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Pemalite said:


I know the 6000 series had better filtering, it's the reason why I ended up hanging onto them for a few years instead of flogging them off instantly like with the 5870's.
I'm not disgreeing with you on angle independant filtering, but keep in mind, that when AMD launched it on the 5000 series, there was a bug in the texture units, which caused this:


For clean textures, AMD certainly had an edge, but they fell flat on their faces with any noisy textures, which kept AMD from having "the best filtering" untill the 6000 series.

You sure that wasn't a game bug and where was this issue identified ? 

Pemalite said:


It's not changing the texture quality, it's swapping the texture for a completely new one.

Why give objects two different surfaces ? (Unless for artistic reasons ...)

Pemalite said:


It does make a big difference, as you don't have to rework other systems to work with the new compression algorithm such as shading.

DXT compression for instance is inherintly bad with non-decal textures, 3dc is bloody fantastic with normal maps.

Texture compression/decompression is a fairly isolated process so there is little interaction with it and it only indirectly affects other parts of the graphics pipeline ...

I agree that 3DC is good with normal maps but it's not better than older texture compression algorithms in terms of compression ratios ...

Pemalite said:


Cats.

What about cats ?