AA or AF?

Shad66

Newcomer
Which of the two makes the bigger difference to image quality (AA or AF)?
If you could only enable one of them, which would it be?
 
If the app has high resolution textures, I'd vote for AF. Otherwise AA.
However, it is largely just about personal preference...
 
In any spacesim, AA
In Quake, AF

Its like asking whether you want to use mouse or keyboard under windows...
 
I think blurry textures in the distance is less distracting than crawlies and pixel popping, so I generally prefer AA.

Besides, with the performance hit GF4 takes with AF, I tend to trade it for higher resolution instead.
 
pcchen said:
If the app has high resolution textures, I'd vote for AF. Otherwise AA.
However, it is largely just about personal preference...
That's an interesting choise - I probably would vote the opposite in the same scenario.

In any case, I believe the "choice" would depend on the nature of the game... fast or slow paced, in which case the "choice" would be obvious.
 
I'd have to vote for AF
you can still run the app at high res but these no compensation for the AF

damn why do I have to send this 9700 back
going back to my stupid old Ti4600 tonight :(
ie only FSAA and lower res

I want both, AND high res
gotta get a 9700 Pro to keep
 
AF is useful until your polygons get too small(approaching 1 pixel), then you need AA.

As somebody mentioned above, in space sims (like Homeworld) AA is much more useful than AF.

In FPSs, AF is most likely more useful, since the action is generally right in front of you.
 
With a higher resolution you will have less jaggies anyhow... So I would choose a higher res in combination with AF........
 
When Poly's are smaller than a pixel I don't think jaggies will be the issue, but rather the colour inaccuracies caused by undersampling.
 
DaveBaumann said:
When Poly's are smaller than a pixel I don't think jaggies will be the issue, but rather the colour inaccuracies caused by undersampling.
Which is why you need AA of some sort to resolve them.
 
As I own a 9700 I prefer to use both. On first glace you would probably notice AF more, but since I own the 9700 I used AA in all games and if I switch it off now the jaggies pop into my eye at first glance.
 
Both are extremely important features to me by now and I would rather not have to choose. Right now I am on a GF4Ti4200 at home and mostly use 2xMSAA + 2xAF, sometimes 4xMSAA for less performance hungry games.

The effect of both AA and AF can vary from application to application, but generally when probing for a sweet spot between IQ and performance, I pretty much always enable AA first, and AF second. So I guess one could say I consider AA slightly more important.

To me personally jagged polygon edges are just more ovious most of the time and AA enhances just about any game or application out there by a more or less equal amount, while the IQ enhancing effect of AF can vary from huge to minimal, often depending on the texture artwork. In some games its hard to even notice AF when activated and you really have to stop and look for it to see the difference, which isn't the case for AA, you pretty much always notice wether its there or not in a second, without stopping or lookig for it. Just my opinion of course... :)
 
To answer the question: I would be quite confident with a 4xRG Supersampling algorithm, that would deliver equal or almost equal to 4xLevel anisotropic filtering, if it wouldn't put such an ungodly stress on fillrates/bandwidth.

Today's known supersampling algorithms filter textures, but only up to (or close to) 2xLevel anisotropic.

Since for the above accelerators will run into obvious bottlenecks, I'd then like to see a far more advanced hybrid MS/SS sampling sollution to be combined with a truly adaptive sampling anisotropic algorithm, where the number of samples (between 1x and 16x) can vary depending on the surface.
 
Actually, AF is nearly as important as AA in Homeworld, if only because Homeworld's texture filtering really sucks. Anisotropic textures shimmer like hell unless you use AF. (load up HW and see it!)
 
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