Anisotropic and Trilinear Filtering???

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Kastel86
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Anisotropic and Trilinear Filtering???

Post by Kastel86 »

I have a Radeon 8500 and i was just wondering if u set the anisotropic in the display setting to 16x and then in the game u turn on trilinear which one is it gonna be running? Would it be running both? Would it be the same if i turned trilinear off and anisotropic on 16x?
AMD Athlon XP 2000
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MSI KT333 Ultra ARU
Radeon 8500
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Brent
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Re: Anisotropic and Trilinear Filtering???

Post by Brent »

Originally posted by Kastel86
I have a Radeon 8500 and i was just wondering if u set the anisotropic in the display setting to 16x and then in the game u turn on trilinear which one is it gonna be running? Would it be running both? Would it be the same if i turned trilinear off and anisotropic on 16x?


the 8500's anisotropic only works in bilinear filtering

so if you set it to trilinear in the game it'll still only be bilinear anisotropic

of course at 16X aniso it's hardly noticeable unless you are moving along side a wall and are actually looking for the mip map levels lol

just leave it on aniso 16x for best IQ with little performance hit


btw the R300's aniso now supports aniso with trilinear, there are two options, performance and quality, with performance it's bilinear aniso, but in quality it forces trilinear aniso in the game...
Kastel86
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Post by Kastel86 »

What about Triple Buffering is that any good? Will it improve my graphics and will it hit my fps?
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Brent
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Post by Brent »

Originally posted by Kastel86
What about Triple Buffering is that any good? Will it improve my graphics and will it hit my fps?


Tripple Buffering is just adding one more back buffer to double buffering...

you would have a foreground buffer, buffering from memory and a background buffer

You make a game that has a static background image (or one which rarely changes), then instead of loading the image every frame and draw it, you will just load it once and draw it once on the background offscreen. Then every frame you copy the background onto the foreground, draw the foreground stuff (such as: Players, Bullets, Effects.. bla bla). And then draw the foreground buffer onto the screen.
cyberskye
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Post by cyberskye »

we could always re-route power from the dylithhium chamber thru the phase inverters [SCOTTY]an' she just maiyt git oos 'ome cahp'n[/SCOTTY]

You guys make me dizzy - more power to you :)
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Brent
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Post by Brent »

Originally posted by cyberskye
we could always re-route power from the dylithhium chamber thru the phase inverters [SCOTTY]an' she just maiyt git oos 'ome cahp'n[/SCOTTY]

You guys make me dizzy - more power to you :)
but the eps conduits could blow! it's very possible we could use some ODN lines to actually route power through the secondary eps grid, this would allow a 'buffer' for the phase inverters so they don't overload...
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Post by Brk »

Originally posted by Brent
but the eps conduits could blow! it's very possible we could use some ODN lines to actually route power through the secondary eps grid, this would allow a 'buffer' for the phase inverters so they don't overload...


Tsk tsk...didn't you learn ANYTHING at the Academy? Or were you all too busy planning the execution of a Kolvoord Starburst for graduation to care?

Routing power through the secondary EPS grid would overload it. You'd first need to set up a temporary bridge between the primary EPS grid and the ODN lines to help disperse the inevitable radiation surges, THEN you could slowly "bleed" the power into the secondary grid.

Yeesh!

:rotfl:
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Post by Brk »

I have anisotropic cranked way up and trilinear filtering on and NOLF2 looks AWESOME! So...knock yourself out, yo.
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YARDofSTUF
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Post by YARDofSTUF »

try inverting teh XCS power and send teh ovehead to the core. if this doesnt work, then its the year 2002 only.
Kastel86
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Post by Kastel86 »

so the triple buffering helps it load better. does it hurt the fps?
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Brent
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Post by Brent »

Originally posted by Kastel86
so the triple buffering helps it load better. does it hurt the fps?


it helps the FPS

unless you have a small frame buffer... then it doesn't cause you don't have enough room in local memory
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