphics existing at the same time.
And for that, there aren't many Options left that can still produce solid 100+fps at 1152x864 32bit plus Aniso and FSAA.

@ Black_out

Yes, of course I do...
However, those figures really are theoretical, always loses something to latency and overhead.

But no matter if it's 1.2GB/s or 900MB/s, the Result remains the same : progressive performance loss, increasing with the Proportion of Textures not in local VRAM, but stuck in AGP Texturing.

And you're right, 8x AGP is the current standard (doesn't look like they try to raise it again, since the classic AGP Architecture doesn't handle it anymore).

But big Problem with AGP really is, that is has to compete with other Components for the precious RAM Bandwitdh, and the simple fact that even High-End RAM can hardly deliver sustained 8x AGP Transfer rates.
All that usually results in strictly limited AGP performance, far from the maximum possible.

PCI Express will indeed replace AGP quite shortly, but I'm not sure whether this is yet another Marketing gag, or of real benefit (which I doubt to some extend).
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Re: Graphics quality
Reply #36 - 25.09.03 at 16:13:05
 
Maybe right with UT2003 texture compression already used.

But, I saw S3TC and DXTC inside a texture compressor program, and it looked very JPEG trashy for the DXTC, while the S3TC was still clearly shaped and colored accordingly.

Wrong, Quake 1 is 256 color textures. Fully optimized for 32 bit? Yes, maybe to lie: 32 bit means RGBA, 8888. If they were using RGBA, rather than RGB (24 bit), I would have seen some different efects on material by their colors. I didn't saw environment bump-mapping, neither a sort of precise bump-mapping to showcase the use of the A channel inside the RGBA 32 bit. In fact I didn't saw ANY bump-mapping.

Wrong again. I compared the textures in OpenGL using S3tc to those when running with Glide in UT1. What a surprise: S3TC didn't get anything better than the original textures did (on the S3 ProSavageDDR), since the original textures are used also by Glide, there is no special textures set for Voodoo, although the Glide is as oposed to d3d, and although 3dfx works very differently as oposed to other cards texturing capabilities and precision.

Quake3 textures were also big, I remember one that is 1600x960. I saw that one on Voodoo. I expected to see it much better on the S3. I looked also at the texture itself inside the texture package: no big deal, actually. Even with 256x256 or with 2048x2048 texture size limit, it doesn't count, that texture still looks near the same, bad.

Aniso filtering. I should laugh seriously. I saw FIFA2003 on a Geforce, on a Radeon, on a S3 Savage 4 (no Aniso filtering). Using the most advanced aniso, for both the results were good, but were seriously crushed by the "No mipmap" setting with S3. Now the grass was looking very good, very crispy, not blurry as on Geforce and ATI (even with largest Mips). Aniso is no big deal if the card is not....VERY GOOD.... to take advantage of it(as a 3dfx or a S3 would take).
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Re: Graphics quality
Reply #37 - 25.09.03 at 16:23:26
 
Ehm, yes... "maybe"...
(for a second, I imagined UT2003 shipping with 12 CD's , of which 10 would be needed for Textures alone, hence my "lol" Wink )

So you're saying a 16x Aniso Image rendered by the current "Aniso King" of Visual Quality (ATI) looks worse than an S3 Savage rendered Frame...

Well...

Personal preference I'd call that Wink

About your S3TC vs. uncompressed Statement in UT :
Sorry, but either you made a significant mistake, or you'd really need heavy glasses :

One of the most frequently posted Screenshots to demonstrate the superior quality of the S3TC Textures was the Planet Texture rotating around CTF-Face.

The difference is nothing short of dramatic, so I think this is beyond personal preference; it's an obvious leap in Quality.
To stay with this Map, same applies to the Wall and floor Textures.

If you wish, I'll post 2 unprocessed, uncompressed 24bit Bitmaps to demonstrate both.
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« Last Edit: 25.09.03 at 16:25:33 by FalconFly »  
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Re: Graphics quality
Reply #38 - 25.09.03 at 16:30:59
 
I was reffering at a 16x Aniso image with the most detailed MipMaps with Radeon or Geforce, as oposed to no Mipmap for the S3. And NoMipmap does cost nearly 8fps or more in certain cases. So it is not as free as you would believe. Also the Nomipmap for 3dfx in Glide costed, but the overall quality: unbelivable (tested in NFS5, Quake3, UT).

S3tc brings no benefit in another game, because of the way the textures are by themselves: ViceCity on Savage4 and on Banshee. On Banshee it locks, but when it's not, the street, the people don't look different than on S3 (or Ati, or Nvidia, the same story).

Bad textures, even in 2048x2048 can't outmatch state-of-the-art 256 or 512 textures....
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Re: Graphics quality
Reply #39 - 25.09.03 at 16:47:14
 
Well, in all honesty, running a Game at 158fps on the CPU limit, or "only" at 150fps on Max. Quality, really doesn't make a big difference.

