{"id":23098,"date":"2011-01-08T08:39:57","date_gmt":"2011-01-08T08:39:57","guid":{"rendered":"http:\/\/alienbabeltech.com\/main\/?p=23098"},"modified":"2011-06-14T04:13:21","modified_gmt":"2011-06-14T03:13:21","slug":"amd-radeon-6000-series-image-quality-analysis","status":"publish","type":"post","link":"http:\/\/alienbabeltech.com\/main\/amd-radeon-6000-series-image-quality-analysis\/","title":{"rendered":"AMD Radeon 6000 Series Image Quality Analysis"},"content":{"rendered":"<p><!--pagetitle:Introducion & Setup--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Introduction<\/span><\/strong><\/span><\/p>\n<p>This article will conduct an image quality analysis on the Radeon <span style=\"color: #99ccff;\">6850<\/span> along with comparing <span style=\"color: #99ccff;\">Fermi<\/span> and <span style=\"color: #99ccff;\">5000<\/span> architectures to it. The findings on the 6850 also apply to the 6900 series, though EQAA will not be covered as it\u2019s unique to the latter. I plan to cover this feature in the future.<\/p>\n<p>For background reading I highly recommend the past image quality articles I\u2019ve written:<\/p>\n<ol>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=21497\" target=\"_blank\">nVidia 400 series image quality analysis<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=12648\" target=\"_blank\">ATi 5000 series image quality analysis<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=10638\" target=\"_blank\">nVidia GT200 series AA investigation<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=7429\" target=\"_blank\">ATi 4000 series AA investigation<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=3188\" target=\"_blank\">ATi vs nVidia image quality comparison<\/a>.<\/li>\n<\/ol>\n<p><strong><\/strong><\/p>\n<p>For reference, here is the current anti-aliasing compatibility status for each vendor:<\/p>\n<p><span style=\"color: #99ccff;\">nVidia:<\/span><\/p>\n<ul>\n<li><span style=\"color: #00ff00;\">MSAA\/CSAA\/SGSS:<\/span> DX9\/DX10\/DX11\/OpenGL.<\/li>\n<li><span style=\"color: #00ff00;\">TrAA:<\/span> DX9\/DX10\/DX11.<\/li>\n<li><span style=\"color: #00ff00;\">OGSS:<\/span> DX9\/OpenGL (automatic LOD adjustment).<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\">AMD:<\/span><\/p>\n<ul>\n<li><span style=\"color: #00ff00;\">MSAA\/CFAA\/MLAA:<\/span> DX9\/DX10\/DX11\/OpenGL.<\/li>\n<li><span style=\"color: #00ff00;\">AAA:<\/span> DX9\/OpenGL.<\/li>\n<li><span style=\"color: #00ff00;\">SGSS:<\/span> DX9 (automatic LOD adjustment).<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration:underline;\">Hardware<\/span><\/span><\/strong><\/p>\n<ul>\n<li>Intel Core i7 870 (3.2 GHz, turbo on, HT off).<\/li>\n<li>4 GB DDR3-1333 RAM (2\u00d72 GB, dual-channel).<\/li>\n<li>Gigabyte GA-P55-UD3 (Intel P55 chipset, F6 BIOS).<\/li>\n<li>nVidia GeForce GTX470 (1.28 GB), reference clocks).<\/li>\n<li>AMD Radeon 5770 (1 GB), reference clocks.<\/li>\n<li>AMD Radeon 6850 (1 GB), reference clocks.<\/li>\n<li>Creative X-Fi XtremeMusic.<\/li>\n<li>30\u201d HP LP3065.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration:underline;\">Software<\/span><\/span><\/strong><\/p>\n<ul>\n<li>Windows 7 (64 bit).<\/li>\n<li>nVidia driver 260.99, settings as described.<\/li>\n<li>AMD Catalyst 10.12, settings as described.<\/li>\n<li>DirectX June 2010.<\/li>\n<li>All games patched to their latest versions. <\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration:underline;\">Settings<\/span><\/span><\/strong><\/p>\n<ul>\n<li>16xAF forced in the driver, vsync forced off in the driver.<\/li>\n<li>AA forced either through the driver or enabled in-game, whichever works better.<\/li>\n<li>Highest quality sound (stereo) used in all games.<\/li>\n<li>All results show an average framerate.<\/li>\n<\/ul>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle: Explanation of Settings--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Explanation of Settings<\/span><\/strong><\/span><\/p>\n<p>Here are the default settings for each card straight after a driver installation, hereby referred to as <span style=\"color: #99ccff;\">Q<\/span> for the rest of the article:<\/p>\n<p><span style=\"color: #00ff00;\">470<\/span><\/p>\n<ul>\n<li>Quality texture filtering.<\/li>\n<li>Negative LOD bias allowed.<\/li>\n<li>Trilinear optimization enabled.<\/li>\n<li>Anisotropic filter optimization &amp; anisotropic sample optimization both disabled.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #00ff00;\">5770<\/span><\/p>\n<ul>\n<li>Quality mip-mapping.<\/li>\n<li>Catalyst AI standard.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #00ff00;\">6850<\/span><\/p>\n<ul>\n<li>Quality texture filtering.<\/li>\n<li>Surface filtering optimization enabled.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p>Here are the settings hereby referred to as <span style=\"color: #99ccff;\">HQ<\/span> in this article:<\/p>\n<p><span style=\"color: #00ff00;\">470<\/span><\/p>\n<ul>\n<li>High quality texture filtering.