ATI's explanation
Apparently, something is wrong with ATI's drivers, because the Radeon X800 Pro isn't producing the correct image in DOOM 3 at the game's defaults. There might also be something fishy going on, because performance drops after toggling the filtering mode in the game console. We contacted ATI and asked for an explanation, unsure what to expect.
ATI's answer, it turns out, was intriguing. The problem with image quality, they said, is due to a known bug in the Catalyst 4.8 and early 4.9 beta drivers. Unlike most games, they claimed, DOOM 3 doesn't turn on anisotropic texture filtering globally. Instead, it sets filtering on a per-texture basis, requesting filtering only on those textures that require it. Other textures in the game store important data that the game uses to render scenes, but don't show up on screen. These textures won't benefit from filtering. What's more, they said, DOOM 3 is rather unique among OpenGL applications in this requesting filtering on a case-by-case basis instead of doing so globally.
As a result, DOOM 3's behavior exposes a bug in ATI's OpenGL driver. The driver isn't reacting properly to DOOM 3's requests. The driver sets a minification filter, but not a magnification filterso full trilinear blending between mip maps isn't applied. ATI pledged to get us a new build of the Catalyst 4.9 beta drivers that included a fix for the problem, and said the fix should have a negligible impact on performance.
So far, so good. Why, then, does using the console to toggle between bilinear and trilinear modes appear to solve this problem?
ATI said the performance drop is a result of a quirk of DOOM 3's. Using the console switch sets filtering globally, rather than on a texture-by-texture basis. Setting filtering globally, they said, has the same effect as forcing anisotropic filtering on in the ATI driver's control panel. Texture filtering then affects textures that shouldn't be filtered, like the game's specular lookup table and cube map textures, slowing the game down without really benefitting image quality. (Incidentally, they noted, this same problem is one of the big reasons the DOOM 3 shader patch making its way around the web improves performance so dramatically in some casesspecifically, in those cases where users have forced anisotropic filtering on using the ATI control panel. By substituting math operations for using the specular lookup map, the patch sidesteps the unnecessary filtering happening to the specular lookup texture.)
In other words, according to ATI, the big performance drop-off we're seeing after the console commands is a quirk of the game, and doesn't necessarily mean anything sinister is happening in ATI's drivers.
So are they full of it?
The explanation sounded good, but we wanted to be sure ATI wasn't trying to use its technical mojo to pull the wool over our eyes, so we had to come up with some means of verifying what they were saying. We decided on a few obvious ways of testing their claims.
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