Does a really nice job with Risen, I have the Gothic 4 demo, didn't do anything for that fence at the beginning.
You can force AA in SC2, I'm interested as hell in GTA4 though. I've never found a good way to make it work in that.
Are you using the dx3d9.dll fix for Fallout New Vegas? Cause that causes that in that game.
With regards to MLAA, the DC comment is a little red herring; it started life as in HLSL but obviously what is present in the driver is not HLSL; it is platform indepentant so it should be in XP aready) and also API independant - we've had some reports of the driver not picking up the correct key's in DX10/DX11 but it should work, additionally OpenGL is still being worked on.
With regards to the hardware support, the LDS really is paying off here because we need to store chunks of the frame for the analysis and blending stages. Without the LDS you're probably going to be doing roundtips to memory constantly, which is going to have a big impact in performance.
Much better ATi d3d9.dll, better trees and transparent AA.OT but there's now one possibly better suited for ATI cards.
http://www.newvegasnexus.com/downloads/file.php?id=34970
I don't believe the MLAA step to be 'free'. It was said to be as costly as the edge-detect shader anti-aliasing. Now it may seem to have no performance impact, but it hasn't been tested extensively on games that already use a lot of shading processing. The small handful of games I've seen benchmarked with it so far can't be said to push shaders.
I don't believe the MLAA step to be 'free'. It was said to be as costly as the edge-detect shader anti-aliasing. Now it may seem to have no performance impact, but it hasn't been tested extensively on games that already use a lot of shading processing. The small handful of games I've seen benchmarked with it so far can't be said to push shaders.
Gothic 4 and GTA 4 aren't shader heavy games?
Looking at those shots, I find very few cases where MSAA gets something "right" where MLAA wasn't able to do it just as well.
Since I do not "play" Unigene, I did not put much weight in the issues it exhibits. The only parts that I put any real thought towards were the aliasing problems with the various ropes in the scene -- outer edges seemed OK, but near-parallel ropes had aliasing problems with almost-1-pixel-but-not-quite coverage issues causing aliased gaps between the ropes.