<\/li>\n<li>Negative LOD bias clamped.<\/li>\n<li>Trilinear, anisotropic filter &amp; anisotropic sample optimizations all disabled.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #00ff00;\">5770<\/span><\/p>\n<ul>\n<li>High quality mip-mapping.<\/li>\n<li>Catalyst AI standard.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #00ff00;\">6850<\/span><\/p>\n<ul>\n<li>High quality texture filtering.<\/li>\n<li>Surface filtering optimization disabled.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p>Setting nVidia\u2019s texture filtering to HQ automatically disables all three texture optimizations (and possibly clamps the LOD too), but there\u2019s currently a bug in nVidia\u2019s control panel which erroneously shows the trilinear setting as enabled even when it\u2019s disabled.<\/p>\n<p>I do <span style=\"color: #99ccff;\">not<\/span> disable Catalyst AI on the 5000 series since doing so is similar to deleting all of nVidia\u2019s profiles, and can cause unpredictable results. For the 6000 series, AMD changed the control panel to allow disabling Catalyst AI\u2019s texture filtering optimizations without interfering with its other functions (e.g. multi-GPU scaling, application specific compatibility fixes, etc). The 6000 series also gets a new option to disable surface format optimization, which is an optimization used to reduce FP16 texture formats into lesser precision if the driver deems there will be no visible loss of quality.<\/p>\n<p>I\u2019d like to add that I\u2019ve been running HQ on nVidia\u2019s cards since the GeForce 7000 days, and also on Radeon cards since the Radeon 4000 series. So any articles I\u2019ve written in the past used HQ settings as they existed at the time of testing.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle: Anisotropic Filtering--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Anisotropic Filtering (HQ)<\/span><\/strong><\/span><\/p>\n<p>Shortly after the 5000 series launched I wrote an article highlighting the <a href=\"http:\/\/alienbabeltech.com\/main\/?p=12648&amp;page=2 \" target=\"_blank\">flaws in AMD\u2019s anisotropic filtering<\/a>. It was one of the first (if not the first) published articles to do so. The topic of AF differences amongst the vendors flared up again on the tech forums shortly before the 6000\u2019s launch, so it deserves to be revisited.<\/p>\n<p>To refresh your memory, the main problems with AMD\u2019s 5000 series\u2019 AF are harsh filtering transitions, dead zones that lack texturing detail, and additional texture aliasing over nVidia\u2019s parts. These problems were later confirmed to be a hardware limitation by AMD, caused by an uneven shifting of kernels within a MIP level. So without further ado, here are the filter test results for all three cards set to HQ:<\/p>\n<div id=\"attachment_23105\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-5770-HQ.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23105\" class=\"size-thumbnail wp-image-23105 \" title=\"AF-5770-HQ\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-5770-HQ.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23105\" class=\"wp-caption-text\">5770 HQ<\/p><\/div> <div id=\"attachment_23108\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-6850-HQ.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23108\" class=\"size-thumbnail wp-image-23108 \" title=\"AF-6850-HQ\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-6850-HQ.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23108\" class=\"wp-caption-text\">6850 HQ<\/p><\/div> <div id=\"attachment_23102\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-470-HQ.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23102\" class=\"size-thumbnail wp-image-23102 \" title=\"AF-470-HQ\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-470-HQ.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23102\" class=\"wp-caption-text\">470 HQ<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>Starting with the <span style=\"color: #99ccff;\">5770<\/span> you can see it looks exactly as it did in my original 5000 series article, confirming it\u2019s a hardware problem.<\/p>\n<p>Moving to the <span style=\"color: #99ccff;\">6850<\/span>, we can see several improvements over the 5770. The filtering bands in the grey areas have reduced (but not disappeared) in number and intensity, the texture aliasing at 90 degree angles closest to the camera has been reduced, and the untextured gray zone outside the red circle now has texturing detail in it.<\/p>\n<p>Compared to the <span style=\"color: #99ccff;\">470<\/span>, the 6850 has angle invariance (the colored mip-maps are perfectly circular) and it has less texture aliasing at the 45 degree angles touching the outer edges of the red border. The 470 meanwhile has smoother texturing transitions in the grey areas before the red border, and it also has less texture aliasing at the 90 degree angles touching the outer edges of the red border.