NVIDIA Detonator FX 45.23
Image Quality: Quake 3 Team Arena
In Quake 3, we were not able to find optimizations on the same level that we saw in Unreal Tournament 2003. The following shows the possible filter levels in the game.
The image shown here is compressed and therefore somewhat misleading. Click on the image in order to get an uncompressed BMP.
The difference between bilinear and trilinear filtering becomes clear in the screenshots to the left. The mipmap transitions are easily recognizable through the horizontal stripes. It's a different picture when additional anisotropic filtering is used. Although the colored mipmaps show dramatic differences, these are only visible if you look very closely - at least on the still images.
When in motion, smaller differences can be seen, depending on the structure of the texture. However, the images demonstrate how NVIDIA got the idea to only slightly filter the transitions trilinearly in UT2003, since the difference is barely noticeable, even with images in motion.
The image shown here is compressed and therefore somewhat misleading. Click on the image in order to get an uncompressed BMP.
These screenshots show that there are no differences in filtering between v44.03 and v45.23.
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