ATi's Filtering Methods Explained
Posted by: Newsfactory on: 06/01/2004 01:45 PM [ Print | 3 comment(s) ] · 1963 views
In recent weeks a lot of space, discussion and bandwidth have been dedicated to ATi's texture filtering methodology, particularly on their new Radeon X800 boards.
Away from all that, one thing I realised as a result of much of the forum discussion surrounding recent issues is that there is a great deal of confusion about ATi's texture filtering method in general, and more specifically the various different optimisations that are implemented as part of it. So, rather than go down the road of simply discussing the filtering method used on ATi's R420 and RV3x0 boards, I wanted to create a more catch-all explanation of the different facets of their techniques - Mainly how they work, what they mean for users and how (if at all) they can be controlled.
You can see my article here @ EliteBastards
Away from all that, one thing I realised as a result of much of the forum discussion surrounding recent issues is that there is a great deal of confusion about ATi's texture filtering method in general, and more specifically the various different optimisations that are implemented as part of it. So, rather than go down the road of simply discussing the filtering method used on ATi's R420 and RV3x0 boards, I wanted to create a more catch-all explanation of the different facets of their techniques - Mainly how they work, what they mean for users and how (if at all) they can be controlled.
You can see my article here @ EliteBastards
« Computex 2004: NV45 · ATi's Filtering Methods Explained
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Jaybo Unregistered |
Let me guess, if it is coming from EliteBastards it's probably showing it in a positive light... |
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Hanners Unregistered Posts: 1 Joined: 2004-06-04 |
How about you read it before you make asinine comments? |
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Jaybo Unregistered |
Are you actually stating that I don't have a reason to believe they tend to like ATI products? You're kidding right? |