<\/p>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Anisotropic Filtering (Q)<\/span><\/strong><\/span><\/p>\n<p>Another topic that flared up at the 6000 series\u2019 launch was the accusation that AMD\u2019s default driver quality was lower on this series than it was on the 5000 series, thereby invalidating the benchmark scores to some degree. Here are the filtering images with all three cards set to Q:<\/p>\n<div id=\"attachment_23107\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-5770-Q.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23107\" class=\"size-thumbnail wp-image-23107 \" title=\"AF-5770-Q\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-5770-Q.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23107\" class=\"wp-caption-text\">5770 Q<\/p><\/div> <div id=\"attachment_23110\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-6850-Q.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23110\" class=\"size-thumbnail wp-image-23110 \" title=\"AF-6850-Q\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-6850-Q.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23110\" class=\"wp-caption-text\">6850 Q<\/p><\/div> <div id=\"attachment_23104\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-470-Q.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23104\" class=\"size-thumbnail wp-image-23104\" title=\"AF-470-Q\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-470-Q.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23104\" class=\"wp-caption-text\">470 Q<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>Starting with the <span style=\"color: #99ccff;\">5770<\/span>, the only change from Q over HQ is the mip-maps moving closer to the camera, indicating a higher sampling bias is being used. In gaming this could result in slightly blurrier textures at long distances. Interestingly enough there are absolutely no changes to the texture aliasing, indicating that a low LOD bias is probably not the cause of it.<\/p>\n<p>Moving on the <span style=\"color: #99ccff;\">6850<\/span>, we see the mip-maps are brought forward like they are on the 5770, though not as much. This again indicates a higher sampling bias being used. We also see more texture aliasing appear at 90 degree angles touching the outer red circle area. Thus when using default driver settings the 6000 series can cause more shimmering than the 5000 series, showing evidence that image quality took a step backwards.<\/p>\n<p>And lastly, we take a look at the <span style=\"color: #99ccff;\">470<\/span>. Some people have the mistaken impression that nVidia\u2019s default driver settings do not degrade image quality over HQ, but this is absolutely false. You can see the mip-map colors become more solid with less blending in the gradients due to \u201cbrilinear\u201d optimizations being used. The trilinear optimization setting is responsible for this, and can result in harder texture transitions at long distances in gaming. There are no other changes to AF quality, however.<\/p>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Anisotropic Filtering (HQ &amp; 8xSSAA)<\/span><\/strong><\/span><\/p>\n<p>From the earlier examples you can see that all three cards suffer from visible texture aliasing in the gray areas, and in fact perfect 512xAF rendered on the ALUs has the same problem. Fortunately we have something that helps this problem: super-sampling. Here are the screenshots of all three cards running HQ settings with 8xSSAA:<\/p>\n<div id=\"attachment_23106\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-5770-HQ-8xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23106\" class=\"size-thumbnail wp-image-23106 \" title=\"AF-5770-HQ-8xSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-5770-HQ-8xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23106\" class=\"wp-caption-text\">5770 SSAA<\/p><\/div> <div id=\"attachment_23109\" style=\"width: 160px\" class=\"wp-caption alignleft\"> <a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-6850-HQ-8xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23109\" class=\"size-thumbnail wp-image-23109 \" title=\"AF-6850-HQ-8xSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-6850-HQ-8xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23109\" class=\"wp-caption-text\">6850 SSAA<\/p><\/div> <div id=\"attachment_23103\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-470-HQ-8xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23103\" class=\"size-thumbnail wp-image-23103 \" title=\"AF-470-HQ-8xSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/AF-470-HQ-8xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23103\" class=\"wp-caption-text\">470 SSAA<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>All three cards show a visible reduction in texture aliasing with 8xSSAA, though both Radeons are far superior to the <span style=\"color: #99ccff;\">470<\/span> in this regard, even with their negative LOD adjustment. Yes, AMD now automatically adjusts the LOD bias when SSAA is being used which is helpful in avoiding the slight blurring that SSAA can occasionally cause. nVidia doesn\u2019t do this for their rotated\/sparse modes, but does it for the old xS modes.