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Anandtech: Benchmarked – Civilization: Beyond Earth

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Absolutely. Exciting times ahead for sure and nice to see a move away from the conventional AFR method. Smoother performance is always welcomed and Mantle has clearly shown it's more than capable of doing that compared to the alternatives.

So true, to think mantle can become any smoother is quite scary tbh. Battlefield 4 is stunning for its frame latency. SFR in hardline please.
 
So true, to think mantle can become any smoother is quite scary tbh. Battlefield 4 is stunning for its frame latency. SFR in hardline please.

Agreed. The pcper frame variance results speak for themselves when you look at the alternatives out there.
 
Just to clear up something i said from earlier, which I've now corrected. EQAA is actually available on DirectX and Mantle for Radeon. EQAA offers superior image quality by applying anti-aliasing to areas of the scene that might have been missed by MSAA’s coverage testing.

I've clearly told you why eqaa is not better, actually more than once and explained in detail. All I see is you banging on about it being better, why don't you explain in detail why.
 
Love how AMD users have to tout MSAA performance, well it's asif they can talk about down sampling.

When I had a single GTX970 I could run with MSAA disabled with DSR on at 20% smoothness and have better IQ then my 1250Mhz 290 could ever dream of doing while have more performance to boot.

Heck 2xMSAA+2TRSSAA + 20% DSR absolutely destroy every anti aliasing mode AMD offers.
 
I do think people forget the 290 & 290x was competing with the 780 & 780ti. The 970 & 980 are Nvidia's next cards and AMD have not released a new card yet.

Considering the 290X is over a year old it really does do quite well compared with Nvidia's latest offerings and the increase the 970 & 980 offer even over the 780 & 780ti is not that impressive tbh.


I'm still confused why this game has a benchmark. :D
 
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Im not even mad if its fact that 980s kill 290xs, the 290x is 1 year old now and it still keeps up with a 980 in many cases and it beats a 970 in basically everything :rolleyes:

Well said and my Titans are nearly 2 years old and they keep up with everything as well :D
 
Im not even mad if its fact that 980s kill 290xs, the 290x is 1 year old now and it still keeps up with a 980 in many cases and it beats a 970 in basically everything :rolleyes:

I do think people forget the 290 & 290x was competing with the 780 & 780ti. The 970 & 980 are Nvidia's next cards and AMD have not released a new card yet.

Considering the 290X is over a year old it really does do quite well compared with Nvidia's latest offerings and the increase the 970 & 980 offer even over the 780 & 780ti is not that impressive tbh.


I'm still confused why this game has a benchmark. :D

Well said and my Titans are nearly 2 years old and they keep up with everything as well :D

It why the original titans owners have had a great run out of their cards
But newer cards have always been compared to older cards from both sides its just the way it is.
What i do like about the 900 series cards is they hopefully long term are midrange cards(exceeding the old flagship cards) replacing 770 type segment and the true 780/780ti replacements will be a significant upgrade
Eg it will like the AMD 280x's replacement beating the 290x which i hope it does , More performance for us all is always a good thing
 

Cheers for that and that explains what EQAA does. :)

I did have a quick read of this as well, which is a great simple explanation and covers the fundamental ways in which MSAA/EQAA and other various AAs work.

MSAA
MSAA (Multi Sampling AA) reduces the performance needed compared to SSAA. MSAA detects the edges of polygons and only increases the number of samples there.
The main advantage is that it offeres AA that does not blur and uses less performance than SSAA. the disadvantages are that some deferred-rendering engines (like UE3 and most other PS360-era engines) have problems using MSAA and often have subpar results. It also doesnt stop the aliasing of alpha-textures. Some methods like alpha-to-coverage can help smooth alpha textures using MSAA.
edit: The technical explenation of MSAA was a simplification. A more in-depth explanation can be read here. thanks to /u/fb39ca4 for the english source.

EQAA(Enhanced Quality AA) and CSAA(Coverage Sample AA) try to increase the quality of MSAA. The actual way it does it (increasing the number of coverage-samples while the number of color/depth/stencil-samples remain the same) is complicated, a detailed explenaition can be found here.

I got that from this nice chap here

And for the in depth reading, go here for MSAA

And here for EQAA (which Mr Scone already linked).

Greg's infamous prediction almost came true. :D

Technically you can say it did as GK110 won't be replaced until perhaps Q1.

Haha, I was happy to be wrong. :D
 
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