The main difference between both algorithms is that on ATI if you don't look straight to a certain object the driver thinks that object shouldn't get the same level of AF as the ones right in front of you. This angle problem is not fixed even with HQ AF unfortunately, and I think ATI specifically wants it to be like that for some strange reason. Maybe perfomance, but nowadays AF is peanuts for every card out there. I can't find the article about the angles with screenshots and all that, but this two links are also interesting:
http://www.beyond3d.com/content/reviews/3/5
http://www.beyond3d.com/content/reviews/47/3
And the AF algorithm hasn't changed since R600 AFAIK.




Reply With Quote

Bookmarks