<\/p>\n<p>Compared to the <span style=\"color: #99ccff;\">5770<\/span>, the <span style=\"color: #99ccff;\">6850<\/span> also keeps a little more texture detail in the gray area outside the red area, but both Radeons still have the same problem of losing far too much texture detail at long distances.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle:HQ vs Q Benchmarks--><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration: underline;\">HQ vs Q Benchmarks<\/span><\/span><\/strong><\/p>\n<p>The theoretical analysis earlier was useful to establish what is happening, but now we need to look at games. Since the vast majority of published reviews out there use the default values from each vendor, the first order of business is to obtain hard numbers as to whether there\u2019s a significant performance difference between Q and HQ. To get a nice spread of games I\u2019ve used one from each API (DX9, DX10, DX11, and OpenGL). Here are the results:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-23123 aligncenter\" title=\"Text\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Text4.png?resize=477%2C203\" alt=\"\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Text4.png?resize=477%2C203 477w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Text4-300x127.png 300w\" sizes=\"auto, (max-width: 477px) 100vw, 477px\" data-recalc-dims=\"1\" \/><\/p>\n<p>Starting with the <span style=\"color: #99ccff;\">5770<\/span>, we see essentially zero performance difference in any of the tested games between Q and HQ.<\/p>\n<p>Next up is the <span style=\"color: #99ccff;\">6850<\/span>, which shows a measurable performance increase from Q in both <em>AvP 3<\/em> (DX11) and <em>Crysis<\/em> (DX10).<\/p>\n<p>And finally we have the <span style=\"color: #99ccff;\">470<\/span>, which shows a large performance change in <em>Wolfenstein<\/em> (OpenGL). It\u2019s possible this is caused by the LOD clamp setting if the game uses a negative LOD bias, but it\u2019s still legitimate to point out since anyone that cares enough about image quality will be using this setting anyway.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle:Game Image Quality (HQ)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Game Image Quality (HQ)<\/span><\/strong><\/span><\/p>\n<p>All game screenshots were done at HQ since anyone that cares enough about image quality will never be running Q. Also we\u2019ve seen plenty of <em>Trackmania<\/em> examples so we don\u2019t need any more of those. We need original research in other games to see just how widespread the differences between the cards are.<\/p>\n<p>I couldn\u2019t find any examples in-game where AMD\u2019s angle invariance made a difference. That\u2019s not to say there\u2019s no difference out there somewhere, just that it was much easier to find instances of shimmering. I even fired up <em>Descent 3<\/em> which allows full 360 degree freedom on all three axes, but I still couldn\u2019t concoct an advantage for AMD.<\/p>\n<p>Note that crawling and shimmering is readily apparent during in-game movement, but is very hard to capture in still screenshots. As an example, I was able to observe visible shimmering in <em>Aliens vs Predator 3<\/em> on the 6850 compared to the other two cards, but screenshots failed to show differences. All shots were taken at 2560&#215;1600 with 8xMSAA, and have been substantially zoomed.<\/p>\n<div id=\"attachment_23112\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Doom3-5770.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23112\" class=\"size-thumbnail wp-image-23112 \" title=\"Doom3 5770\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Doom3-5770.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23112\" class=\"wp-caption-text\">5770 Doom 3<\/p><\/div> <div id=\"attachment_23113\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Doom3-6850.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23113\" class=\"size-thumbnail wp-image-23113 \" title=\"Doom3 6850\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Doom3-6850.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23113\" class=\"wp-caption-text\">6850 Doom 3<\/p><\/div> <div id=\"attachment_23111\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Doom3-470.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23111\" class=\"size-thumbnail wp-image-23111 \" title=\"Doom3 470\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Doom3-470.