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Cat. 5.11 gir bedre AA-ytelse i OpenGL (X1800XT)


guezz

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Dette er gode nyheter hvis de kan gjøre dette uten å påvirke bildekvaliteten negativt.

ATI Technologies have this morning made a tool available to HEXUS which supposedly improves scores in Doom3 when antialiasing is enabled. Improvements 'of up to 35%' are explicitly mentioned by sources within ATI. The tool seemingly changes the way the graphics card maps its own memory to better deal with handling AA sample data in Doom3's case.

 

As well as supporting Doom3, the tool is said to increase performance in all OpenGL titles when using antialiasing. With Doom3 the poster child for that graphics API, ATI's willingness to promote the increases in that application in particular are understandable.

 

The fix will shortly be rolled into CATALYST 5.11 according to ATI sources and a beta drop of that driver will be made available for testing in due course, before the final WHQL driver from Terry Makedon's CATALYST team is made available for public download in November.

 

HEXUS are in the process of testing the fix and we'll bring you some scores using the executable tool very shortly. More on the tool and the fix as we get it.

 

 

Doom3 Performance

On an Athlon 64 FX-57 system (ASUS A8N-SLI, 1GiB DDR400, Radeon X1800 XT), the tool shows the following increase in Doom3 scores using HEXUS's own custom demo. Timedemo 1 built in to the game shows similar gains and the HEXUS results show a 32% performance boost at 1600x1200.

 

bench-doom3.png

 

:wow: X1800XT vinner over en GTX i D3 med AA og AF:

bench-doom3-composite.png

 

bench-riddick-ationly.png

 

bench-riddick.png

 

The tweak also shows gains similar to Riddick's in the Serious Sam 2 demo using the OpenGL version of Croteam's renderer, so OpenGL performance is generally up quite healthily across the board.

HEXUS

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Videoannonse
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This change is for the X1K family. The X1Ks have a new programmable memory controller and gfx subsystem mapping. A simple set of new memory controller programs gave a huge boost to memory BW limited cases, such as AA (need to test AF). We measured 36% performance improvements on D3 @ 4xAA/high res. This has nothing to do with the rendering (which is identical to before). X800's also have partially programmable MC's, so we might be able to do better there too (basically, discovering such a large jump, we want to revisit our previous decisions).

 

But It's still not optimal. The work space we have to optimize memory settings and gfx mappings is immense. It will take us some time to really get the performance closer to maximum. But that's why we designed a new programmable MC. We are only at the beginning of the tuning for the X1K's.

 

As well, we are determined to focus a lot more energy into OGL tuning in the coming year; shame on us for not doing it earlier.

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Raptor,14/10-2005 : 00:06]Skulle vel egentlig bare mangle siden x1800XT er et 512Mb kort?

Foruten i noen spesielle situasjoner har det veldig lite betydning i Doom3 på gjennomsnitt FPS tester selv med "ultra quality".

 

Regnet med at de hadde noen bugs med AA i OpenGL, fordi ytelsestapet med AA i OpenGL var mye lavere enn i Direct3D

Ikke spesifikk til AA, men minnebåndbredde begrensete situasjoner. Og du mener vel omvendt?

 

Edit: Jeg ser ikke bortifra at det også vil være en del å hente i D3D mtp testen til Driverheaven som viste at 7800GTX fikk et greit overtak når minnebåndbredden var den samme.

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