Texture Filtering

 

Texture Filtering Performance

We'll use SS:SE's Citadel demo to test the various filtering modes available on the GeForce FX. SS:SE's OpenGL renderer was used again, with the ExtremeGFX addon. GeForce FX has three quality settings that affect the performance: 'Application', 'Balanced' and 'Aggressive' and we'll take a look at the performances of the available Anisotropic filtering modes under each of these settings.

 

 

1x 140.3 136.7 131.7 109.8 82.0
2x 136.7 136.2 124.7 93.7 68.5
4x 136.8 135.1 115.5 84.1 60.9
8x 138.0 132.8 109.4 77.2 55.3
 
2x -3% 0% -5% -15% -16%
4x -2% -1% -12% -23% -26%
8x -2% -3% -17% -30% -33%

Under 'Application', the highest quality setting, there's a fair performance spread, with the worst case performance of 33% lower than no Anisotropic filtering.

 

 

1x 139.6 137.8 134.2 116.5 89.6
2x 141.9 137.2 131.7 110.5 83.2
4x 138.1 134.8 127.9 98.5 72.7
8x 139.5 137.5 128.9 99.2 72.3
 
2x 2% 0% -2% -5% -7%
4x -1% -2% -5% -15% -19%
8x 0% 0% -4% -15% -19%

Here we can see that the performance under the 'Balanced' setting is a litter higher all around, and there is less of a performance hit with higher levels of filtering, indicating that less texture samples are being taken. The performance difference between 4x and 8x AF is also quite minimal.

 

 

1x 137.7 135.7 133.2 123.3 102.5
2x 137.3 136.1 131.7 121.4 98.6
4x 137.6 135.9 133.0 119.1 95.1
8x 138.2 135.8 133.7 119.7 93.4
 
2x 0% 0% -1% -2% -4%
4x 0% 0% 0% -3% -7%
8x 0% 0% 0% -3% -9%

With the 'Aggressive' mode we can see that, once again, the performance starts from a higher base, and the performance difference between each of the filtering modes is much less as well. Here there difference between no AF and 8x AF is 9% at the most fill-rate limited resolution.