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23111\" class=\"wp-caption-text\">470 Doom 3<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>Above are <span style=\"color: #99ccff;\">Doom 3<\/span> floor screenshots. The horizontally wide \u2018C\u2019 shaped wave patterns are shader aliasing. You can see the patterns are the most pronounced in the 6850 followed by the 5770 and then the 470. Thus the 6850 will shimmer the most in this area during in-game movement, while the 470 will shimmer the least.<\/p>\n<div id=\"attachment_23117\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-5770.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23117\" class=\"size-thumbnail wp-image-23117 \" title=\"Far Cry 5770\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-5770.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23117\" class=\"wp-caption-text\">5770 Far Cry<\/p><\/div> <div id=\"attachment_23118\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-6850.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23118\" class=\"size-thumbnail wp-image-23118 \" title=\"Far Cry 6850\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-6850.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23118\" class=\"wp-caption-text\">6850 Far Cry<\/p><\/div> <div id=\"attachment_23116\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-470-.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23116\" class=\"size-thumbnail wp-image-23116 \" title=\"Far Cry 470\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-470-.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23116\" class=\"wp-caption-text\">470 Far Cry<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>Above are screenshots of a transparent grating in <span style=\"color: #99ccff;\">Far Cry 1<\/span>. The broken yellow horizontal lines are caused by texture aliasing and also by shader aliasing from the nearby light. Compared to the 470, the 5770 has more such lines in the forward section while the 6850 has more in the back section.<\/p>\n<div id=\"attachment_23121\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/HL2-5770.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23121\" class=\"size-thumbnail wp-image-23121 \" title=\"HL2 5770\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/HL2-5770.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23121\" class=\"wp-caption-text\">5770 Half-Life 2<\/p><\/div> <div id=\"attachment_23122\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/HL2-6850.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23122\" class=\"size-thumbnail wp-image-23122 \" title=\"HL2 6850\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/HL2-6850.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23122\" class=\"wp-caption-text\">6850 Half-Life 2<\/p><\/div> <div id=\"attachment_23120\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/HL2-470.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23120\" class=\"size-thumbnail wp-image-23120 \" title=\"HL2 470\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/HL2-470.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23120\" class=\"wp-caption-text\">470 Half-Life 2<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>The final screenshots are from a metallic wall in <span style=\"color: #99ccff;\">Half-Life 2<\/span>. The dark diagonal lines moving leftward that run across the images are caused by shader aliasing. The 5770 has more lines than the 470 so it will shimmer more during movement. Also the gray door is noticeably blurrier on the 5770 compared to the 470.<\/p>\n<p>The 6850 actually has perfect image quality with no discernible shader aliasing until you hit the watermark to the right of the image. There the shader aliasing suddenly appears again, and it moves with you during in-game movement creating a hard transition which is visibly distracting.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle:MLAA--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">MLAA (Morphological Anti-Aliasing)<\/span><\/strong><\/span><\/p>\n<p>Morphological Anti-Aliasing is a feature introduced with the 6000 series which now works on the 5000 series as of the 10.10e hotfix driver. It is implemented by DirectCompute shaders so in theory it could be implemented on any video card that has high enough shader capabilities. MLAA replaces the narrow and wide tent CFAA modes so these have been removed from the control panel, though it\u2019s possible they can still be activated by third party utilities.<\/p>\n<p>MLAA is similar to CFAA in that it\u2019s a shader based post-filter, but it happens much later in the pipeline, after all of the rendering has finished. It works by detecting certain patterns in the final rendered scene and blending them together according to their shape, introducing intermediate colors into image discontinuations. MLAA can be combined with regular AA which results in the post-filter being applied on top of the existing AA, along with a combined performance hit.