thanks for you response.There are several tricks to reduce the impact of predicated tiling on vertex throughput (manual predication for example, 'cutting' your models in smaller and spatially coherent batches and so on), which help a lot reach the famous 5%. It's not a walk in the park though. It does require work. I'd say that in many situations 2X can be essentially free, while 4X has some more impact; free in terms of performance, but it's not even close to be free in terms of programmers time and development cost.
Fran.
So your personal choice would be to use automatic predicated tiling with 2xAA with very few performance hit or to spend some time to make it almost free, and use the extra fill rate for something else.
Are you allowed to say us the way you to likely to follow with fable II?
EDIT.
i feel that i don't understand properly the reverse AA, but it appears that UE3 as some issues with tiling when it come to some shadows. Would it be possible to run the game with some AA say 2xAA and to "expand" the shadows twice and resolve latter the buffer with less accurate shadows?
Last edited by a moderator: