ATI's Late Response to G70 - Radeon X1800, X1600 and X1300
by Derek Wilson on October 5, 2005 11:05 AM EST- Posted in
- GPUs
Adaptive AA
Antialiasing is becoming more and more important as graphics cards get faster. With the 7800 GTX (and the X1800 XT when it comes along), there are very few monitors that can really stress the fill rate potential of these cards. Not everyone has 30" Apple Cinema Displays, and even at resolutions of 1600x1200 we see CPU limitedness start to become a factor. With many 1600x1200 flat panels out there on the market, this "monitor limitedness" will only get worse and worse as graphics cards continue to improve at a significantly faster rate than display technology. Quality enhancing features will get more and more attention in the meantime, and more power can be spent on enhancing a game rather than just rendering it. Thus more focus has recently been put into antialiasing algorithms.
Multisample AA (MSAA) has been the predominant method of antialiasing for quite a few years now, but it is not perfect. MSAA only works around polygon edges by smoothing lines when the area covered by one pixel falls over multiple triangles. SSAA oversamples everything at every pixel and is traditionally implemented by rendering a scene at a larger resolution and then down-sampling the image to fit the display. Lots of power is wasted with SSAA in areas that are covered by the same color, so MSAA wins out in performance while sacrificing a bit of quality.
One of the major down sides of MSAA is its inability to antialias the interior of polygons mapped with a texture that includes transparency. Things like wires, fences, and foliage are often rendered with huge triangles and transparent texture maps. Since MSAA only works on polygon edges, the areas between transparent and opaque parts inside these large polygons can look very jagged. The only way to combat this is to take multiple texture samples per pixel within the same polygon. This can be done by performing multiple texture lookups per pixel rather than simply rendering the scene at a huge resolution.
ATI is including a feature called Adaptive Antialiasing in the Catalyst release that comes along with the X1000 series. Adaptive AA is functionally similar to NVIDIA's Transparency AA. Rather than just doing multi-sample (MSAA), ATI is able to adaptively take multiple texture samples per pixel in areas that would benefit from including additional texture samples (essentially resulting in a combination of MSAA and SSAA where needed). Depending on where ATI determines it is necessary to perform multiple texture samples, poorly designed or easily aliased textures can benefit in addition to those that include transparency.
Unlike NVIDIA's Transparency AA, ATI's Adaptive AA will be available to all ATI hardware owners. How's that for value-add! This could be a very nice thing for X800/X850 series owners stuck with 1280x1024 panels. Apparently ATI has been tweaking this technology for a few years now, but held off on its introduction until this launch. The use of this feature on most older hardware won't be widespread as performance will degrade too much. In these cases, increasing resolution is almost always more effective than increasing AA quality. Here's a look at the Adaptive AA as compared to Transparency AA:
Continuing down the path to high quality AA, ATI has improved the sub-pixel accuracy of their antialiasing hardware. Rather than being limited to selecting samples on an 8x8 grid, ATI is now able to work with select samples from a 16x16 grid. Moving up from 64 to 256 potential sub-pixels per pixel, ATI has improved the accuracy of their AA algorithm. This accuracy improvement may not be directly noticeable, but this enhancement will also improve the quality of dense AA methods like CrossFire's SuperAA technology. Workstation users will also benefit as this will likely translate to improved point and line antialiasing quality.
The one thing I would ask for from ATI is the ability to turn off "gamma-correct" AA. Such methods only shift inaccuracies between overly dark and overly bright pixels. Consistent results would only be possible if all displays were the same. Since they are not, it's really a six of one half-dozen of the other choice. Putting the decision in the user's hands as to what looks better is always our favored suggestion.
As if all of these enhancements weren't enough to top off ATI's already industry leading antialiasing (NVIDIA's grid aligned sample patterns just can't touch ATI's fully programmable sample patterns in quality), ATI has also vastly improved antialiasing performance with the X1000 generation of hardware. Neither NVIDIA nor previous generation ATI hardware can match the minimal performance hit the X1000 series incurs when enabling standard AA. The performance we see is likely due to a combination of the improvements made to the AA hardware itself along side enhancements to the memory architecture that allow for higher bandwidth and the prioritization of data moving on the ring bus.
