Hi there,
this discussion started as an OT here.
Doomtrooper claimed:
I replied:
Doom replied:
On which I reply in this new, dedicated thread.
Doomtrooper,
I think you are mistaken somewhat, here. The actual geometry is not rendered mutliple times for FSAA. One polygon stays one polygon. It's rather that the (sub)pixels are sampled multiple times, i.e. FSAA is fillrate and, depending on the implementation, bandwidth limited, and not geometry limited.
I fail to see how high polygon loads could affect FSAA usability, unless of course you are talking about such high polygon loads that the whole graphics board becomes bandwidth limited and you have an FSAA implementation that eats bandwidth, rather than fillrate, like mad and thus gets unusable.
Any thoughts, anybody?
ta,
.rb
_________________
www.nggalai.com -- it's not so much bad as it is an experience.
<font size=-1>[ This Message was edited by: nggalai on 2002-02-10 23:21 ]</font>
<font size=-1>[ This Message was edited by: nggalai on 2002-02-10 23:23 ]</font>
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this discussion started as an OT here.
Doomtrooper claimed:
. . . and then proceeded together with some others to hijack the thread by posting lots of screenshots.With games becoming more complex and realistic looking modern video cards will not be able to use FSAA at playable frame rates..example above 24 fps..Yehhhh. As game continue to put more polys on the screen (UT 2) FSAA is not a option.
I replied:
This is slightly OT, but still . . .
Doomtrooper, pray do explain how high/complex polygon load and FSAA are mutually exclusive as you imply with your posts in this thread.
Doom replied:
Not sure if I understand your question but FSAA and high polycount games don't mix. Try running a game like Medal of Honor: Armored Assault with FSAA on and see what happens. Not even a Ti4600 could get playable frame rates with 4x FSAA on the OMHA beach map.
So my original request was to see more reviews done on ADVANCED features like PS, VS etc..vs the same old FSAA. I personally believe far too much time is spent on getting rid of a jaggies..but that is my opinion.
FSAA must basically draw the scene a couple of time depending on the sampling to my understanding, saying that... cards today can't give the performance required using a game engine similar to the one above and use FSAA too.
So IMO I'd rather see more reviews done on OTHER advanced features....as FSAA should be taking a backseat until we can get game engines like the one above playing with respectable frames @ 1280 x 1024 32 bit with 8 high poly models on the screen.
On which I reply in this new, dedicated thread.
Doomtrooper,
I think you are mistaken somewhat, here. The actual geometry is not rendered mutliple times for FSAA. One polygon stays one polygon. It's rather that the (sub)pixels are sampled multiple times, i.e. FSAA is fillrate and, depending on the implementation, bandwidth limited, and not geometry limited.
I fail to see how high polygon loads could affect FSAA usability, unless of course you are talking about such high polygon loads that the whole graphics board becomes bandwidth limited and you have an FSAA implementation that eats bandwidth, rather than fillrate, like mad and thus gets unusable.
Any thoughts, anybody?
ta,
.rb
_________________
www.nggalai.com -- it's not so much bad as it is an experience.
<font size=-1>[ This Message was edited by: nggalai on 2002-02-10 23:21 ]</font>
<font size=-1>[ This Message was edited by: nggalai on 2002-02-10 23:23 ]</font>
________
buy silversurfer vaporizer
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