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View Full Version : Whats antisotropic and antialiasing?



XyZspineZyX
08-05-2003, 04:06 PM
What do they mean i see it in the nvdia media center in the taskbar. Should I turn 'em up or off and to what magnitude? There's something called Quincunx Antialiasing(tm) should I put it at that? Card is 5600 ultra. CPU is 2000xp + sound card is onboard and ram is 512 ddr pc2100. I have 2 fans (one on top of cpu and other stuck on casing.)

<The same thing I would say to my future girlfriend>

XyZspineZyX
08-05-2003, 04:06 PM
What do they mean i see it in the nvdia media center in the taskbar. Should I turn 'em up or off and to what magnitude? There's something called Quincunx Antialiasing(tm) should I put it at that? Card is 5600 ultra. CPU is 2000xp + sound card is onboard and ram is 512 ddr pc2100. I have 2 fans (one on top of cpu and other stuck on casing.)

<The same thing I would say to my future girlfriend>

XyZspineZyX
08-05-2003, 04:34 PM
this is pretty much a simple definition...

anti-aliasing removes "jaggies"...simplest example would be in MSPaint, if you draw a straight vertical or horizontal line, the line looks clear...however, if you draw a diagonal line, it looks jaggy or spikey...if that line were effected by anti-aliasing, it would like more smoother...in games, tires would look rounded, instead of spikey...character models would like smoother and the environment would look less pixelated...

anisotropy filtering clears up images...this one is a bit harder to explain...ummm, in games some images appear blurry when they are farther away...anisotropy filtering sharpens the image making it more defined and legible...

should you use them? anti-aliasing, i would max it out as your video card should be able to handle it...anisotropy filtering is a matter of preference...the GPU takes a monster hit when anisotropy filtering is enabled, and in my opinion, the cost:benefit ratio isn't worth it...

bottom line, each improve your graphics at the cost of frames per second...oh, and the higher the value 2x, 4x Quincunx, etc the better the image...

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XyZspineZyX
08-10-2003, 11:01 PM
Cool...now that you explained what he asked how about you explain what you explained?



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XyZspineZyX
08-10-2003, 11:06 PM
First



Get drunk! you will absorb it easier.

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XyZspineZyX
08-11-2003, 02:15 AM
o220o wrote:
- anisotropy filtering clears up images...this one is
- a bit harder to explain...ummm, in games some images
- appear blurry when they are farther
- away...anisotropy filtering sharpens the image
- making it more defined and legible...

Actually, not quite. It's for smoothing the demarcations between levels of mipmaps. What's a mipmap? Well the textures you see in the game (what makes it look like stone or grass or whatever) are basically flat patterns that are stretched over the frame of the model. Up close, these need to be pretty detailed to look good. Far away, they don't need so much detail. So you've either got to make a few different detail levels or be able to make one texture file and reduce the quality in software - the point of all this being to reduce memory use on the graphics side. Where anisotropic filtering comes in has to do with where you go from one level of detail to the next.

Say you're looking down a hallway that has four mipmap levels. With no filtering (or cheap filtering), you will be able to see lines along the walls where it goes from one level of detail to the next the farther away from you it gets. The anisotropic filtering basically overlaps and blends the levels so there is no sharp line between the two. Depending on the mode (bilinear, trilinear, etc), as to the quality of the image.

That would be it in a nutshell. For a picture and article with full explanation, visit your local library and find the June 2003 issue of Maximum PC.

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