<\/p>\n<p>MLAA\u2019s advantages over traditional AA are that it\u2019s theoretically compatible with every game (including deferred renderers), and it doesn\u2019t use additional VRAM since the scene is not rendered higher. It\u2019s also supposed to be faster than regular AA, though performance tests later in this article reveal this is often not the case.<\/p>\n<p>Its disadvantages are that it only reuses pixel-level data from a finished frame, and as a result it doesn\u2019t have access to any higher precision sub-pixel information. Also unlike edge-detect CFAA which only blends polygon edges, MLAA can blend anywhere which can cause scene blurring and loss of detail.<\/p>\n<p>As it operates on finished images MLAA cannot be captured by Fraps, though games that implement in-game screen captures will show it. AMD provides a tool to apply MLAA to finished images but I found it easier to use <span style=\"color: #99ccff;\">Radeon Pro<\/span>, which has the ability to capture MLAA images. I can confirm the screenshots below match what I was seeing in-game:<\/p>\n<div id=\"attachment_23114\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-4xMS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23114\" class=\"size-thumbnail wp-image-23114 \" title=\"Far Cry 4xMS\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-4xMS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23114\" class=\"wp-caption-text\">4xMSAA<\/p><\/div> <div id=\"attachment_23115\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-4xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23115\" class=\"size-thumbnail wp-image-23115 \" title=\"Far Cry 4xSS\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-4xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23115\" class=\"wp-caption-text\">4xSSAA<\/p><\/div> <div id=\"attachment_23119\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-MLAA.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23119\" class=\"size-thumbnail wp-image-23119 \" title=\"Far Cry MLAA\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Far-Cry-MLAA.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-23119\" class=\"wp-caption-text\">MLAA<\/p><\/div>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p><strong><\/strong><\/p>\n<p>The images above are a hut from <span style=\"color: #99ccff;\">Far Cry 1<\/span>. Compared to MSAA\/SSAA, MLAA has visibly worse edges on the top and left edges of the hut\u2019s roof, and also on the large diagonal beam below it. Also the inside of the hut\u2019s roof is visibly smudged from excessive blurring. The top chair and crate edges are smoother with MLAA, however.<\/p>\n<p>In <em>Far Cry 1<\/em> MLAA also causes edges at long distances to sparkle even without player movement. The algorithm seems to be constantly changing its mind about how to anti-alias things, which leads to inconsistent image quality when gaming.<\/p>\n<p>I tried MLAA in about a dozen games including ones where AA doesn\u2019t normally work, such as <em>Timeshift<\/em>, <em>Halo 1<\/em> and <em>Cryostasis<\/em>. While it worked everywhere, almost every game had obvious blurring to 3D scenes, menus and text; console text in <em>Half-Life 2<\/em> was practically unreadable. MLAA also showed little to no improvement to shader and vegetation aliasing during in-game movement in games like <em>Far Cry 2<\/em> and <em>Crysis<\/em>. It just blurred the vegetation without really doing much to reduce the shimmering.<\/p>\n<p>About the only game where MLAA provided acceptable image quality was in <em>Halo 1<\/em> where it visibly reduced jagged edges without excessive blurring.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle:1680x1050--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">1680&#215;1050<\/span><\/strong><\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-23100\" title=\"1680\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/1680.png?resize=451%2C481\" alt=\"\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/1680.png?resize=451%2C481 451w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/1680-281x300.png 281w\" sizes=\"auto, (max-width: 451px) 100vw, 451px\" data-recalc-dims=\"1\" \/><\/p>\n<p>This page tests three DX10\/DX11 games using regular MSAA against MLAA. Note that <em>AvP 3<\/em> couldn\u2019t have 8xAA enabled so I used 12xCFAA instead.<\/p>\n<p>There\u2019s one redeeming result for MLAA and that\u2019s with <em>AvP 3<\/em>, where its performance is the same as 2xAA. In the other games it has a major performance hit and is equal to or slower than 8xMSAA.