9800 XT image quality
Before we get into the DX8.1 versus DX9 comparison, we first want to take a look at DX8 (again, note that these aren’t identical shots of the same scene):
![GeForce FX and Half-Life 2: DirectX 8 only? [ RADEON 9800 XT running DX8.0 path @ 1024 x 768 ] > View Full-Size in another window.](images/26-s.png) RADEON 9800 XT running DX8.0 path
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![GeForce FX and Half-Life 2: DirectX 8 only? [ 9800 XT DX8.0 shot #2 @ 1024 x 768 ] > View Full-Size in another window.](images/27-s.png) 9800 XT DX8.0 shot #2
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Ripples in water more pronounced under DX8.0 w/ 9800XT @ 1024 x 768 ] > View Full-Size in another window.](images/28-s.png) Ripples in water more pronounced under DX8.0 w/ 9800XT
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Predator still looking good @ 1024 x 768 ] > View Full-Size in another window.](images/29-s.png) Predator still looking good
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![GeForce FX and Half-Life 2: DirectX 8 only? [ The DX8.0 path looks quite good @ 1024 x 768 ] > View Full-Size in another window.](images/30-s.png) The DX8.0 path looks quite good
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![GeForce FX and Half-Life 2: DirectX 8 only? [ IQ between the 5950 and 9800 XT in DX8.0 looks similar @ 1024 x 768 ] > View Full-Size in another window.](images/31-s.png) IQ between the 5950 and 9800 XT in DX8.0 looks similar
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We can't see any dramatic differences between the RADEON 9800 XT and GeForce FX 5950 Ultra when running the DirectX 8.0 path. Both cards deliver visuals of similar quality.
RADEON 9800 XT with DirectX 8.1:
![GeForce FX and Half-Life 2: DirectX 8 only? [ DX8.1 adds little to this scene @ 1024 x 768 ] > View Full-Size in another window.](images/32-s.png) DX8.1 adds little to this scene
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![GeForce FX and Half-Life 2: DirectX 8 only? [ 9800 XT with DX8.1. Not much has changed here either @ 1024 x 768 ] > View Full-Size in another window.](images/33-s.png) 9800 XT with DX8.1. Not much has changed here either
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Driver bug on the beams here, ripples in water reduced @ 1024 x 768 ] > View Full-Size in another window.](images/34-s.png) Driver bug on the beams here, ripples in water reduced
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Smoke has been added with DX8.1. Unfortunately the flames are a little different than the 5950U, so we cant directly compare those. @ 1024 x 768 ] > View Full-Size in another window.](images/35-s.png) Smoke has been added with DX8.1. Unfortunately the flames are a little different than the 5950U, so we cant directly compare those.
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![GeForce FX and Half-Life 2: DirectX 8 only? [ RADEON 9800 XT with DX8.1 path @ 1024 x 768 ] > View Full-Size in another window.](images/36-s.png) RADEON 9800 XT with DX8.1 path
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![GeForce FX and Half-Life 2: DirectX 8 only? [ 9800XT w/ 8.1 - Output looks similar to the DX8.0 path @ 1024 x 768 ] > View Full-Size in another window.](images/37-s.png) 9800XT w/ 8.1 - Output looks similar to the DX8.0 path
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DirectX 9 versus DirectX 8.1
As we mentioned at the end of the second page, we were pretty surprised at how similar the 9.0 and 8.1 paths looked on GeForce FX 5950 Ultra, so we took more screenshots with ATI’s RADEON 9800 XT running the DX9.0 path in video stress test:
![GeForce FX and Half-Life 2: DirectX 8 only? [ RADEON 9800 XT w/DX9 @ 1024 x 768 ] > View Full-Size in another window.](images/38-s.png) RADEON 9800 XT w/DX9
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Virtual displacement mapping could potentially be in use here instead of bump maps. @ 1024 x 768 ] > View Full-Size in another window.](images/39-s.png) Virtual displacement mapping could potentially be in use here instead of bump maps.
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Overhead shot, 9800 XT w/ DX9 @ 1024 x 768 ] > View Full-Size in another window.](images/40-s.png) Overhead shot, 9800 XT w/ DX9
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![GeForce FX and Half-Life 2: DirectX 8 only? [ RADEON 9800 XT in DX9 mode @ 1024 x 768 ] > View Full-Size in another window.](images/41-s.png) RADEON 9800 XT in DX9 mode
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![GeForce FX and Half-Life 2: DirectX 8 only? [ RADEON 9800 XT shot #5 @ 1024 x 768 ] > View Full-Size in another window.](images/42-s.png) RADEON 9800 XT shot #5
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![GeForce FX and Half-Life 2: DirectX 8 only? [ Final 9800 XT DX9 shot with VST @ 1024 x 768 ] > View Full-Size in another window.](images/43-s.png) Final 9800 XT DX9 shot with VST
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Here’s where we get our first indication of differences between DX9 and DX8.1. Look closely at the walls of the cave in the first two shots. In the DX8.1 screenshots, the ridges are much more pronounced (the water is also nearly transparent in the second DX9 shot for some reason). We believe Valve is using bump maps to create the walls. You can really see this in the area directly underneath the light in the first image, while in the second picture you can see the difference along the right and left walls of the cave. Here Valve may be using normal maps, or going one step beyond that with virtual displacement mapping:

RADEON 9800 XT DX8.1

RADEON 9800 XT DX9.0
If you refer back to the GeForce FX 5950 Ultra DX9 versus DX8.1 screenshots on page 2, you’ll notice that the FX board in DX9 looks more similar to the 9800 XT’s 8.1 mode than it does the 9.0:

GeForce FX 5950 Ultra DX8.1

GeForce FX 5950 Ultra DX9.0
This pretty much confirms our theory that the FX is running DX9, but in order to prove it, we ran benchmarks with the video stress test. (There are other examples besides the one mentioned above, such as the marble slab in the last screenshot. You can also note differences in the water’s ripple effects in that image as well).