id like to see af higher than 16x, and have usable 4x+ ssaa.
log shadow maps here we come!Programmable interpolators, or alternative a negligible performance hit for doing it in the shader.
Any idea when you reach the point of diminishing returns?
Oh yeah, hadn't even thought of rasterizer interpolation... that would certainly be powerful if it was programmable. I'm not sure how efficient that could be made, but hey, this is a dreaming thread right?log shadow maps here we come!
I would not call it (super)slow, I'd call it impratical..or maybe even impossible. Can you have a single GS invocation generating milions of primitives?You could do your own arbitrary rasterisation in the GS, couldn't you? Convert an input triangle into "single pixel" triangles - spacing them however you want, resulting in your log-space interpolated rasterisation.
Apart from being slow you'd also have the problem of limited amplification within GS, so I guess you'd have to multi-pass input triangles until each one is entirely GS-amplifiable.
Jawed
id say 128x af and 16x ssaa would be good for the foreseeable future.
Given that the difference between 8x and 16x AF is already miniscule I think we're pretty much nearly maxed out there.
That's developers fault, using AF to make roadsigns/marks not blurry is like using a nuke to kill some fliesin racing games, 16x isnt nearly enough in many scenes
DX10.1: Geometry shaders that don't suck?