I don't really wanna talk about the quality as it gotten really good in that area in the last 2years IMHO but i'm more interested about combatibility issuses rising on the horizon.
There were some combatibility problems with MSAA which led to many games in the last 15month couldn't support MSAA mainly because of the lack of API support with certain rendering techniques(render to texture). It looks much better now as many games have support for it but it seems the next problem for MSAA is already coming in the near future. More and more games next year probably gonna use fp render targets for HDR or other things (deffered lighting). AFAIK no graphiccard currently available supports MSAA on fp render targets/framebuffer.
I think i already heard a comment from tim sweeney that you won't see AA in UE3 games because it uses HDR.
Anyway i would like to know how are the odds that next years GPU's will have MSAA support for fp render targets/framebuffer and if it even would make sense for IHV to support this or are costs to implement it too high(transistors , performance)?
There were some combatibility problems with MSAA which led to many games in the last 15month couldn't support MSAA mainly because of the lack of API support with certain rendering techniques(render to texture). It looks much better now as many games have support for it but it seems the next problem for MSAA is already coming in the near future. More and more games next year probably gonna use fp render targets for HDR or other things (deffered lighting). AFAIK no graphiccard currently available supports MSAA on fp render targets/framebuffer.
I think i already heard a comment from tim sweeney that you won't see AA in UE3 games because it uses HDR.
Anyway i would like to know how are the odds that next years GPU's will have MSAA support for fp render targets/framebuffer and if it even would make sense for IHV to support this or are costs to implement it too high(transistors , performance)?