I didn't think ATi used supersampling. :?nAo said:I think Dave is hinting to the fact higher AA sampling rate will be achieved via supersampling
Chalnoth said: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.
Generally, but most NDA's expiration date is also covered by said NDA so those bound to it can't tell you when it expires. :?trinibwoy said:Do NDA's expire at the same time that products are officially announced?
The edge detection didn't have anything to do with z testing from what I can tell.Shogun said:Wasn't that because it only took one z sample per pixel, with more samples the edge detection rate would improve wouldn't it?
trinibwoy said:Do NDA's expire at the same time that products are officially announced?
digitalwanderer said:I didn't think ATi used supersampling. :?nAo said:I think Dave is hinting to the fact higher AA sampling rate will be achieved via supersampling
Really? Do you demand extra in your contract depending on how demanding the NDA is?DeanoC said:Some NDA's are permenant (i.e. Even years after the product is released your not allowed to talk about it)...
Are you talking about this one?DaveBaumann said:do a search on the site, I've discussed it before
DaveBaumann said:It's technically not pure multisampling if two chips are rendering the same tile, since they will process vertices twice, and fetch textures twice. If I did the same thing on a single chip (render an MSAA tile twice, the second with altered sample positions, then combine) you'd call it hybrid-SS/MS. It's an MSxSS method, combing say two or more 6xMSAA buffers. I don't see the large gain or any inherent difference in scalability.
Vertices are processed, up to the clipping level at least, per chip on each system regardless of MSAA or not; the only time this isn’t the case is (one any solution that we’re aware of) is AFR.
As far as the application is concerned it is behaving exactly the same as an MSAA solution, its just able to go to more samples than can natively be achieved by a single chip - this would be of benefit in a consumer implementation. All of this is catered for by the hardware level and there is a transparency between what it happening on one chip with 4x MSAA and what it happening on 4 with 24x MSAA – the subsample distribution pattern logically works in the same way.
But this doesn’t, of course, preclude a mode whereby the texture subsample center is offset per chip rendering that tile to achieve the same benefits of mixed MS+SS AA.
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?
Dave's and demirug's comments imply that I was wrong on that point.Mordenkainen said:Nope, except I was under the impression that 6xAA was the highest you could get now. Considering crossfire will work with R4xx cards and all.
DaveBaumann said:They are naming convention cock-up modes. (Although they are done to make it a little easier for the end user to understand, which is a little understanable to some degree)
Jawed said:It'll be interesting to see how restricted the list of games supporting "MS+SS AA" is.
Also, I wonder if Crossfire SS will only work with R520-based cards.
Jawed
Demirug said:How many games have a problem with nVidias hybrid AA modes?
HL2 has annoying AF shimmering even with HQ mode. So, I wonder if they have some forced app settings there, or if there's something about the game or that particular texture. I was down on the railroad tracks on the gravel ground. It's early in the game. Just got pistol.