Check it out:
http://www.beyond3d.com/interviews/carmack04/
Little more info on what exactly is going on here. It's as most thought, the POW function is a math approximation replacement for the specular lookup table that was in Doom3. The lookup table is in there to ensure identical rendering results across the multiple render paths (in particular the render paths that don't support math shader ops like POW). Carmack doesn't seem too put off by the shader change, but says the artwork won't really look like the artist envisioned.
It's also true that this hack really only helps if you force AF on through the control panel, because only then do ATI cards blindly do aniso on every texture, including that particular texture lookup. Normally, if aniso is set from within the game, the code knows that the lookup texture should never be sampled for aniso, and therefore the gain is sort of moot.
http://www.beyond3d.com/interviews/carmack04/
Little more info on what exactly is going on here. It's as most thought, the POW function is a math approximation replacement for the specular lookup table that was in Doom3. The lookup table is in there to ensure identical rendering results across the multiple render paths (in particular the render paths that don't support math shader ops like POW). Carmack doesn't seem too put off by the shader change, but says the artwork won't really look like the artist envisioned.
It's also true that this hack really only helps if you force AF on through the control panel, because only then do ATI cards blindly do aniso on every texture, including that particular texture lookup. Normally, if aniso is set from within the game, the code knows that the lookup texture should never be sampled for aniso, and therefore the gain is sort of moot.