Anisotropic and Trilinear Filtering???
Anisotropic and Trilinear Filtering???
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
256MB DDR Ram 333mhz
MSI KT333 Ultra ARU
Radeon 8500
Current OS:
Windows XP Professional
256MB DDR Ram 333mhz
MSI KT333 Ultra ARU
Radeon 8500
Current OS:
Windows XP Professional
Re: Anisotropic and Trilinear Filtering???
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...
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.
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...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![]()
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!
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