Anti-Aliasing has only recently become a true reality with
3rd generation graphics technologies from NVIDIA.
For much of its infancy, AA rendered scenes were often
moving at unacceptable and unplayable frame rates.
However recently, real time full scene AA has matured into
an impressive improvement in over all image quality, with
a manageable sacrifice in performance.
 |
16X
FAA - Fragmentation AA Makes Its Debut! |
Arguably the best
looking AA yet |
|
The Matrox
Parhelia has the ability to drive both traditional 4X
Super Sample AA as well as Matrox's own brand of FAA.
Fragmentation Anti-Aliasing is a method of smoothing out
the jagged lines of only edge pixels in a scene.
Since the edge pixels of any given image are the only ones
a user sees as causing the aliasing artifacts, there is
really no need to anti-alias the entire scene. As
such, huge performance efficiencies can be gained, by only
sampling the edge pixels with this method. For more
detail on FFA,
please refer to this section of our Parhelia launch
article.
We've taken
various in game shots with 16X FAA as well as 4X AA on a
Radeon 8500 and an NVIDIA GeForce4 Ti 4600. Beauty
is in the eye of the beholder. You be the judge.
Comanche
4 Anti-Aliased Screenshots - Click for full view
(SET YOUR DESKTOP TO
32-BIT COLOR TO REDUCE BANDING WHEN LOOKING AT THESE
SCREEN SHOTS)
Reference Image
No AA
|
Reference 2
No AA
|
Radeon 4X
|
Radeon 4X
Image 2
|
Radeon 4X 1280
|
Radeon 4X 1280
Image2
|
GF4
4X
|
GF4
4X
Image 2
|
GF4 4X 1280
 |
GF4 4X 1280
Image 2
 |
Parhelia 16X FAA
 |
Parhelia 16X FAA
Image 2
 |
Parhelia 16X FAA 1280

|
Parhelia 16X FAA 1280
Image 2
 |
There are just
a few images here for you to digest, right? How
about some analysis? First look at the reference non
AA shots, so you can see just how jagged even the scenes
of an impressive 3D Chopper Sim, like Comanche 4, can be.
Notice the flagpole, the edges of the Copter, tents, and
mountain tops. Now compare the 4X AA shots on the Radeon
and GeForce4 at 1024X768 and 1280X1024 resolutions.
The 4X AA shots look very nice with most all edges smooth
on the copter and tents. However, notice the
flagpole. It's not quite straight, is it? Then
look at the 16X FAA shots with the Parhelia. As you
can see, the flagpole is perfect, the edges on the tent
and copter are also crisp. On the other hand, notice
the blades on the copter? For some reason 16X FAA
did not smooth those out so well. Also, in "image 2
shots" there is a small artifact on top of the mountain
range to the right. Occasionally with certain game engines
16X FAA will show small artifacts like this.
However, in all the games we tested and benchmarked here
in this review, it was a very minimal issue, if even
noticeable at all.
A more
noticeable advantage:
Here is where the
rubber met the road for us with this new type of AA. Next, we
fired up the enhanced Quake 3 engine based, Jedi Knight
II. The differences between 4X Super Sample AA
and 16X FAA here, were much more prominent.
Reference No AA

|
GF4
4X 1024

|
G4 4X 1280
 |
Parhelia 16X FAA
1024
 |
Now then, what
to look for. Obviously check out the reference shot
first. When you look at the AA images, you'll wonder
how you can play without it. The non AA shot looks
just plain nasty. Now look at both the 1024 res and
1280 res GF4 4X AA shots. Look at the stairs, the
base of the monument and the bottom edges of the
crosswalks. Now, look at the Parhelia driven 16X FAA
shot at 1024. In our humble opinion, the 16X FAA
shot at 1024 looks cleaner than even the 1280 res 4X AA GeForce4
shot. There were also no noticeable artifacts in
Jedi Knight with 16X FAA. Frankly, the 1024 res 4X
AA shot doesn't even look anti-aliased in some areas, when
compared to the 16X FAA image.
So here is our
take on 16X FAA. It is a natural. Frankly,
wasting valuable bandwidth and fill rate on full scene AA
doesn't make a lot of sense, when you think about it.
Why anti-alias the edges of surface textures when you
don't need to? You are only blurring the images more
and will have to sharpen them back up with aniso
filtering. It makes more sense to us, to only AA the
edge pixels of a given scene. As a result of this
efficient AA method, you can also employ a higher
resolution AA method to those edge pixels, as did Matrox
with the Parhelia's 16X edge sampling method. For
now, we're tipping our hat to Matrox in the AA department.
They have a clear winner here. There is a setting in
the Parhelia drivers to run in 4X Super Sample mode but
why do that? There is simply not real advantage for
doing so.
Displacement Mapping quick take:
We were very
disappointed that we could not get a screen shot of Matrox's fabulous looking "Under Water Reef" demo.
We do have
a running AVI file of the demo here (bottom of the
page), hosted courtesy of our friends at
BP6.com.
However, on the Parhelia install CD, Matrox did include a
number of tech demos, one of which was Displacement
Mapping.
Base Frame
 |
Displacement Map
 |
Texture Mapped
 |
Simply put,
this technology was developed by Matrox and will be part
of the standard feature set for Microsoft's Direct X 9
API. Think of Displacement Maps similarly to Texture
Maps, only instead of holding object Texture data, they
hold object Displacement or "volume" data. So, as
you can see significantly more detailed surface areas can
be defined and processed with the on board Displacement
Mapping engine of the Parhelia. The real question
here is, how will Displacement Mapping catch on in the
development community? Only time will tell.
Enough with
the screen shots. How about a few benchmarks?
Just a few... ;-)
Benchmarks - The Parhelia Vrs. The Radeon 8500 and
GeForce4 Ti 4600! |