Announcement

Collapse
No announcement yet.

Digital Foundry vs console texture filtering

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Digital Foundry vs console texture filtering

    UPDATE 26/10/15 16:57: After publishing this feature over the weekend, Krzysztof Narkowicz, lead enginer programmer of Shadow Warrior developer Flying Wild Hog, got in touch to discuss thoughts on console anisotropic filtering and agreed that we could publish our discussion on the record. Suffice to say that the picture he paints of the texture filtering levels on console is somewhat different to the conclusions we reached in last weekend's article. We hope that the information adds something to the discussion but more than that, hopefully it addresses the vast majority of the outstanding questions surrounding the issue. And we begin with this - what's the impact of anisotropic filtering on console performance?
    "It's hard to quantify the performance impact of AF on consoles, without using a devkit. Additionally, AF impact heavily depends on the specific game and a specific scene. Basically it's an apples to oranges comparison," he says.
    "Different hardware has different ALU:Tex ratios, bandwidth etc. This means also different bottlenecks and different AF impact on the frame-rate. AF impact on the frame-rate also depends on the specific scene (what percentage of screen is filled with surfaces at oblique viewing angles, are those surfaces using displacement mapping, what's the main bottleneck there?) and the specific game (what percentage of the frame is spend on rendering geometry and which textures use AF)."
    Read more…


    More...
Working...
X