nVidia, however, seems to be mostly insisting about how good they are at using their 128 bit memory bus when enabling 4x MSAA
Why would they want to brag about that, anyway? Well, that's easy to answer. If all they did was using some type of flags, waste could become quite problematic.
So, nVidia says that waste is nearly not existant when using 4x MSAA.
ATI, on the other hand, brags about having 6:1 Color Compression. Without ever telling how much of their 256 bit memory bus is wasted when they've got with such a compression. So, we can't really say which is the most efficient.
nVidia's "4:1" compression claim would mean that instead of writing/reading 4 (sub)pixels @ 32BPP with their 128 bit memory bus, they actually write/read up to *16* (sub)pixels with it in optimal cases.
It would make sense to have a flag to say if a subpixel color is equal to the last subpixel color.
So, you've already got 32 bits reserved for flags: There's 16 maximum pixels accessing a maximum of 4 colors. 4 is 2 bits, so it's 16x2=32
And you thus got 96 bits available for the (sub)pixels colors. IIRC, writing Alpha to the frame buffer is useless in most cases. So there's really only 24 bits to write. And 24*4 = 96.
Someone please correct me if writing alpha isn't useless.
Does those calculations make sense?
Uttar
Why would they want to brag about that, anyway? Well, that's easy to answer. If all they did was using some type of flags, waste could become quite problematic.
So, nVidia says that waste is nearly not existant when using 4x MSAA.
ATI, on the other hand, brags about having 6:1 Color Compression. Without ever telling how much of their 256 bit memory bus is wasted when they've got with such a compression. So, we can't really say which is the most efficient.
nVidia's "4:1" compression claim would mean that instead of writing/reading 4 (sub)pixels @ 32BPP with their 128 bit memory bus, they actually write/read up to *16* (sub)pixels with it in optimal cases.
It would make sense to have a flag to say if a subpixel color is equal to the last subpixel color.
So, you've already got 32 bits reserved for flags: There's 16 maximum pixels accessing a maximum of 4 colors. 4 is 2 bits, so it's 16x2=32
And you thus got 96 bits available for the (sub)pixels colors. IIRC, writing Alpha to the frame buffer is useless in most cases. So there's really only 24 bits to write. And 24*4 = 96.
Someone please correct me if writing alpha isn't useless.
Does those calculations make sense?
Uttar