Antialiasing is becoming more and more important as graphics cards get faster. With the 7800 GTX (and the X1800 XT when it comes along), there are very few monitors that can really stress the fill rate potential of these cards. Not everyone has 30" Apple Cinema Displays, and even at resolutions of 1600x1200 we see CPU limitedness start to become a factor. With many 1600x1200 flat panels out there on the market, this "monitor limitedness" will only get worse and worse as graphics cards continue to improve at a significantly faster rate than display technology. Quality enhancing features will get more and more attention in the meantime, and more power can be spent on enhancing a game rather than just rendering it. Thus more focus has recently been put into antialiasing algorithms.
Multisample AA (MSAA) has been the predominant method of antialiasing for quite a few years now, but it is not perfect. MSAA only works around polygon edges by smoothing lines when the area covered by one pixel falls over multiple triangles. SSAA oversamples everything at every pixel and is traditionally implemented by rendering a scene at a larger resolution and then down-sampling the image to fit the display. Lots of power is wasted with SSAA in areas that are covered by the same color, so MSAA wins out in performance while sacrificing a bit of quality.
One of the major down sides of MSAA is its inability to antialias the interior of polygons mapped with a texture that includes transparency. Things like wires, fences, and foliage are often rendered with huge triangles and transparent texture maps. Since MSAA only works on polygon edges, the areas between transparent and opaque parts inside these large polygons can look very jagged. The only way to combat this is to take multiple texture samples per pixel within the same polygon. This can be done by performing multiple texture lookups per pixel rather than simply rendering the scene at a huge resolution.
ATI is including a feature called Adaptive Antialiasing in the Catalyst release that comes along with the X1000 series. Adaptive AA is functionally similar to NVIDIA's Transparency AA. Rather than just doing multi-sample (MSAA), ATI is able to adaptively take multiple texture samples per pixel in areas that would benefit from including additional texture samples (essentially resulting in a combination of MSAA and SSAA where needed). Depending on where ATI determines it is necessary to perform multiple texture samples, poorly designed or easily aliased textures can benefit in addition to those that include transparency.
Unlike NVIDIA's Transparency AA, ATI's Adaptive AA will be available to all ATI hardware owners. How's that for value-add! This could be a very nice thing for X800/X850 series owners stuck with 1280x1024 panels. Apparently ATI has been tweaking this technology for a few years now, but held off on its introduction until this launch. The use of this feature on most older hardware won't be widespread as performance will degrade too much. In these cases, increasing resolution is almost always more effective than increasing AA quality. Here's a look at the Adaptive AA as compared to Transparency AA:
NVIDIA 7800 GTX 4xAA
NVIDIA 7800 GTX 4xAA
Mouse over to cycle images
Continuing down the path to high quality AA, ATI has improved the sub-pixel accuracy of their antialiasing hardware. Rather than being limited to selecting samples on an 8x8 grid, ATI is now able to work with select samples from a 16x16 grid. Moving up from 64 to 256 potential sub-pixels per pixel, ATI has improved the accuracy of their AA algorithm. This accuracy improvement may not be directly noticeable, but this enhancement will also improve the quality of dense AA methods like CrossFire's SuperAA technology. Workstation users will also benefit as this will likely translate to improved point and line antialiasing quality.
The one thing I would ask for from ATI is the ability to turn off "gamma-correct" AA. Such methods only shift inaccuracies between overly dark and overly bright pixels. Consistent results would only be possible if all displays were the same. Since they are not, it's really a six of one half-dozen of the other choice. Putting the decision in the user's hands as to what looks better is always our favored suggestion.
