about DXT1 again, to really put this one to rest: i keep reading here it was "fixed" on GF4, but what really seems to be the case is that on GF4 they still use 16-bit processing but just added dithering to it, which in some instances is supposed to look actually worse than what GF1-3 was doing. one thread on it: https://forum.beyond3d.com/threads/dxt-issue- … gf4-series.611/
i stumbled upon this issue while testing a GF2GTS with ut2004, where i immediately noticed the ugly green streaks on floors and many other textures, even after making sure that 16-bit textures are disabled. these shots illustrate it really well. GF2/3 look just the same while GFFX is an improvement, yet kyro ii seems to have even less of these green streaks? R200 looks very similar to GFFX color-wise, just the anisotropic filtering is rougher. so kyro ii seems to be the winner here to me, but when was this exactly fixed on newer cards? GF6 or 8 maybe?
another interesting (and possibly related) fact is that while i could disable texture compression in this game on the GF2GTS (fixing the ugly color streaks, but killing performance), doing this on my GTX 1060 results in just white textures on many things, so only compressed textures would run on modern hardware it seems. however the driver has the caps for DXTC disabled, so what exactly is it doing here? i found this paper from around the GF8 time, maybe this is related?