Have you ever used V5? :smile:Why would anyone want to use a dated algorithm with awful performance nowadays?
Have you ever used V5? :smile:
That's an odd question. The theoretical cost of an algorithm doesn't change with the existence of an implementation.Is there a way to calculate the theoretical per-sample cost of 3dfx's RGSS (VSA100) if current hardware implemented it?
Considering that this method doesn't render to a higher resolution nor does it render a different frame (all frames are identical just rendered and rotated) would it be possible to just store 4 "copies" of each rendered frame in memory, rotate it, and then blend it?
If that is the case then with enough memory bandwidth (and memory) wouldn't it be possible to have a relatively small performance hit?
I am sure Rys is frustrated and exasperated that you had to Google that and found it elsewhere.NM about the link thing. I found this when I googled:
http://www.onversity.net/doc/fsaa.pdf
Written by Kristof and Dave themselves
EDIT: Thanks No-X!
I don't really care what it's called (btw, is "T-Buffer" patented, Simon? [edit]Just trying to keep things light, Simon... no offence ... although I really don't know if "T-Buffer" is a patented algorithm or a copyrighted phrase...[/edit]) and I don't really want to talk about it all over again. If anyone would like to discuss the "T-Buffer" again, I'd appreciate it if it goes in another dedicated thread (which I'd be happy to participate in). I can then talk about other things the "T-Buffer" can be useful for which have nothing to do with AA.What people here seem to be really discussing is the T-Buffer which is an alternative way of implementing an accumulation buffer.
Myself said:How useable would 8xRGSS AA, as implemented by 3dfx in their VSA100 chips, be in a machine with high-end sub-systems using one of the latest single-card high-end video cards (powered by ATI and NVIDIA)?