I think you guys are over-simplifying the situation here. My point is that it's not as if one technology or rendering method (i.e. deferred shading) has trashed something that was otherwise going to be working perfectly. It's more that more complicated lighting/shading functions are harder to antialias. Back when the only significant source of aliasing was geometric (rasterization) and texture (minification), it was fairly straightforward to solve it. Now with the power to write any arbitrarily high frequency function in a shader, *any* term can be a potential source of aliasing.
So just to direct your righteous anger at some other real sources recently that cause aliasing all over: normal maps and per-pixel displacement maps. Both are difficult/expensive to antialias and thus almost all games just ignore the problem right now, resulting in flickering specular highlights and aliased edges in displacement-mapped surfaces. Neither of these have anything to do with deferred rendering (which is still not that common, although its use is increasing for many good reasons), but cause a lot of the aliasing that I believe you guys are referring to.
Now of course you always want "maximum IQ and speed", but it's way more complicated than that in practice. That shader that I gave you above is gonna give you both of those, so enjoy playing your game with a completely black screen Clearly we're all striving for maximum IQ and speed, but it's a direct trade-off... if you lower the settings of your game to the point that it's running at 400fps then sure it's easy enough to deliver 4x SSAA, but let's keep things in perspective - even 4x SSAA'd half life 1 with all the fancy control panel settings that you can throw at it still doesn't look very good
And btw, "any AA mode that one could possible want" is a bit too vague... I can define any number of "AA modes" that don't "work perfectly" with any application or renderer that you want to give as an example, including the precious 3dfx cards. In fact as far as AA options are concerned, they are positively ancient compared to modern day offerings, but that should be obvious.
So just to direct your righteous anger at some other real sources recently that cause aliasing all over: normal maps and per-pixel displacement maps. Both are difficult/expensive to antialias and thus almost all games just ignore the problem right now, resulting in flickering specular highlights and aliased edges in displacement-mapped surfaces. Neither of these have anything to do with deferred rendering (which is still not that common, although its use is increasing for many good reasons), but cause a lot of the aliasing that I believe you guys are referring to.
Now of course you always want "maximum IQ and speed", but it's way more complicated than that in practice. That shader that I gave you above is gonna give you both of those, so enjoy playing your game with a completely black screen Clearly we're all striving for maximum IQ and speed, but it's a direct trade-off... if you lower the settings of your game to the point that it's running at 400fps then sure it's easy enough to deliver 4x SSAA, but let's keep things in perspective - even 4x SSAA'd half life 1 with all the fancy control panel settings that you can throw at it still doesn't look very good
It does work just fine with any AA "mode" - the math is perfectly well-defined. People just haven't bothered to implement it since it's slightly more complicated and potentially more performance-intensive than with forward rendering. It'll happen though... again I reference Killzone 2 as an example of DR + AA that works just fine.Agreed 100%; deferred rendering/shading whatever the hell shouldn't have been used until they had it working perfectly with any aa mode one could possibly want.
And btw, "any AA mode that one could possible want" is a bit too vague... I can define any number of "AA modes" that don't "work perfectly" with any application or renderer that you want to give as an example, including the precious 3dfx cards. In fact as far as AA options are concerned, they are positively ancient compared to modern day offerings, but that should be obvious.
Lol wow. Particularly funny since you're talking to a guy who has spent a ridiculous amount of time "fighting the good fight" to spend more cycles on AA, especially for proper shadow AA/filteringOh but you guys in the know have it under control... NOT! the "suits" have you guys under control,, but we all fight the good fight
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