Indeed, 4xMSAA and 4xTSAA gives razor sharp edges at native res or below.
What console games do that right now ?
Indeed, 4xMSAA and 4xTSAA gives razor sharp edges at native res or below.
Games that lack one or more of the following compared to other games in their genre:What console games do that right now ?
4xMSAA is still the better solution IMHO.
Would it be too much to ask why?
Games that lack one or more of the following compared to other games in their genre:
- Polygon detail (too few polygons)
- Pixel shader detail (not as many fancy effects)
- Framerate
All the post filters work after the scene detail has been lost through the rendering process. As others indicated, it is particularly important on highly aliasing elements like small or distant stuff.
These new approaches do their best to reconstruct that information, but can't get as good even with practically unlimited resources...
However, it seems reasonable to me to combine the two approaches, which might be what GOW3 does.
Where did he talk about the sub-pixel problem/solution ?
What I understand from Christer is that they went beyond the proposed MLAA described in the original paper and solved the sub-pixel problem.
He did not say he solved the sub-pixel problem but he said he went beyond the conventional MLAA. So I guess he has solved it.
I saw that, Mr. Graham !
For GT5, their AA doesn't seem sufficient even in replay (2x or 4xAA ?). I don't need the distant AA. If there is some way to filter the cars only, I'd be happy. .
You saw nothing.
That is shader aliasing. Dunno how much can be done via sahders to fix or the brutal method of SSAA to fix it.
Let's see it !