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Last
Updated on March 01, 2002
by Thomas
McGuire
Check for NVIDIA
GeForce based videocards prices here.
Select
the opengl tab & from the drop-down menu select the Anti
Aliasing option.
Anti-Aliasing
mode.
This option specifies the Anti-Aliasing mode to be used in Direct3D
applications. Set this to Off to disable Anti-aliasing in
Direct3D, Auto will allow the Direct3D Application to determine
the Anti-aliasing mode used, e.g. as can be selected in Max Payne’s
Options menu. On the GeForce 3 & 4 multi-sampling FSAA is used for 2
Samples & Quincunx modes, which will provide fastest
performance of all available FSAA modes (Bar Off obviously). 4
Samples works by up-sampling the Horizontal & Vertical
resolutions by a factor of 2, then down-sampling by averaging the
colours of a 2x2 pixel block to form 1 pixel across the entire image.
For
testing performance in each of these modes (On a GeForce 3 Ti 200) I
used Serious Sam & settings used can be downloaded
here.
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Resolution
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800x600x32
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1024x768x32
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Anti-Aliasing
mode
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Off
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107.1
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103.4
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2
Samples
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101
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87
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Quincunx
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97.3
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72.4
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4
Samples
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89
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60.7
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4
Samples + 9 Tap
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71.5
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46.1
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For
those with GeForce 3’s you’d probably be best off sticking with 2
Samples given the texture quality remains sharper than Quincunx
& the performance hit is fairly small (Being that it’s a
Multi-sampling mode), though those with GeForce 4 owners should find any
of the FSAA modes to perform rather well indeed so should be a lot more
flexible in this area. Those with GeForce 1/2 & perhaps even 3 on
slower systems would be better served enabling Anisotropic filtering
instead.
Now
select the Textures option from the drop-down menu.
Color
depth.
This option specifies the default colour depth to be used for textures
in OpenGL Applications/Games. With the speed of the average system now
there should no reason to set this to anything but 32 Bits,
though if you have an older NVIDIA Graphics card (TNT 1/2) you might
want to try 16 Bits instead to keep up performance in newer
Games. Desktop Depth will (surprisingly enough) set this to
whatever colour depth the desktop has been set to, don’t bother with
these just specify what to use instead.
Fast
Mipmap filtering.
Leave this option Unticked. Most OpenGL Games allow you to set
the Texture filtering mode & as such it’s best to determine it
in-Game rather than using this.
Force
S3TC v3 compression.
As you may have read in our Creative
3D Blaster GeForce 3 Ti 200 Review, GeForce Graphics cards (All
versions/models) use 16-Bit interpolation for DXT1 compression which
results in rather poor quality images when it comes to textures that are
compressed in the DXT1 format. Ticking this option enables a
Driver workaround that translates DXT1 requests to DXT3, which
effectively bypasses this problem (Though DXT3 has a lower compression
ratio to DXT1, 4:1 as compared with 6:1).
The
screenshots beneath illustrate the effect of this in Quake 3, with
regard to using no compression, DXT1 compression where requested
(Default) & using the DXT3 compression workaround. Click on the
images for their full-screen version.
Uncompressed
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DXT1 Compressed
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DXT3 Compressed
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As you can see using DXT3 compression on the GeForce resolves the
compression quality issues associated with using DXT1 on (all) GeForces
– notice the quality of the sky using DXT3 as opposed to DXT1. Given
the improvement in texture quality & minimum effect on performance
with texture compression enabled (In one quick test at 1024x768x32 the
frame rate from enabling texture compression without the DXT3 workaround
was 141.9, whereas with the DXT3 workaround enabled the frame rate
dropped slightly to 140.6). I’d strongly recommend that you enable
this option.
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