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4th, from some of the screenshots I've seen of bloodrayne 2, some of the scenes have a huge view above, that I haven't seen in many other games; I heard it had z-fighting issues, which means that those scenes where you can see really high up can't be done easily with the z-buffer.
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From my debug version of the BR2 FSAA Patch:
IDirect3D8::CreateDevice(Adapter: 0, DeviceType: 1, hFocusWindow: 1115026, BehaviorFlags: 66|D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING, PresentationParameters: (0x00A013F4BackBufferWidth: 1920, BackBufferHeight: 1200, BackBufferFormat: D3DFMT_X8R8G8B8, BackBufferCount: 2, MultiSampleType: 4, SwapEffect: D3DSWAPEFFECT_DISCARD, hDeviceWindow: 1115026, Windowed: false, EnableAutoDepthStencil: true, AutoDepthStencilFormat: D3DFMT_D24S8, Flags: NONE, FullScreen_RefreshRateInHz: D3DPRESENT_RATE_DEFAULT, FullScreen_PresentationInterval: D3DPRESENT_INTERVAL_IMMEDIATE), ReturnedDeviceInterface: 0x00000001)
As you can see, BR2 uses D3DFMT_D24S8. The view distance is great, yes. Overall, this game does a lot of weird things with the D3D8 API, that i still do not understand.
According to nhancer ssaa is d3d only cant force it on opengl games
That is why i said 'virtually', cause, in theory, you as programmer, could render your scene 'internally', to a larger buffer, and then shrink it at the end, with an average shader. This is exactly what i'm trying to add to my BR2 patch, to let the ATi users enjoy some sort of SSAA (yeah, i know about the ATI texture size limit).