The Catalyst™ Control Center uses real-time 3D rendered scenes to demonstrate the benefits of enabling advanced features of your graphics accelerator. As you adjust a 3D feature the real-time scene changes to demonstrate the new settings visually. The adjustments are applied to both Direct 3DŽ and OpenGLŽ.
Anti-aliasing is a technique used to smooth out the jagged edges of three- dimensional curved objects or objects with diagonal edges.
Anti-aliasing can be set to favor either an increase in system processing performance or improved image quality:
Display Anti-Aliasing settings
Adaptive anti-aliasing is a technique that applies a combination of multi-sampling (MSAA) and super-sampling (SSAA) on 3D objects to improve edge smoothness and fine detail. This feature renders 3D objects containing transparencies more realistic, providing exceptional levels of image quality while maintaining performance.
Changine the level of adaptive anti-aliasing
Anisotropic filtering is a technique that preserves detail on surfaces that have three-dimensional perspective and fade away into the background. It works best when used in conjunction with Mipmapping.
Anisotropic filtering can be set to favor either an increase in system processing performance or improved image quality:
Display Anisotropic Filtering settings
Catalyst™ A.I. makes use of ATI's new texture analyzer technology to optimize performance in 3D applications while maintaining or even improving image quality. It analyzes individual textures as they are loaded to determine the best and fastest way to display them.
Use the Standard slider setting to achieve optimal results without impacting performance. Use the Advanced slider setting to achieve even better results with minimal impact on performance.
Catalyst™ A.I. includes application-specific detection for various games and games engines such as Doom 3, the Half Life 2 engine, Unreal Tournament 2003, Unreal Tournament 2004, Splinter Cell, Race Driver, Prince of Persia, and Crazy Taxi 3.
Display Catalyst™ A.I. settings
Mipmapping is a texturing technique that preserves the detail on a 3D object's surface as it moves into the background. A series of high- and low-resolution texture maps are stored in memory and selectively used to create the object's surface, depending on what level of detail is needed.
Mipmap detail level can be set to favor either an increase in system processing performance or improved image quality:
Display Mipmap settings
SmartShader™ technology incorporates major advances in the area of pixel shaders, which are small programs that execute on every pixel rendered to the display device. With support for up to six textures in a single rendering pass, the memory bandwidth constraints associated with multi-pass rendering can be greatly reduced, which translates into better rendering performance. By doubling the maximum allowable length of the shader programs, more complex effects can be created to accurately model the visual properties of materials and surfaces, including hair, skin, wood, and water.
Display SmartShader™settings