Testiculus Giganticus
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8)
Joe DeFuria said:Mathematically corect(somewhat), but in this case, the reasoning is a bit off-8x has a rotated GRID.
Not according to the interview with nVidia. 8X contains supersampling elements, but is ordered grid. Of course, the nVidia rep could be mistaken on that...
How can you do 8x "ordered grid" in a way that would share the same lack of quality as 4x ordered grid such that it would be inferior to 4x rotated grid?
It seems likely to me something like 2x2 OGSS + 2x RG MS, given what we already have. Besides being slower, how bad is this compared to 4x RGMS?
Joe DeFuria said:How can you do 8x "ordered grid" in a way that would share the same lack of quality as 4x ordered grid such that it would be inferior to 4x rotated grid?
Ask nVidia. I (and everyone else) really donen't know...which is why this thread is getting particularly long.
For example,one would think that my suggestion would be called "8XS", not 8X....
I think nVidia does not implement combined supersample and multisampling in OpenGL (hence no 4xS), due to some implementation and OpenGL specification detail. 8x will be implemented in OpenGL, 6xS will not.
Well, if 2x RGMS + 2x1 OGSS is called 4XS, your suggestion sounds like 6XS to me.
For 6xS it could be 2xRGMS with 1x3OGSS. That would give a skewed grid and theres probably a few other ways to do it too.
The only problem with the above is that for effective near horizontal and veritcal edge AA 8x is barely any better than 4xS and 6xS would be better than both