DaveBaumann said:nAo said:Wow! 14x is a big number.. supersmooth edges but still flickerin tree leaves
Think a little...
Because it wasn't able to detect all edges all the time.RejZoR said:Remember,Matrox Parhellia was able to output 16xFAA (Fragment AntiAliasing). I wonder why noone impliments this method... It works where it suppose to. Thats on edges of objects only.
Except you could do the exact same thing on a single card with much higher efficiency. So using multiple cards to make for more FSAA samples would just be stupid.Blazkowicz_ said:I agree, of course it's bad, but it's easy and you could afford to do that on lots of games, especially when you are CPU limited (not hard with such ridiculous high power, even in HL2..)
Is it really that hard to put two and two... erm, six and eight together?Mordenkainen said:Perhaps I'm oversimplifying things but I get the 8x, 10x and the 12x but how are they pulling off 14x?
But it's not smooth below 4x!DaveBaumann said:Think a little...nAo said:Wow! 14x is a big number.. supersmooth edges but still flickerin tree leaves
Recently? Well, that's funny, because it's the exact same thing they touted almost three years ago. Yes, DirectX doesn't support alpha to coverage, so you need some kind of backdoor. OpenGL does support it, but I'm still not able to make my a2c samples (that ran flawlessly on my old GF3) run on my 9600/9800.tEd said:richard huddy recently mentioned to developers that they could use alpha to mask functionality to AA alpha test on radeon9700 and above but they need to use a backdoor probably because the API doesn't directly supports it or something.
I'm thinking 6 extreme samples ... 8)DiGuru said:Ah well, knowing the source, the 14x was probably a mistake and should be 13x instead.
nAo said:I think Dave is hinting to the fact higher AA sampling rate will be achieved via supersampling
That shouldn't happen with supersampling if the game's designed properly.bloodbob said:I'm just wondering how many people are gonna hate this because of the bluring of textures that are align to samples in screen space ( AKA blurry writing ).
Xmas said:Is it really that hard to put two and two... erm, six and eight together?Mordenkainen said:Perhaps I'm oversimplifying things but I get the 8x, 10x and the 12x but how are they pulling off 14x?
nAo said:8 + 6 = 14
Demirug said:(2*4)+(2*1) = 10
(2*6)+(2*1) = 14
Ailuros said:Demirug said:(2*4)+(2*1) = 10
(2*6)+(2*1) = 14
(small addition otherwise I get weird results...)
Let me get this straight 2*6 stands for 6x MSAA from each board + 2xSSAA? If yes, geometry isn't scaling is it?