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#1 |
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Senior Member
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We all know that with MS we lose the ability to do any AA on this Alpha textures. However the K2 drivers had a swich to allow "proper" handling of these. And newer games are using Alpha blends to avoid this issues (AVP2, RtCW, ect). However what about the older games like CS. With the GF4 "new" mode of AA x4S, does this provide for any better handling of these older textures?
Thanks, Jb |
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#2 |
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Casual Member
Join Date: Feb 2002
Location: switzerland
Posts: 2,088
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yes it does a little good to alpha textures
geforce3 4xfsaa ![]() geforce4 4xsfsaa
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#3 |
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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that 'improved' look comes from the fact that with accuview they blend-in samples from pretty far from the current pixel.
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#4 |
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Registered
Join Date: Feb 2002
Location: Everywhere, USA
Posts: 8
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I thought that the 4xS AA used a blend of MS and SS AA. Wouldn't that account for the better handling of alpha textures? (MS didn't handle them, SS does)
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#5 |
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Senior Member
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Anybody seen a review where the show ss of these??
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#6 |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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Digitlife has screenshots of 4xS, but no alpha textures. The S stands for 2x super-sampling so this should antialias textures somewhat.
http://www.digit-life.com/articles/gf4/index6.html |
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