Re: [Thread Ufficiale] NVIDIA GF100 - GTX480/470/465
Inviato: 27 novembre 2010, 14:34
Se può servire eccon un screen delle dimensioni della scheda


Devo dire che la resa qualitativa dell'AA è davvero strabiliante.Full Scene Super-Sampling
Like 3dfx and more recently ATi, nVidia now allows full scene super-sampling with rotated and sparse grids. This feature was “accidentally” implemented at launch and was hidden within the TrAA setting, but now it’s supported with nVidia’s tool, and with certain third party utilities. Interestingly enough, SSAA in OpenGL is still “hidden”, so you have to activate it the old way.
While TrAA only affects transparent textures, SSAA affects the entire scene, and thus the two are mutually exclusive. Like ATi, nVidia renders the same scene multiple times with an offset on each sample, and then combines the samples into one. The sample patterns for SSAA are exactly the same as they are for TrAA, except the entire scene is affected instead of just alpha textures.
nVidia’s advantages over ATi include the fact that SSAA functions in DX10/DX11, and also that the samples can be decoupled from the base MSAA level, exactly like TrAA can. Currently nVidia does not adjust the LOD bias automatically like ATi does, but you can use third party utilities to do this.
Below is a floor from Doom 3 showing the infamous shader aliasing, and you can see that 8xSSAA really cleans it up. Even 2xSSAA visibly clears up games with heavy shader aliasing and the performance is often better than 8xS, while also delivering a cleaner image overall.
Io voglio aggiungere che la qualità dell'AA è migliorata enormemente negli ultimi anni. Fin quando ho avuto la 6800GS non abilitavo MAI l'AA perché il risultato non mi soddisfaceva affatto e preferivo vedere linee scalettate che l'orrore prodotto dall'AA. Da quando ho preso la HD4870 prima e la HD6870 poi lo abilito sempre.PhilSuperjoint ha scritto:Volevo segnalare quest'ottimo blog contenente un'attenta analisi delle qualità visive delle GeForce 400
http://alienbabeltech.com/main/?p=21497" onclick="window.open(this.href);return false;
C'è una parte relativa al Full Scene Super-Sampling con degli screen presi da Doom3
Devo dire che la resa qualitativa dell'AA è davvero strabiliante.Full Scene Super-Sampling
Like 3dfx and more recently ATi, nVidia now allows full scene super-sampling with rotated and sparse grids. This feature was “accidentally” implemented at launch and was hidden within the TrAA setting, but now it’s supported with nVidia’s tool, and with certain third party utilities. Interestingly enough, SSAA in OpenGL is still “hidden”, so you have to activate it the old way.
While TrAA only affects transparent textures, SSAA affects the entire scene, and thus the two are mutually exclusive. Like ATi, nVidia renders the same scene multiple times with an offset on each sample, and then combines the samples into one. The sample patterns for SSAA are exactly the same as they are for TrAA, except the entire scene is affected instead of just alpha textures.
nVidia’s advantages over ATi include the fact that SSAA functions in DX10/DX11, and also that the samples can be decoupled from the base MSAA level, exactly like TrAA can. Currently nVidia does not adjust the LOD bias automatically like ATi does, but you can use third party utilities to do this.
Below is a floor from Doom 3 showing the infamous shader aliasing, and you can see that 8xSSAA really cleans it up. Even 2xSSAA visibly clears up games with heavy shader aliasing and the performance is often better than 8xS, while also delivering a cleaner image overall.
mai capito perchè alla 480 gli han messo quella ventolina piccina ... secondo me era meglio una ventola + ampia come nella 280GIAMPI87 ha scritto:Se può servire eccon un screen delle dimensioni della scheda