I'll go and make some Screenshots, so you can see the difference yourself (I can only reckon that you've actually never seen a true, High-Res Texture image)

If Texture compression for High-Res Textures didn't bring any advantage, nobody would use it *hint*

http://www.falconfly-central.de/cgi-bin/yabb/YaBB.pl?board=games;action=display;...
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« Last Edit: 25.09.03 at 17:12:58 by FalconFly »  
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Re: Graphics quality
Reply #40 - 25.09.03 at 19:31:27
 
[Boiu Andrei]:

S3TC does help make what wouldn't be possible otherwise -- do-able. And makes it so complex graphics can be had without gigantic performance hits.

Microsoft's Description of how S3TC helps

Toms Hardware - Quick blurb in 3Dfx section about FXT1 also confirms the S3TC does help quite a bit.

[FlaconFly]

What I think Intel should implement is definately a separate bus for grpahics as AGP is, and make it so you can install memory for that bus and main memory - so those two are both separate -- not sure how well that would acutally work. Tongue

Or just make the video card manufaturers responsible for adding (whatever amount) memory on their cards as they are, for the most part, not Intel -- just plain don't use system RAM.

Also Video card manufacturers could provide an option to add video memory to their cards if you wish to upgrade, though that would problaby be a bad idea for most non techie end users. Roll Eyes
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Re: Graphics quality
Reply #41 - 25.09.03 at 23:33:55
 
I already know what compaines have done this before and that it has been done - but I think you took it out of context - I was referring to Nvidia, ATi and the up and coming XGI.

But like you said the reason they problaby don't is becuase they wouldn't have people buying their new video cards every 6 months, rather they'd upgrade the memory as a cheaper alternative.
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Re: Graphics quality
Reply #42 - 26.09.03 at 11:58:59
 
Black_out,

Your ideas of having a board to sell a Video Card with replacable RAM modules is good and bad. Why? These memories will be much costlyer, since you should include also better pins to resist to some in and out of the slot, then the memory sockets will be costlyer to build and they would have some problems with the cards that would have damaged sockets (from production), so the cost for the memory and the board will be much higher.

Also, some memories for PC are having problems with errors (bad manufactured). Those on Video Cards would be by far harder to detect, and would lead to a strong number of users who have this kind of problems to spend tons of money to make their card work properly (this because malfuctions happend, and some of the products can naver get out damaged, or worse, become damaged by their use). More, the guaranty on this boards will be very hard to offer, since if using a bad ram module, you could destroy the Video Card...

The best sollution would be to find out a way to trully use AGP at the full potential, especially AGP texturing. How? by making possible that the card to use system memory to emulate the frame-buffer  (on board VRAM) as needed. The only succes was that you can transfer textures or take them directly from the AGP zone in your system ram. What was never attempted was to keep some algorithms inside the RAM and let them run from there, and others to stay only in VRAM.

What problem did appear? The textures must be mapped to the geometrical shape. And believe it or not this is the huge problem of accelerators. Mapping 2 big textures on a cube is easy. Mapping 2 big textures on a 365 polygon object is very big time consuming (since the texture must be streched and tight to each polygon).
On an average, to give you a clue, this is consuming from 35% to 80% of the GPU time, not including FSAA, Lighting, Multi-texturing, Filtering of textures (which would cost the CPU, if he would do it, half the performance  (bilinear filtering) as oposed to no-filtering).

Having said that, it becomes clear that the GPU is already running nearly full even when on a game menu, which, of course isn't the case for game consoles (but they are build in a totally different way to do it efficient).
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Re: Graphics quality
Reply #43 - 26.09.03 at 13:10:19
 
Alright, I'm almost out of this Thread...

Some clues :

- Manually upgradeable Memory is currently hardly possible anymore.

Why ?

The cuicuitry to connect to the VRAM must be extremely short (the faster the clock, the shorter they need to be).

Eletrical Resistance for an external Module connector would be completely inappropriate to accomodate Signal Lines, that need specific Fall/Rise times and Amplitudes over half a clock clyle at 300MHz DDR and beyond.

In the past these things simply were not such a big factor, and Upgrade Modules were possible.

- any curreny 3D Video Card can usually render a simple Game Menu faster than the Game-Side framecounter goes (e.g. beyond 1000fps) Roll Eyes

Untextured Objects are rendered nearly as fast as Textured objects nowadays, provided the number of Pipelines can still render in single-pass.
The only notable effect can be observed, if the Amount of Polygons per scene takes sufficient, additional toll on the GPU, or the amount of Textures used really requires the Card's Memory bandwidth, or eventually, by general Overhead induced by really heavy Texture usage.

But then, who would want untextured Objects (?)

@Boiu_Andrei

This the last time I "clear up" your weird statements.
Refrain from making them in the future, or face consequences.
Read up on those basics > then post, and not the other way around...
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Re: Graphics quality
Reply #44 - 27.09.03 at 02:00:09
 
Falconfly:

Why so grim?

I don't mind this conversation because it is very engaging (in a friendly manner) and the things we've all brought up are interesting, I have learned some things I didn't know. It's interesting to me, I have read views that I wouldn't have look at from the angle others do.

Patience

Huh ???
I am not grasping what you are trying to say
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« Last Edit: 27.09.03 at 02:00:44 by BlacK_Out »  

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