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Review: NVIDIA GeForce 6800 GT
PCI Express
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Image Quality
For years NVIDIA GPUs have been limited
to an ordered-grid sampling pattern for their 4x anti-aliasing,
which produced an inferior quality when dealing with polygon
edges running along near-vertical or horizontal angles. Yet
the 6800s now employ a rotated-grid pattern, which can be
seen below:
4x AA Sampling Pattern

Unfortunately, due to a hardware ROP
(render output) limitation, the 6800s can only perform a maximum
of 4x multi-sampling AA. Yet the 6800 series also supports
an 8xS anti-aliasing mode, which is a combination of multi-
and super-sampling methods. The sampling pattern for the 8xS
mode can be seen here:
8xS Sampling Pattern

The GPU companies moved away from
super-sampling several years ago due to its performance loss
from rendering additional color data for each sub-sample.
Yet one advantage of super-sampling is that the additional
color data created would result in greatly reduced texture
aliasing (e.g. texture shimmering); and as seen above, the
8xS mode writes color data into two rather than one of its
sub-samples and this incurs a higher fill rate cost as shown
by the additional IL-2: Sturmovik Forgotten Battles - Aces
Expansion Pack testing below:
Whereas 4x multi-sampling dropped
performance across the tested resolutions by roughly 10%,
8xS incurs a much higher frame rate loss, one that ranges
from 40-50% depending upon the resolution. However, 8xS remains
a viable mode at 1024x768 in newer titles, is particularly
useful for many older games, and is generally worth enabling
when possible due to the image quality improvements it provides.
Note that all game screenshots throughout this review were
taken at 1024x768 with 4x AA.
A theme throughout the benchmarking
portion of this review has been the rather strong performance
impact the 6800 GTs anisotropic filtering had on certain
games with the cards filtering optimizations disabled.
Using the Direct3D AF Tester utility to capture the images
below, we can clearly see the differences the optimization
settings have on texture filtering:
Direct3D
Anisotropic Filtering (AF) Test Results
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Optimizations Off
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Optimizations On |
Most noticeable is the decreased amount
of blending that occurs between MIP maps (color bands), which
is a result of the trilinear optimization. This effect is
often not apparent during gameplay, though for those with
sharper eyes the choice is available with the 61.45s to disable
all optimizations. NVIDIA is to be commended for giving the
end user the option of choosing either better image quality
or somewhat lessened IQ for increased performance when it
is needed.
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