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle:2560x1600--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">2560&#215;1600<\/span><\/strong><\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-23101\" title=\"2560\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/2560.png?resize=451%2C625\" alt=\"\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/2560.png?resize=451%2C625 451w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/2560-216x300.png 216w\" sizes=\"auto, (max-width: 451px) 100vw, 451px\" data-recalc-dims=\"1\" \/><\/p>\n<p>Here a pair of DX9 titles were tested with all of AMD\u2019s AA modes. <em>Fear <\/em>was included so 8xSSAA could be shown as it would have taken an eternity to run in <em>Left 4 Dead<\/em> due to being too slow.<\/p>\n<p>MLAA has an enormous performance hit here, being slower than 2xSSAA in <em>Left 4 Dead<\/em> and the same speed as 4xSSAA in <em>Fear<\/em>.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--nextpage--><!--pagetitle:Conclusion--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Conclusion<\/span><\/strong><\/span><\/p>\n<p>Both vendors degrade image quality at default driver settings, though the 6850 is the worst offender out of the three cards. Also both the 470 and 6850 showed a performance increase by using Q over HQ, though the 6850 was impacted the most overall. In contrast, the 5770 showed no performance change and the least image quality loss from using default driver settings.<\/p>\n<p>With regards to filtering quality, the 6850 has reduced the hard transitions and dead zones compared to the 5770, but they\u2019re still present. As for shimmering, the 6850 has a higher incidence of it on certain detailed textures during in-game movement. While angle invariance is theoretically an advantage for AMD, I couldn\u2019t find any scenario where it offered a practical benefit over nVidia.<\/p>\n<p>Image quality aficionados will recognize that nVidia\u2019s AF still produces the smoothest and most uniform images overall. With that said, if you\u2019re someone who never changes the driver control panel from its defaults, you probably won\u2019t notice a difference between the two vendors. And to be perfectly fair, occurrences of practical differences tend to be rare anyway.<\/p>\n<p>As for MLAA, it has a very heavy performance hit while offering substantially inferior image quality compared to traditional AA modes. I\u2019d only use it where no other AA works, and even then I\u2019d think twice before putting up with all that blurring.<\/p>\n<p><strong><\/strong><\/p>\n<blockquote>\n<p>Please join us in our <a href=\"http:\/\/alienbabeltech.com\/abt\/index.php\" target=\"_blank\">Forums<\/a><\/p>\n<p>Follow us on <a href=\"http:\/\/twitter.com\/alienbabeltech\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/twitter.com\/alienbabeltech', 'Twitter']);\" target=\"_blank\">Twitter<\/a><\/p>\n<p>For the latest updates from ABT, please <a href=\"http:\/\/alienbabeltech.com\/main\/?feed=rss2\" target=\"_blank\">join our RSS News Feed<\/a><\/p>\n<p>Join our Distributed Computing teams<\/p>\n<ul>\n<li>Folding@Home &#8211; Team AlienBabelTech &#8211; 164304 <\/li>\n<li>SETI@Home &#8211; Team AlienBabelTech &#8211; 138705 <\/li>\n<li><a href=\"http:\/\/www.worldcommunitygrid.org\/reg\/viewRegister.do?teamID=3P39R3SRV1\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/www.worldcommunitygrid.org\/reg\/viewRegister.do?teamID=3P39R3SRV1', 'World Community Grid &#8211; Team AlienBabelTech']);\" target=\"_blank\">World Community Grid &#8211; Team AlienBabelTech<\/a><\/li>\n<\/ul>\n<\/blockquote>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n","protected":false},"excerpt":{"rendered":"<p><a href=\"http:\/\/alienbabeltech.com\/main\/?p=23098\"><img decoding=\"async\" align=top title=\"Author: BFG10K\" src=\"http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2011\/01\/Article-Image1.png\" \/><\/a><\/p>\n","protected":false},"author":5,"featured_media":23189,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2533,7814,7],"tags":[4342,4275,2528,4376,272,72,73,3170,121,238],"class_list":["post-23098","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-abt-news","category-articles","category-technology","tag-10-12","tag-260-99","tag-2528","tag-4376","tag-af","tag-amd","tag-ati","tag-gtx470","tag-nvidia","tag-radeon"],"_links":{"self":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/23098","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/comments?post=23098"}],"version-history":[{"count":0,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/23098\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media\/23189"}],"wp:attachment":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media?parent=23098"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/categories?post=23098"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/tags?post=23098"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}