As if all of these enhancements weren't enough to top off ATI's already industry leading antialiasing (NVIDIA's grid aligned sample patterns just can't touch ATI's fully programmable sample patterns in quality), ATI has also vastly improved antialiasing performance with the X1000 generation of hardware. Neither NVIDIA nor previous generation ATI hardware can match the minimal performance hit the X1000 series incurs when enabling standard AA. The performance we see is likely due to a combination of the improvements made to the AA hardware itself along side enhancements to the memory architecture that allow for higher bandwidth and the prioritization of data moving on the ring bus.
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Wellsoul2 - Wednesday, October 5, 2005 - link
I really prefer ATI so this is a disappointment.The 1300 and 1600 are pretty weak.
Might as well keep my 9600XT versus the 1300 - Can still play HL2 with noAA/AF.
The only good thing is maybe the price will drop on the x800/850 line.
The X1800 seems like a good card but why pay that money.
Why bother with the shared memory cards? It's dumb.
Cookie Crusher - Wednesday, October 5, 2005 - link
grammar is actually spelled with an "a" ;)OvErHeAtInG - Wednesday, October 5, 2005 - link
Yes, I have a feeling it'll be one of those cases where they make some editions and fixes to the article. Not that horrible, come on - I do agree the graphs are confusing. More important than graphs of benches, though, for me is the examination of the new AA, the architecture, features etc. Which they did a fair job ofOne remark: the bulleted lists are missing the bullets ... e.g. on page 2 the list of new features.
bldckstark - Wednesday, October 5, 2005 - link
Yes, this is the worst article I have ever seen posted on Anandtech. Will Anandtech continue to be my first stop on my daily hardware fix? Yes. Will I ever make Toms Hardware my first stop again? No. JEEEEZ toms sucks now. If you want to complain about a site as a whole take a look at them. They actually posted articles about how to pick up chicks while gaming! Multiple articles! Good Lord.Houdani - Wednesday, October 5, 2005 - link
Agreed! They did do a nice analysis of the new architecture.Agreed! Where are the bullets? (page 2 feature list, page 7 games list).
tfranzese - Wednesday, October 5, 2005 - link
Everyone's always surpised by this. Why? They've done this countless times now as if it's acceptable. Seriously, don't post an article until it's done and have it proofread carefully before posting it. I honestly doubt your (Anandtech) editors are doing more than just skimming articles sometimes with the number of typos and gramatical errors I come across.I hope the quality goes back up, because it will eventually hurt your reputation.
tfranzese - Wednesday, October 5, 2005 - link
I'll add, Anandtech is almost always my first stop to read a breaking review. Unfortunately, truths such as that below could someday change that. Today, Tech Report had the better article.Not their worst article, but things should be improving - not getting worse.
AnandThenMan - Wednesday, October 5, 2005 - link
I agree. VERY WEAK REVIEW! Terrible. Honestly, what happened? Anandtech is usually much, much more with it. Disappointed.As for the R520, I think I'm like most people and just feel, meh.
misterspoot - Wednesday, October 5, 2005 - link
Since the X1800 SKUs will not have the AGP bridge available (PCI-E) only, that leaves the X1600XT to attempt to give us AGP users a performance boost.Sadly, the X1600XT performs barely on par with a GeForce 6600GT -- which can be had for $150. Then, looking at the performance of the X1600XT, and comparing it to the X850 XT-PE -- surprise surprise, the year-plus old X850 XT is considerably superior.
So if you're like me and built your box nearly 2 years ago, and have no choice but to buy an AGP part, it looks like the X850 XT-PE is going to be the highest performance part you can buy. Looks like I'll be grabbing one this weekend, so my performance in raids on Molten Core is drastically improved (runs a 6600GT at 1600x900 with minimum detail settings -- suffers from mid 20fps all the time while trying to tank).
DRavisher - Wednesday, October 5, 2005 - link
The review states: "With its 512MB of onboard RAM, the X1800 XT scales especially well at high resolutions,". From what I see it scales very poorly at high resolutions compared to the 7800GTX 256MB card. Just look at what happens in SC:CT and FarCry. The XT goes from having a substantial lead in 1600x1200 to being about equal with the 7800GTX at 2048x1536.